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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-01-2010, 01:14 PM
Yes, it is I.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-01-2010, 01:21 PM
Like any game there is a learning curve the more you read , the more you listen the more you explore about the game the better you will become . Experiment and learn . Open all the windows look at all things . This game is not intrinsic , not all apsects and combination are obvious . They've done a pretty decent job of balance in the powers . The ships need a bit of work but the powers are well done. In fact I'm fairly pleased with the launch . I've done a few of these and other than some log in server issues the game is pretty stable. Ground combat is actually not to badly off , just a few minor tweaks and lower the kill number a tad . New maps are needed for basically everything , but that's way off topic. Remember reading is fundemental.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-01-2010, 02:56 PM
Quote:
Originally Posted by Suraknar View Post
I welcome it and that is why I came to the forums anyways to get informed because I was surprised the first battle greatly.

As for the Impulse in Combat, I genuinely am wondering I am not making any accusations here, I am simply trying to learn and understand, I was really surprised to see a BOP under fire by 4 Feds (myself included) just run from 4km to 16km...and out of weapons range in a few secs...I get the impression that when I do evasive it does not last that long nor does it go that fast.

it is why I was puzzled. (maybe I can record some battles and post em up on Youtube for commentary).

that being said, yes if many of you have been playing for a month then yes I will agree that there is definitely game knowledge (what we call player skill), disparity at this moment and no decisions should be made based on that.
Didn't see someone post the evavise trick if you don't know it yet, power to engines/engine battery/emergency to engines and then hit evavise for a short burst of speed roughly comparable to full impulse.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-01-2010, 03:39 PM
Quote:
Originally Posted by Mockeryangel
Didn't see someone post the evavise trick if you don't know it yet, power to engines/engine battery/emergency to engines and then hit evavise for a short burst of speed roughly comparable to full impulse.
All for all, interesting indeed Thank you. Of cource with only 1 Engineer BO for SF, this would be a choice based on playing style, most prefer to have Emergency Power to Shields, which is useful in tight PVE situations however I found it lacking in PVP...

On the other hand, Klingons have more flexibility in that regard, you can actually have two BO Engineers and a tactical Officer for the occasional extra punch (I am guessing a Cannon related skill).

So you can evade and quickly recharge shield and come back from another angle behind the enemy and let loose the Cannon shots.

Given that Flexibility the Klingon have individually, then it is normal that the Feds not having that Flexibility will have to resort to different tactics, such as the ball.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-01-2010, 06:01 PM
Quote:
Originally Posted by Mockeryangel
Didn't see someone post the evavise trick if you don't know it yet, power to engines/engine battery/emergency to engines and then hit evavise for a short burst of speed roughly comparable to full impulse.
Since all batteries add 75 to the power setting for their duration and the cap is 125, you'd only need 50 in engines to hit the max speed with the battery.

Edit: Adding Emergency Power to Engines and a Battery when engine power is at or above 50 is just a waste. Emergency Power to Shields I adds 13 to shield power so the others types probably add the same. So with both a battery and EPtE I that'd be 88 added so having 37/25 (because of traits, skills, special engines) you wouldn't' even need to shift to the engine power setting to hit the 125 cap.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-01-2010, 06:14 PM
Quote:
Originally Posted by Suraknar View Post
All for all, interesting indeed Thank you. Of cource with only 1 Engineer BO for SF, this would be a choice based on playing style, most prefer to have Emergency Power to Shields, which is useful in tight PVE situations however I found it lacking in PVP...

On the other hand, Klingons have more flexibility in that regard, you can actually have two BO Engineers and a tactical Officer for the occasional extra punch (I am guessing a Cannon related skill).

So you can evade and quickly recharge shield and come back from another angle behind the enemy and let loose the Cannon shots.

Given that Flexibility the Klingon have individually, then it is normal that the Feds not having that Flexibility will have to resort to different tactics, such as the ball.
Just hitting balanced power setting, popping an engine battery and hitting evasive maneuvers would be enough to cap engine power and hit the max possible speed short of full impulse at least for a few seconds. The battery for 3 sec, evasive for 8 sec. If you're using Combat engines they typically have higher regular flight speed, but lower full impulse speed. So a Federation Escort should be able to break away using this. Science ships might be able to, cruisers probably not.

Even if you don't break away enough to get out of combat, getting over 5k range will make those cannons start doing less damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-01-2010, 07:35 PM
Quote:
Originally Posted by Monthar
Since all batteries add 75 to the power setting for their duration and the cap is 125, you'd only need 50 in engines to hit the max speed with the battery.

Edit: Adding Emergency Power to Engines and a Battery when engine power is at or above 50 is just a waste. Emergency Power to Shields I adds 13 to shield power so the others types probably add the same. So with both a battery and EPtE I that'd be 88 added so having 37/25 (because of traits, skills, special engines) you wouldn't' even need to shift to the engine power setting to hit the 125 cap.
I meant used / in place of "or", can't remember if it's right but w/e.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-01-2010, 08:16 PM
Good thread Morthar, maybe you're right, but I guess I defend Klingons because the Feds have such a voice I'm afraid if no one tells it like it is for Klingons then we'll be nerfed quicker and harder. I expect to get nerfed because we're a minority of harcore players, but I feel maybe if I tell people how wrong they are, that maybe Cryptic will read that while they're aiming the nerf bat :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-01-2010, 08:21 PM
Quote:
Originally Posted by SpaghettiMonster
Good thread Morthar, maybe you're right, but I guess I defend Klingons because the Feds have such a voice I'm afraid if no one tells it like it is for Klingons then we'll be nerfed quicker and harder. I expect to get nerfed because we're a minority of harcore players, but I feel maybe if I tell people how wrong they are, that maybe Cryptic will read that while they're aiming the nerf bat :p
if you ignore it it will still get nerfed, your completely right
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-01-2010, 10:10 PM
Quote:
Originally Posted by SpaghettiMonster
Good thread Morthar, maybe you're right, but I guess I defend Klingons because the Feds have such a voice I'm afraid if no one tells it like it is for Klingons then we'll be nerfed quicker and harder. I expect to get nerfed because we're a minority of harcore players, but I feel maybe if I tell people how wrong they are, that maybe Cryptic will read that while they're aiming the nerf bat :p
I agree with you here I think the Klingons are the experienced gamer faction of ST:O. Now I am not going to pretend that the Feds don't have some good warriors on their side. But I do feel that we have a bit of a edge on the hardcore PvP people which makes us seem to be better than we are. In my experience if I am with my fleet we rarely loose (so far at least). But if I am in a PUG there is no hope to come out with a win at all, at least until headstart began. Man you got to love Lowbies so easy to kill.
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