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Empire Veteran
Join Date: Jun 2012
Posts: 873
# 11
09-09-2012, 11:46 PM
It also depends on what your team mates are doing.

For example, teaming up with someone with disruptors who alphas first, their disruptors are going to take a chunk of damage resistance away, then you make a pass with your antiprotons, taking advantage of the enemy's lowered damage resistance etc etc.

Combinations of powers and team abilities, ship power, doff layout the list goes on.
I drink, I vote, and I PvP!
Career Officer
Join Date: Jun 2012
Posts: 341
# 12
09-09-2012, 11:48 PM
If you're facing Jem Bugs, the learning curve is 90 degrees.
Empire Veteran
Join Date: Jun 2012
Posts: 7,485
# 13
09-10-2012, 12:12 AM
thats a long post you got there op, there must be a lot of information for me to consider before i comment

Originally Posted by candymancangtt View Post
Ok, I am by no means UBER geared but I have been playing off and on since beta so I know how to play this game fairly well. I do have mostly XI and XII equipment

I fly a tactical escort as an engineer
oh. hate to break it to you but thats basically a non starter when dealing damage, spike damage, the damage that gets kills. the best timing in the world is not going to grant an eng escort enough damage dealing to shoot through EPtS1 protected shields, even on another escort.

the bugs are basically overpowered and theres little you can do about them except hope the user isn't great, its build is horrible, and that they don't target you. the better the bug user is, the more likely it is he flys with friends and support, they can pretty much derails any match they are a part of. it doesn't even take a boat load of skill to have purple mk xii weapons and tactical consoles, and to sit behind a big fat cruiser and deal damage beyond design parameters that only a dedicated healer can save itself from. just try to hope you don't run in to the damn things, or the upcoming fed fleet escorts that will be similarly dangerous. oh yes, its going to get worse.
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Join Date: Jul 2012
Posts: 1,273
# 14
09-10-2012, 01:53 AM
Originally Posted by bobtheyak View Post
Timing is everything

Especially in BoPs that really use their battlecloak.
Join Date: Jun 2012
Posts: 1,737
# 15
09-10-2012, 02:03 AM
put your eng in a starcruiser beam boat, and be glad that the leveling has happened already.

Roll a tac and start wondering how anybody plays this game without doing that much dmg, 150k is really not that much.
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Lt. Commander
Join Date: Aug 2012
Posts: 160
# 16
09-10-2012, 02:28 AM
Engineer scorts are kinda fun to fly in Kerrat, but they are pretty much useless in an Arena
Time played in game. as of 9/12/12 (on my mains) Total 2907 hours.K'zoontite has been on active duty for 34 days, 3 hours, Bot Fly has been on active duty for 55 days, 4 hours, Poppa Capp has been on active duty for 4 days, 12 hours, B'zooka has been on active duty for 12 days, 22 hours,Tater(fed) has been on active duty for 14 days, 10 hours,
Career Officer
Join Date: Jun 2012
Posts: 797
# 17
09-10-2012, 02:34 AM
ask to tag along with a named fleet next time on opvp and see what happens.
Career Officer
Join Date: Jun 2012
Posts: 230
# 18
09-10-2012, 02:34 AM
Originally Posted by trueprom3theus View Post
Just a thought, tbr, mines, fbp(edit: indirectly), warp plasma are only few non energy weapons/abilities that count towards dps, and are all buffed by tac abilities. Few of those, plus good gear and the dps goes up like nuts.
That's because all of the abilities you listed deal kinetic damage, which the PvP scoreboards only record in this game. For example, my Sci-Sci, which focuses on healing, appears to out-damage escorts, but it's just my transphasics dealing hull damage.

If you want real numbers, chnk the logs!

Also, I am by no means saying those abilities (and transphasics) are not good, I'm just trying to say that you shouldn't look into the damage numbers too much if you are using those.
Join Date: Jul 2012
Posts: 367
# 19
09-10-2012, 07:26 AM
Originally Posted by criminius View Post
Also for the rookie tac escort pilots stay close to your healers (close I mean under 10k)!
This is SOOOO true. Nothing more pissing then wasting extend and the aux batter and sci heals on escort that a second later is evasing out of the battlefield and range of your extend.

Originally Posted by doomicile View Post
If you're facing Jem Bugs, the learning curve is 90 degrees.
Nah. Bug are not THAT bad, unless some good pilot is sitting in them. Never had problem with bugs. Garumbas in FvK and T5 Defiants in FvF - those are nightmares in teamplay. In 1v1 - meh, I flied Fleet (now Patrol) Escort and could handle any ship unless pilot was better then I. In such case ships doesn't mattered - I was dead.


As for the OP: skilled player can mount insane amount of damage simply by timing his buffs. I learned this hard way long time ago by being on the receiving end of a Klingon disruptor or Fed phaser. And through all that time I still try to come even close to those players (not easy with current state of PvP and queues). But I'm doing better and better so if I (and the game) live long enough and prosper - who knows...

Perhaps one day I call my ship "Panda Killer"
Join Date: Sep 2012
Posts: 2
# 20
09-10-2012, 08:18 AM
I still feel like some of you are missing my point... Sometimes the pvp is so bad with these 2-3 guys that you litterally cannot do anything.. nothing at all you die then they run to spawn and as soon as you spawn your dead in a split second..

Once the battle starts everyone is in the middle my entire team is dead in like 30 seconds.. It makes no sense to me how 1 single guy can do so much dmg.

Also to the guy telling me to fly a cruiser... lols cruisers are so broken and bad in pvp... The only way to stay alive is in a science ship.. I have yet to see a cruiser actually accomplish anything in over a year now.

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