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Lieutenant
Join Date: Dec 2012
Posts: 35
Hey all.

I was wondering if anyone had any specific tips on how to survive against cannon escorts. At present when one decides to kill me they eventually do, though thankfully in pvp someone usually kills them first as I can live a bit longer.

1, What resists do you recommend at the moment in PVP. I've dropped kinetic as I cannot even remember the last time someone killed me with a torpedo. In fact it might be sneaky to go torpedo heavy if other people have realised this and dropped kinetic too. I'm using 5 engineering consoles at present and have 50% resists to some weapons.

2, Any skills specifically, that you personally take to help you face an escort with cannons?

3, Weapon set up

I am trying full tetryon to help break shields, as regardless of the size some players shields are very tough still for me as new 50. I use this because I run fast firing turrets on the front and 'beams at will' beams on the back, which mean those -2.5% chances stack up. By preference I prefer the escort behind me, which they seem to love to naturally be anyway , so all my guns are in use. I am hoping in a large fight that shield chance will stack up enough to be of use to the group.

Should I switch out one beam for mines or a Chronotic launcher however, I know it isn't going to mean I can get my front guns on an escort, but do you think it'll be enough to get me 2 - 3 shields useage rather than 1 - 2.
Captain
Join Date: Nov 2012
Posts: 1,066
# 2
12-29-2012, 07:04 AM
1. Neutronium is the best choice. Because there are enough kinetic damage out there. You are just on the same side. Without, even transphasic can hurt a lot.

2. EptS,TSS, Scattering field (Sci), Rotate Shield Frequency (Eng),Aux2Sif,Aux2batt. And of course, TT(x2, if possibel). The letter is interestingly underused in PvP. Therefore Reverse Shield frequency is overused. Just 10sec more life for the most players, only the good ones can use them efficiently.

Repulsors and -my Sci's Favorite- Feedback-Pulse can help you (the letter is sharing cooldown with TS, so beware). But FP is quite nice, the escorts are literally destroying themself. In a decent team, they then get wiped by a friendly escort of your team (well, with stupid enemies, even a cruiser with a decent captain should suffice).

And Tetryon? Phasers or Disruptors are better for cruisers, since 2.5%-proc is negliceable. But when they proc, the phaser/disruptorproc are superior than -400 Shields.


But, Turrets front, Beams rear? Frenchstyle? Swap them. A cruiser without torpedos should also attack from the side, so all beam would be a better build.
Ensign
Join Date: Jun 2012
Posts: 5
# 3
12-29-2012, 07:13 AM
I,m as to why you would run turrets on the front and beams on the back.
What i have done is run turrets on the back of my escort and cruiser they auto lock,on any
thing that comes in behind you,or might be out of your normal firing arc if nothing is behind you then your turrets will come to the front and assist your forward weapons. It is best to
run dual heavy cannons when possible and or run dual beam banks on the front or where applicable and run beam arays or turrets on the rear. there are also mines and torpedos that work good on the rear.




Good Luck

Last edited by ghostivan; 12-29-2012 at 07:23 AM.
Lieutenant
Join Date: Dec 2012
Posts: 35
# 4
12-29-2012, 07:23 AM
Thank you all this has helped quite a bit

One thing I did find interesting. If people are less expecting me to run these weapons, there'll have less resists stacked , which answers that question I had at the back of my mind! I am finding they do more damage than my disruptors did in pvp.

Quote:
Originally Posted by ghostivan View Post
I,m as to why you would run turrets on the front and beams on the back.

Good Luck
I'll give you this one. Because (in regards to weapons) I never have to worry about turn rate again, I can fly any size ship and even save the turn rate or engine skills if I like to twink something else.

I can always be moving away from the opponents while still firing every last gun , putting myself out of range much easier if I am beat up.
Captain
Join Date: Nov 2012
Posts: 1,066
# 5
12-29-2012, 07:43 AM
I knew it, it is the frenchstyle.


But seriously, turrets in front is.... nah. Either full beam or full turrets or switching their positions.

I seriously dont believe that tetryon do more damage than disruptors when it comes to resists. Even then, you have to cut your way through the shield, which you cant do alone in a cruiser.
Captain
Join Date: Jun 2012
Posts: 1,068
# 6
12-29-2012, 08:57 AM
there is only 1 reason to run turrets in front....turret boat.

any other reason leads me to believe you unsure of what, and how to do what in your ship.

if you are not worried about arcs, or weapons at all, go 8 turrets, and put on a rapid fire and tetryon glyder with those tet turrets. you will melt some shields.

as far as staying alive... yes neutronium is the way to go. but more than 2 is almost a waste, as diminishing returns really start to kick in.

try running an aux2sif,,,every 15 seconds you will further harden that hull and make up for any defense you may lack. it lasts for 10 seconds, which means you are 10 secs up, 5 secs down on that power.

use RSP to negate an escorts, or some of an escorts, alpha strike. and then evasive away from him, the further you are away, the less damage those cannons do. but stay within 10 clicks to make sure you can heal your team.

have fun kill bad guys

-thrusters on full-
Lieutenant
Join Date: Jun 2012
Posts: 42
# 7
12-29-2012, 10:36 AM
Tac Team!!!
Career Officer
Join Date: Jun 2012
Posts: 1,335
# 8
12-29-2012, 11:04 AM
I don't care what anyone says. I love this guy. Here he looked at the weapons set up, realized opponents were always behind him and realized the truth: The designers put the weapons in the wrong place.

And yes, everyone did give some solid good advice because of course you want to have those consoles and boff abilities, etc.

Still you have to give the props to someone that's thinking a little creatively about firepower solutions!

Cheers and happy flying!
If I don't respond to posts on this forum don't be offended. I don't sub or follow any of them.
Captain
Join Date: Jun 2012
Posts: 1,015
# 9
12-29-2012, 11:20 AM
Watch their buff bars, and learn to tell if they are fully buffed or just popping a CRF. Save RSP for the real thing.

Try to root the escort. If they can't move or are reduced in speed they will have a lower defense score and take longer to get you in their arc. Again, watch buff bars for things like APO and PH to drop off so you can throw a stick in their spokes. EWP with doffs. Plain old TB. Chrono mines. I'm assuming you are in a cruiser, but VM can give escorts fits if they are not supported by a team.

Tetryon glider and tet procs are buffed by flow capacitors, max that for sure if you run the glider.

Other than that, learn to tell if they are really hitting you or are just trying to get you to pop all of your heals so they can kill your teammate and get back to you when your stuff is on cooldown.

If it's a BoP, turn Pandora off and try to listen for buffs from cloaked ships. If it's a BoP called the Marmot popping you repeatedly then ask politely if Lymuv will whisper your name sweetly in chat before he's going to kill you so you can practice trying to survive. He's a sweetheart like that.
Captain
Join Date: Jun 2012
Posts: 1,068
# 10
12-29-2012, 02:03 PM
Quote:
Originally Posted by thissler View Post
I don't care what anyone says. I love this guy. Here he looked at the weapons set up, realized opponents were always behind him and realized the truth: The designers put the weapons in the wrong place.

And yes, everyone did give some solid good advice because of course you want to have those consoles and boff abilities, etc.

Still you have to give the props to someone that's thinking a little creatively about firepower solutions!

Cheers and happy flying!
true, but thats where we get to chime in, to assist in his execution....

rear arrays with faw, with turrets up front just seems inefficient. if his target is in his front 90, those beams mean nothing....i will regularly meet a cruiser head on, just like from the aft, because i know im only getting 4 arrays max on me from that target. and now with this particular ship i only have to handle 4 turrets....which we all know is just ping damage....

maybe just 1 array on the back, with a target engines to go at his attacker, would also benefit his play style and mindset much greater than faw.

by running 8 turrets....and i did feel from his post he really wants that tetryon proc...and crf....he can play defensive... not caring where his target is in relation to him....and when he wants to pop a weapons battery, and crf at the same time one of his fellow escorts feels like trying to pop a target. as a cruiser, he should be focused on team support first....so letting 8 turrets go on auto fire while clicking on his teammates to make sure they are okay....and at the same time find out who they are targeting, and wait for his strike sequence....

thinking outside the box is always great, but only when it comes to a resolution that is more effective than the ones already provided inside the box....i do not see that here....

have fun kill bad guys
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