Go Back   Star Trek Online > Feedback > PvP Gameplay
Login

Reply
 
Thread Tools Display Modes
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 91 Back to form
03-07-2012, 10:05 AM
Anyway, in an effort to get the thread back on track, I'm going to cheat and offer four suggestions. Yes, four.

From a general perspective, my two bits of advice to someone going into the queues are this:

There's no death penalty so don't take it too seriously
Try adapt improve. Follow that mantra. Always.

Ok, now to be more specific:

Get Tac team on your ship. It will save your life.
Don't Run. (See above for why.)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 92
03-08-2012, 12:04 AM
As said in the post before, I won't go deeper in wishful thinking scenarios.
Plus, you're taking the jam sensors situation way too seriously. And I said something about a specific rank. It has saved my arse many times and I've never seen a buddy (not to mention 4 others) die out on that. Others use their survival abilities, starting with TacTeam.


What the others are missing out, there are ways to perform CC as a sci ship.
Aceton Field III is great, hands down, but I already stated before that I am not using a cruiser.

Also, a Sci ship's dps is limited by the 3x3 weapslots. I just know I can keep the team alive with tools outside jam and that's about it . There are enough toys to stay alive for a while. And as I also said before, it is possible to keep one with alpha strike buffs away from the team and the 10km range -- unless there is a g4y2win to shoot beyond that, which I doubt.

But look, it is known that sci ships aren't the smartest thing to take along in a fight to be honest. Devs are the one who brought us this to begin with.

In the end, I don't have to go really that deep because there is a lot of wishful thinking as well as nobody really reading what was said.
STO pvp is very broken, let's not forget that one either.

Quote:
I can even crack a joke about how bad Jam is. Jam is so bad that the devs didn't just give it out for free on a console, they coupled it with another much stronger ability, and put it on a shield -for free-. Even lolsto devs know how bad this power is.
And that's why I don't need to take the rambling seriously at all. Because if there is one thing I really have to worry about, its devs, not the community forum and trolls.

Not to mention, KHG is what I was going to say next. The entire klink side already has the "noob" jam spam incorporated . I'm sure you are using it too.

I already know the comedy of using cannon: spread fire on 3 klinks that have KHG shields. Good luck keeping them in target.

*****************

Back on topic.
Probably already said, but 2x tacteam rank I is sufficient.

And think twice when using engiteam. If you are not under fire and see a friend could need it, be wary about the general "Team" cooldown. It can happen pretty fast that you could be called next and your tacteam will be in cooldown.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 93
03-08-2012, 12:58 AM
Quote:
Originally Posted by Barschmeister_Sparki
And think twice when using engiteam. If you are not under fire and see a friend could need it, be wary about the general "Team" cooldown. It can happen pretty fast that you could be called next and your tacteam will be in cooldown.
Very good advice. Don't heal your teammates... you are going to needz dos heals soon boys and girls.

... Oh and never bring a sci ship, they are just not good on a team at all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 94
03-08-2012, 01:49 AM
Granted, I left out a few situational things. Forgot to add to that that if the buddy is only at 10% and is being down-focused, Engiteam won't help. Seen it happen too many times where the DPS is simply too high for a hull-heal.
On the other hand, you "could" save somebody's arse if you toss your tacteam instead. You just need to know if your buddy will be able to survive the onslaught.

Just to make clear why I said "think twice" (because it will be misunderstood yet again ;D), its just that it happens way too often that you throw in a lot of things when it is obvious that player is going to die. This does not mean not to help at all, it is just to be wary of the pvp situation at all times. Pulling back to support others or assure your survival is sometimes the only trade-off. If you are flying a medic-build, despite it being a noble-yet-broken )

Quote:
... Oh and never bring a sci ship, they are just not good on a team at all.
To be honest, I was somewhere thinking the same thing, regardless if that was a true comment or sarcasm.

This is not a ship-thread and I don't want to derail it, but I do have the feeling that the VOY-Refit is a ship that isn`t always viable.


Unlike Nebula that can have 2x Tac LT; the Voy only has 1 LT tac BO seat.

Somewhere, you have to figure what you want to do. It is probably laughable to say "DPS" because you only have 3x3 slots. If you go full arrays, you will want FAW.
You'd likely have 1x Tac and 1 x FAW (or cannons: rapid fire if you go single cannon + turret)
Anyhow, your survivability is lacking because you don't have 2 Tacteams.

RSP1 may cover some time (or whatsoever else), but fact is that it won't be easy surviving facemelt dps - thus, it may be viable to take 2x Tacteam.

But then you have no dps tool. You are not forced to use FAW/CRF, but it will be harder to punch a whole in one's shield arc.


TL;DR
Unless somebody is explicit and says you can deal monster-dps or have full survivability and nice dmg in a SCI, I would suggest getting a Nebula-class.

So, just be certain what you want to do in that sci ship - Wrong choice and you may have to farm dil/cpoints for a very long while.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 95
03-08-2012, 02:00 AM
Fair you have a point sometimes you have too be aware of which heals or which defensive skills too help people out with.... However if everyone cross heals properly yes an engi team will save someone. For example we had a team running tonight and did better then ok all night... on at least 2 occasions I can think of off the top of my head the team saved members that had hulls dip well below 10%. I agree and your right tac team is sometimes the better save skill....

However tying that thought together with the sci ship stuff.... Tac team is overrated.

DO NOT RELY on tac team too save you or I will KILL you lots. (this has been an escort player public service announcement) lol

I kid a bit there but really... all the TAC team TAC team TAC team stuff... don't rely on that too save your but its NOT an rsp it does not last forever (OH my don't miss understand me RSP is not going to save you either)... I can exploit tac team by hammering you for 5 seconds on one facing then turning into your adjacent facing when your tac team ends and pop you in one volley... Tac team is a save but you Better have a plan for when it is almost expended or your shields are almost bingo.

Sci Ships... ARE not useless I was being sarcastic there. The intrepid is one of the best debuff ships in the game Intrepids win matches. Recons Win matches.... heck even Vulcan ships win matches... FAT BOY noobulas almost always LOOSE matches. A sci ship should be packing SCI teams not TAC teams... my sci ships don't even have a TAC team... I know the horror right I should pop like something that pops a lot.

Anyway... one official tip from me now boys and girls... DON"T RELY ON TAC TEAM, seriously not being sarcastic. There... if you have tac team on your sci... learn too play man. lol
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 96
03-08-2012, 03:47 AM
// non-troll post ;D here


Quote:
A sci ship should be packing SCI teams not TAC teams... my sci ships don't even have a TAC team... I know the horror right I should pop like something that pops a lot.
Just curious.
So you fly entirely without Tacteam?
I tried doing that, but there are not many things that will kept me alive because of the massive load of DPS.
I mean, I can fire up a whole lot of survival stuff, but at the end of the day, that is where I'd truly die because manual shield distribution is too slow.

(On the side note, I recall a troll saying one can distribute shields manually faster than Tacteam to survive a decloaking BoP. I still doubt that is true but if one can "second" that, I stand corrected... )

I've been using other LTC sci powers instead of Sci Team III because I have the "old day version" in mind.
vs Cruiser or vs Sci, the fight remains interesting and imo, it may work, but an escort will end the balance.

In that case: How is Sci Team III now actually?

Loooong time ago, it used to be the only thing to save you from Viral Matrix III (used to be an age-long stun). I count more on HE but if SCI III is that useful, I'd reconsider.

Now, without Tacteam and having an opponent who happens to be a Topdog-Escort on the opposing team in the scoreboard, how do you handle the decloak/spike dmg without TacTeam?
(and without a simple and cheap jam sensors, for the sake of brainiacs)


As for tossing TT on a friend, it does help shield distributiion job -and if one needs shields, you can still toss a TSS on him so that there is always shield hp available for the distribution.

Ever since the widespread healnerf and the change to a more fastpaced/high dps play, Engiteam does not always help much either. It does something on the hull-hpbar, but I see it too often where people just die - monster torp crits just eat it away. Then again, when I fly a sci, I'm usually limited to Engiteam I or II.

Now, I have to be careful with "monster torp crits" comment as Cryptic apparently nerfed the stacking tac consoles +%torp dmg, so maybe it is not extreme as it was before.

=============


Also another question.
From common sense, Boarding Party Shuttles are useless. People do keep spamming TacTeam so Boarding Parties are "useless" in sense of the general public.
Yet - I see the same public saying to use Boarding Parties as a useful advice.

So, who is right? regarding the helpful tips sense of this thread.

===========


Quote:
Sci Ships... ARE not useless I was being sarcastic there. The intrepid is one of the best debuff ships in the game Intrepids win matches. Recons Win matches.... heck even Vulcan ships win matches... FAT BOY noobulas almost always LOOSE matches
Personally, I love flying VOY. I just know that it is a "balanced" ship in a world of imbalance xD.
Just saying that because you really REALLY don't have it easy with fitting choices because there is always a hole, as said with the single LT tac slot.

Was just saying that Nebula has the chance to have 2x Tac and Faw/Boverload (or 2x CRF). Better for those who want to want to add more DPS - since the STO universe tends to build the worth of individuals around that.


If there was one thing I forgot, it is saying my tips in coherance (spelling) with the desired vessel. General tips are great nonetheless, but they are also highly dependant on the given pvp situation and the actual playstyle. Just about anything in STO's pvp is too situation-dependant.

That said, I think it is safe to say that if you are flying an escort, you do have tools that don't require you to rely on Tacteam all the time. Escorts tend to have a crapton of Tac BO seats.
You can get in, PEW, and get out.
AP:Omega gives genuine 7 buffs for success - plus a getaway-minispeed buff. And there are lots more of toys just for Tac alone thanks to all the seats.


/// Inbetween tip:

Situation: Teamdeathmatch 5 vs 5, your last teammate is about to be blown to bits and you're next. You are in an escort and it is obvious that regrouping is essential right now than "go down fighting".
"Oh crap, I need to GTFO or its +1 on enemy team score"

Max Impulse power, use AP:Omega and feign your intention of fleeing to a specific direction. Your chasers are likely to use Evasive Manuevers. Keep an eye on Omega's duration. When the time is right, do a 180 turn and hit evasive manuevers.
Likely, you will be Tractor-Beamed - but thanks to the few secs of Omega, you should be slipping right through. Just make sure you are far away enough and have enough time to get out of combat.

So TL;DR
If you have to do a hasty retreat/GTFO - try doing something Romulan style, fake with Omega, turnaround, getaway with Evasive Manuevers.

This will not work if one of your enemies that Impulse Burst ability.

Likewise, it is always better to regroup. In a kill-related pvp fight like teamdeathmatch, retreating to regroup is a good thought. Just don't runaway when there are still two friends around.

///

Back to the Off-Topic lol.
If one is in a Premade group vs a PUG; then it is easy for one to be mouthy on "bi-winning" BO powers. Some are really broken, some are useless, but there are also some that can help even if it is just for one moment in time.

There are still players who like flying healbuilds too, regardless if it is gimped to oblivion because it is simply playstyle + fun. In a healbuild, you won't be doing dmg other than the baseline dps by your basic weaponload out (hence why torps may be nice, being KIN-sidekick for teammates who punch the holes into the enemy shield arcs).


Even if escorts will aways win the day, some people do like to fly other ships.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 97
03-08-2012, 04:43 AM
Well don't take my word as gospil... one tac team is not a bad idea... really though a sci ship that can't use a sci team seems like a travisty too me in most cases.. your right though a tac team and tss combo is basicly a fire and forget extend shields which isn't a bad option as a healing sci.

What I use... is light too be honest I am fairly well practiced at holding things and rolling heals properly. (I do go down easier too be honest if I screw up)

EPTS 1
Aux to Inerital Damp 1
Hazards 2
TSS 2
Sci team 1 (sometimes x 2 and sometimes with a couple sci team doffs)
Tractor beam (Yes it can be defensive)
Brace for impact Doff
Subspace Field thingy
Evasive Manuvers

Thats pretty much it.
No you can't redisribute shields faster then tac team... you can pick a facing though and it is better then not doing it, still having a turn skill like aux to damp and being ready too use evasive to repositon is key. (you don't have too only use evasive to run away) Too answer one of your questons... decloaking power scort... Evasive manuvers... Circle Aux to Damp if I need turn.. Subnuke... Tractor out of acr... if I have a team there likely already dead, if not I work on them and stay out of arc... target weapons... when there close too dead target aux so they can't heal themselves.

Here is one little trick I carried over from my escorts too my sci ships...
Go into your keybind menu settings and set your distribute shields key binds too the same keys you use to pilot.

So I use W A S D too pilot.. So
I use
Shift-W to distribute front
Shift-S to Rear
Shift -A to disritbue right (Opposite side I would be turning away from)
Shift -D to disritbue left (Opposite side I would be turning away from)

As too silly things like boarding party... go use it for one round and make up your own mind... ya its basicly useless with all the faw and tac teams around. (should be common sense if you pvp more then a few rounds and see what people are doing)

On the sci ships really... the nebula is too slow too turn, its mostly a bad sci ship as you can't turn for sci skills that have an arc... and you can't turn a facing too save your life... the layout is fine as a healing sci ship... as a CC ship the intrepid is much better... the tac slots really shouldnt' be a big deal if your doing your dmg with sci aux skills mainly.

On the escorts winning the day... really with good teams more then 2 escorts are still a liability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 98
03-08-2012, 04:47 AM
There's a reason why the high end teams don't roll more than 2 scorts.

They are liabilities beyond 2 scorts.

That you think sci ships suck, says all that needs to be said here.

As QAW has said, Sci wins the game. Period.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 99
03-09-2012, 02:54 AM
@Husunak
Thanks.
Yeah, there were some mouthy trolls about Boarding Party shuttles and Manual Shield Distrib vs Escort Spike DMG.

Already used BP shuttles often enough, was just that I keep hearing about them being nice2have. Dropping them off at point-black etc so that they don`t get shot down like mines. Nevertheless, they die to Tacteam. Only times it actually did something when I kept an eye out for EngiTeam/SciTeam use.

Before somebody feels bumhurt in the dignity, BP shuttles certainly have their uses, but you have to be lucky with timing, because TT is practically perma-spammed in fights. Just have to look out for when its a Yellow or a Blue Team sprite, that would be a go-code for BP shuttles.


And that is a great tip - keymapping shield-arc distribution via shift-keys.
Been using shift-Q and everthing else around the WASD, but using the actual shift-WASD is a smart one. Thanks for sharing that one.

Escorts winning the day as in they can turn the tide - and that very fast.
It is obvious that a wel-lbalanced setup of vessels will win, especially if they are VOIP and good pilots.

On the other hand, in pvp and reality, other setups will show up and I've seen it work. Likewise, 3 escorts and 2 Karfi Carriers is just as a facemelter, but that was obvious.



Quote:
Too answer one of your questons... decloaking power scort... Evasive manuvers... Circle Aux to Damp if I need turn.. Subnuke... Tractor out of acr... if I have a team there likely already dead, if not I work on them and stay out of arc... target weapons... when there close too dead target aux so they can't heal themselves.
Okay, I have to see if I can use Aux to Damp. I will look into that one.
So I must see that SNB is ready for the moment. Does SNB actually wipeout AP:Omega? Because that is the only thing that could hinder the tractor beam's hold effect.

Quote:
What I use... is light too be honest I am fairly well practiced at holding things and rolling heals properly. (I do go down easier too be honest if I screw up)
I see.
Somewhere, that is the trouble of going for heal-bro, which is obvious.
Although I must say using less weappower and more on shields/engine does help defense but you can still go boom with ease.

I know people who would never think about using other shields than the "covariant shield" family, but time and again I keep running out of shield hp through TT spam, usually because I have Engiteams or EP2Weapons instead of EP2Shields. Somewhere, I had the idea of using a faster reg shield - perhaps even Regenerative Shields and high shieldpower setting, but dps can still overwhelm that most of the time.
EP2S 1 is probably much smarter in that case.

Quote:
as a CC ship the intrepid is much better... the tac slots really shouldnt' be a big deal if your doing your dmg with sci aux skills mainly.
The only issue I see in shield-killer setups like TachyBeam+CPB is that it is quite easy for a target build them back up, especially with cookie cutter builds and EP2S.
Nevertheless, I must say that Photonic Shockwave is nice (dmgwise, not just the mini-stun).

anyhow, sorry for Thread hijack.

Quote:
That you think sci ships suck, says all that needs to be said here.
Do you mean Husunak or me?

I suppose its me; if so, quotes or it did not happen. Eye of the Beholder in that case.
And I am flying VOY refit as main ship. Said often enough.

To clarify and reiterate for others, VOY refit requires you to define what you want to do exactly. You can't do everything with it as it will only be mediocre. And not to forget, if you fire off all your CCs, you will have to wait a "long time" until they are available again - unlike other effective powers with shorter CDs from the other two ship classes. As usual, just saying.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 100
03-09-2012, 03:28 AM
Quote:
Originally Posted by Barschmeister_Sparki

And think twice when using engiteam. If you are not under fire and see a friend could need it, be wary about the general "Team" cooldown. It can happen pretty fast that you could be called next and your tacteam will be in cooldown.
Quote:
Originally Posted by Barschmeister_Sparki
Granted, I left out a few situational things. Forgot to add to that that if the buddy is only at 10% and is being down-focused, Engiteam won't help. Seen it happen too many times where the DPS is simply too high for a hull-heal.
On the other hand, you "could" save somebody's arse if you toss your tacteam instead. You just need to know if your buddy will be able to survive the onslaught.
.


hahahaha. You never know when someone else also might throw them a heal, or there own HE might come off cool down. Good stuff. Don't heal them they might die!
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 03:08 AM.