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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
01-30-2010, 03:42 AM
very nice read and very good information!

Thanks!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
01-30-2010, 03:59 AM
Very good and informative post ! Good job.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
01-30-2010, 04:01 AM
The Ito Weave (variation of the "Thatch Weave")

The Basics:
The Requirements: A cruiser with fore and aft torpedoes, a good amount of beam arrays

1. Identify target on your rear.
2. Turn in one direction firing off phasers as your target enters your broadside.
3. Immediately after your broadside fires turn away and fire your rear torpedo as your target enters it's arc.
4. Continue the the turn, once again getting off a broadside before turning back in the opposite direction remembering to fire off the rear torpedo as it becomes available.

More of a defensive manuever meant to frustrate and burn down an attacking escort by allowing you to distribute incoming damage over the sides and rear while concentrating your defensive fire on your attacker's front.

Advanced:
The Requirements: A cruiser with fore and aft torpedoes, a good amount of beam arrays, evasive manuevers, high yield torpedoes.

1. Identify target on your rear.
2. Turn in one direction, slowing to half impulse to suddenly sharpen the turn. Firing off phasers as your target enters your broadside.
3. Immediately after your broadside fires, speed up to full and turn away. Firing your rear torpedo as your attacker enters it's arc.
4. Continue the the turn, once again slowing to half in order to sharpen the turn. Getting off a broadside before speeding up and turning back in the opposite direction. Again firing off the rear torpedo as it becomes available.
5. As you weave your attacker should be getting closer. Start one last turn and broadside. This time activating evasive manuevers (and high yield if available) while continuing the turn into your attacker.
6. Run straight at your attacker firing off the forward torpedoes point blank as you pass.

Decreasing the throttle at the right moment should sharpen the turn enough to bring the broadsides to bear on a stubborn foe. Slowing down also hastens your attackers approach allowing you to throw off his timing and make a break out of his forward arc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
01-30-2010, 02:40 PM
I like it! You need a handy GIF though, heh.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
01-30-2010, 02:48 PM
I still say flying in a straight line is all you really should (and can :p) do.

Also worth considering is the skill cap and presence of tactical consoles. Specing out and modifying one weapon system, especially one as versatile as Beam Arrays, gets you more bang for your buck. The only real downside is the presence of hard counters, such as polarize hull or other abilities that mitigate Energy damage. Although, I figure if I'm in a shooting duel, my oppenent is going to throw everything they've got at me, so the chances of them having something in reserve is low.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
01-30-2010, 03:44 PM
The thing to remember is that as your tier gets higher, the ability to perform these maneuvers decreases. During beta I was able to get to T4 and let me tell you, those things do not handle well... Even with evasive maneuvers, the turning rate is horrific on some of the cruisers.

I have found as CnB pointed out that a beam boat setup (4+ beams) can deal out some massive broadside damage. It is a lot easier to maneuver to a broadside with the larger ships. You will still have a slot open for a torpedo in the fore or aft slot w/ these larger ships so you still have the power to fire off a salvo if the opportunity presents itself.

The best piece of equipment I would recommend to someone would be getting at least 1-2 EPS consoles. The power transfer rate not only helps with beams, it also helps when you get out of full impulse. Where it would normally take ~10 seconds for the power levels to get to their appropriate levels for combat, it only takes maybe 3-5 seconds at most with the consoles. While you can also use the turn rate consoles, i would strongly suggest against them at the later levels. Since the consoles modify a percentile of your ships turn rate and not a flat amount, their value decreases as the ships turn rate decreases. Namely as you get to a galaxy cruiser, it will not affect the turn rate that much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
01-30-2010, 03:57 PM
Thanks for reposting this -- I took it all to heart the first time around, but it's nice to have it handy for inspiration.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
01-30-2010, 03:57 PM
Very good post better written than my Escort post and probably more useful too XD
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
01-30-2010, 05:37 PM
Great post!

I do tend to go 3 beams 1 torp rather than 2 and 2 (in the first true cruiser tier).

In PVP (OB) I had some luck with tossing my 1 torp in the aft. Knocking down the BoP's shields and then when they inevitably went to kick me in the rear, I unloaded a high yield with a beam (on 75W 50S 25E 50aux, a little extra tossed in for WC theorist and spec), usually left them with 30 or less% which I finished off with beams.

Granted these guys probably stunk at PVP. I am not any good at PVP. I did not get blown up too often in the cruiser.

In PVE I find 3 or 4 beams to be excellent for hammering anything (as long as your Weapon energy is high enough).

It would be interesting to get some DPS records from Cruiser captains who are decent PVPers with both loadouts (fore/aft torps, no torps, and 1 torp)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
01-30-2010, 11:24 PM
I think PVP is too fluid to really get workable results from those kinds of tests though. Too many variables, even in a duel (a rare enough occurrence as it is).

It's more of a "feel" thing, I think. I'm still stuck in my silly Miranda (server downtime, being hung over, etc) and I've already lost count of the number of times I cursed my lack of aft torpedo.
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