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Lt. Commander
Join Date: Dec 2007
Posts: 120
Hello

I've read that CANNONS should be the primary choice for an escort ship because they do more damage.
I do however not like the 45 degree firing arc of dual heavy cannons. And I think the 180 degree firing arc of single cannons is too much.

90 degrees would be perfect. I haven't found any 90 degree cannons though, do they exist?
If not, would dual beam weapons (90 degree arc) be viable on an escort ship? Or are single cannons better in that case?

Also, what bridge officer abilities are a must have? Currently have Torpedo Yield and Cannons Rapid Fire on my tactical officer, and emergency power to shields on my engineer. Fairly happy with those, but I'm at a loss what to pick for science and tactical officer #2, as well as the lt.cmdr skill for the engineer..

Any input would be appreciated....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
01-31-2010, 06:00 AM
Never played Escort during beta, so I can't really comment on that. I'll probably try it at some point.

If you're flying an Escort, you don't need to worry about the Lt. Commander power for your Engineer. Unless I'm mistaken, your Engineer and Science seats only go up to Lt. anyway.

About the Science officer powers, the Ensign and Lt. ones... in general, you're probably not running with the kind of aux levels needed to get the most out of Science debuffs.

That said, you could get some synergy by stacking, say, Tachyon Beam's shield debuff with Beam: Target Shields II on one of your tactical officers, but again, you'd need to devote more aux to that.

Tractor Beam is popular for Cruiser players, but I don't think an Escort needs as much help keeping things in your firing arc.

Jam Sensors and Scramble Sensors are potentially useful as placate and confuse effects, if you think some light control is useful..

Science Team, Hazard Emitters, and Polarize Hull might be useful as self-heals and resistance buffs, if you need more durability.

And there's Mask Energy Signature if you want a quasi-cloaking ability, particularly useful for PvP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
01-31-2010, 06:25 AM
Quote:
Originally Posted by Faldaani View Post
Hello

I've read that CANNONS should be the primary choice for an escort ship because they do more damage.
I do however not like the 45 degree firing arc of dual heavy cannons. And I think the 180 degree firing arc of single cannons is too much.

90 degrees would be perfect. I haven't found any 90 degree cannons though, do they exist?
If not, would dual beam weapons (90 degree arc) be viable on an escort ship? Or are single cannons better in that case?

Also, what bridge officer abilities are a must have? Currently have Torpedo Yield and Cannons Rapid Fire on my tactical officer, and emergency power to shields on my engineer. Fairly happy with those, but I'm at a loss what to pick for science and tactical officer #2, as well as the lt.cmdr skill for the engineer..

Any input would be appreciated....
Try dual beam phaser arrays if you don't like the 45 degree arch of fire for dual cannons... i don't see any reason why an escort can't be successful using beam weaponry. Though its not optimal i doubt it will be crippling by any sense of the word.

However, i recommend giving dual cannons more of a chance, they're really nasty and are our bread and butter as escort captains.

Personally i roll with 2 dual cannons and a torp launcher in front with a beam array in back. I like the coverage of fire it gives me and with the beam array i use overcharge beam array on my 2nd tact officer for a quick burst of dmg when i about face.

For science officer i recommend the sensor jammer placate skill.... using it wisely in PVE has saved my butt several times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
01-31-2010, 06:41 AM
I only played an escort for a few levels in OB, but I liked using a dual beam and a dual heavy cannon on the front. It seemed like a good compromise between fire power and firing angle. I'm going to try that again.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
01-31-2010, 06:44 AM
I think I've seen some people posting here on the forums that for escorts, in additions to the dual heavy cannons mounted in the fore slots, they use turrets mounted in the rear slots. Though their DPS is crummy, they have a 360 degree firing arc, so they add some damage to the already potent strafing run, and can harass enemies as they turn around for another run.

EDIT: Also, turrets are counted as cannons when using BO powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
01-31-2010, 06:51 AM
Quote:
Originally Posted by zarlak View Post
IN OB i went 3x MK IV Quantum Torpedo launchers on the front and a 360 turret on the rear, and it shredded most ships almost straight away, in any given fight it actually seemed to match cannons
Wouldn't the shared cooldowns for torp launchers make 3x a waste? 2 you can get away with, but by the time you're able to fire the 3rd, wouldn't the first be reloaded?

EDIT: Hah, I commented on your post before you even made it. I'M PSYCHIC!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
01-31-2010, 06:51 AM
IN OB i went 3x MK IV Quantum Torpedo launchers on the front and a 360 turret on the rear, and it shredded most ships almost straight away, in any given fight it actually seemed to match cannons
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
01-31-2010, 06:59 AM
It seems to me that installing Dual Beams would go a long way towards buffing your Escort's Alpha Strike, while giving your Tactical Officers something to do. Basically that you equip a pair of dual heavy cannons, one dual beam array, and one launcher. Knock down the oppenent's shields, with rapid fire, fire off a High Yield Torp and finish them with a Beam Overload.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
01-31-2010, 07:27 AM
Quote:
Originally Posted by LUE_The6BillionKgMan
I think I've seen some people posting here on the forums that for escorts, in additions to the dual heavy cannons mounted in the fore slots, they use turrets mounted in the rear slots. Though their DPS is crummy, they have a 360 degree firing arc, so they add some damage to the already potent strafing run, and can harass enemies as they turn around for another run.

EDIT: Also, turrets are counted as cannons when using BO powers.
If turrets are counted as cannons, don't they share the global cannon cooldown?
Thus firing the turret would prevent me from firing the cannons?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
01-31-2010, 07:28 AM
Quote:
Originally Posted by LUE_The6BillionKgMan
Wouldn't the shared cooldowns for torp launchers make 3x a waste? 2 you can get away with, but by the time you're able to fire the 3rd, wouldn't the first be reloaded?

EDIT: Hah, I commented on your post before you even made it. I'M PSYCHIC!!
it still seemed to spam torps fine enough, 3 on the first volley, then 1, then 1 again, then another 3 in one go, i never messed about optimizing it with any cooldown maths, i just put them on there hit 1/2/3 in every engagement and it seems to work well
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