Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-01-2010, 02:56 PM
I'm using 3 dual beams up front and a turret in back

I use Beam Overload I, Cannon Scatter I, Emergency Power to Engines I, Science Team I...


NOT!!!

My Escort isn't a beam'd tugboat!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-01-2010, 02:57 PM
Tachyon beam may seem a little weak on paper but in practice it's pretty valuable. Its damage does not diffuse with distance, and it weakens all four shield arcs simultaneously so it weakens your target's shields overall as you engage, in case you end up in another arc. I frequently open a battle in Balanced power mode and open up with it (since phasers don't do a lot of damage at 10 km) then after it has run for a few seconds I switch to Offensive power mode. Seems to help in breaking their initial shield arc as I engage and I notice that the other arcs drop significantly faster than the first one did, which I'm guessing is a combination of the Tachyon beam and the target's attempt to keep that first shield facing intact.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-01-2010, 02:58 PM
Quote:
Originally Posted by Underbalance View Post
Are you sure?

Tactical Team 1 is very nice having a constant Tactical Debuff Protection, Anti-Boarding Party, Adds Able Crew giving you extra repair rate, and +18 Energy Weapons, +18 Projectiles.
Whaaat? I had no idea!

I thought the description was the entire effect: "Deploys a security team to your ship or an ally that attempts to track down and stop sabotuers that boarded."

And my logic was "How often have I even seen a boarding party?"

Thanks for the tip!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-01-2010, 02:58 PM
There is nothing as "perfect" escort...there is just escort wich suits your style best..i personaly dont like all those cookie cutterl cannon/all forward parking types of escorts wich only spam HYT and rapid cannons..

There is soo many options, experiment :-)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-01-2010, 02:59 PM
Quote:
Originally Posted by Haggard View Post
Tachyon beam may seem a little weak on paper but in practice it's pretty valuable. Its damage does not diffuse with distance, and it weakens all four shield arcs simultaneously so it weakens your target's shields overall as you engage, in case you end up in another arc. I frequently open a battle in Balanced power mode and open up with it (since phasers don't do a lot of damage at 10 km) then after it has run for a few seconds I switch to Offensive power mode. Seems to help in breaking their initial shield arc as I engage and I notice that the other arcs drop significantly faster than the first one did, which I'm guessing is a combination of the Tachyon beam and the target's attempt to keep that first shield facing intact.
Unless you wanna put more than 50 energy into auxilliary and have deflactor skill boost deflector dish and science console to deflectors you wont do much more than -50 per beam and it only alst a few seconds, isnt much.


People learn to do mathematical equations and read about skills contributing factors before you say it's so great!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-01-2010, 03:05 PM
Quote:
Originally Posted by Khabok
I went Tactical / Escorts on Khabok, who is now a LtCommander.

My ship has:

Dual Heavy Phaser Cannon Mk IV
Dual Heavy Phaser Cannon Mk IV
Photon Torpedo Launcher Mk IV
Phaser Turret Mk IV

For my officers, I have:

Tac: High Yield I (Took High Yield twice, because Spread is lame and there's no other good Escort skills)
Tac: High Yield I / Cannon: Rapid Fire I
Engi: Engineering Team I (to fix the ship if I take any hull damage)
Sci: Tractor Beam (to keep Klingons from battle-cloaking and to keep the enemies hull from turning away)

Basic tactics: Aproach at full speed , not full impulse, drop throttle to 1/4, blow all cooldowns and pop the first ship before the rest can even react. Then it's either keep it slow and turret them down, or if they approach to get behind you, pop Evasive and turn around when you're about 9k out and drop to 1/4 speed again.

Works well in PvP, works well in PvE. If you're taking damage, Evasive / Battery out of range and turn in for another pass.
This is actually becoming the almost standard setup for T2. Many will use a quantum for bigger hits as you wont be in photon range spamming photons all the time, or even plasma torpedo and drop it once they are right on the enemy to eliminate any possibility of shooting the plasma down. Otherwise very standard escort load out.
If you go cannons rapid fire is a must, engineering team is good, EPS is also good, science team is a plus as well but i found a lot of success with EPE+ Evasive Mans...my thought was if you are taking a beating already a quick repair to your hull or shields will likely save you but sprinting 10km away in 2 seconds...saved me many times.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-01-2010, 03:15 PM
Quote:
Originally Posted by Underbalance View Post
Are you sure?

Tactical Team 1 is very nice having a constant Tactical Debuff Protection, Anti-Boarding Party, Adds Able Crew giving you extra repair rate, and +18 Energy Weapons, +18 Projectiles.
How do you know it gives +18 to weapon stats and adds extra crew and speeds up repair?

Below is all I can find on it.

Tactical Team I (System: Crew): Deploys a security team to your ship or an ally that attempts to track down and stop sabotuers that boarded.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-01-2010, 03:23 PM
I am not looking to max out my escort's effectiveness - just want to have a good time - but having said that I have had a lot of success and enjoyment from rear-mounted quantum torpedoes. I charge in, popping all cooldowns to break their shields, then at the last moment peel off (with Evasive Maneuvers if necessary) and slam a brace of high-yield quantum torpedoes right in their exposed side. Good fun, and surprising for many.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-01-2010, 03:27 PM
Quote:
Originally Posted by TCircuits View Post
Science Team trait for Science BOs is outstanding. It's better then Emergency Power to Shields. Highly encourage you to consider it.
Can definitely second this, although for PvP Tractor Beam is far superior...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-01-2010, 03:34 PM
Quote:
Originally Posted by bulldog_y2k
I'm using 3 dual beams up front and a turret in back

I use Beam Overload I, Cannon Scatter I, Emergency Power to Engines I, Science Team I...


NOT!!!

My Escort isn't a beam'd tugboat!
I am right now flying a Beam Escort.

Not because I want to, but because I have just made rank and was using the best of what I had since I have not committed anything to LT Commander skills yet.

During open Beta I was flying a BEAM Cruiser with a Tac Officer and what I am using now with a Tac Officer in a BEAM Escort is blowing away what my cruiser had. Mainly because of my maneuverability and I know better what I am doing.


Forward Weapons I have x2 90 degree firing arc dual MARK III Disrupter Bank Arrays and a Photon Torp. In the rear I have a Disruptor Turret MARK I which can deal with those pesky fighters pretty well by itself and add in to my forward 90 degree arc. I have a +7.5 Turn Rate in my engineering console. My TAC console is a +7.5 to Disruptor Damage.


My LT Commander BO has both High Yield Torp 1 + 2 for right now. High Yield 2 is way way more powerful than 1. He already had torp 1 and I trained him with Torp 2 iguring on switching torp 1 to something else, but decided to try it as is for awhile.

I use x2 of my minor 30 and 60 second damage buff powers to increase damage to beams to take down shields on the first ship leaving my Beam Overload Power in reserve.

Then

High Yield Torp (2) which fires x3 red hot torpedos that smash to smithereens anything with a shield down.

HIgh Yield Torp (1) which shares a cool down, but lets me fire away again pretty darn quick by shortening the time to about 1/2 which works out to be right about the time I have destroyed 1 ship with the last torpedo 2 volley and have gotten down the shield on my second target.

The last ship in the x3 ship squadrons I attack gets hit with this..

BEAM OVERLOAD 1 and boy does it tear those shields down. If needed I can recharge with a Weapons Battery, but rarely do I need to.

I eat PvE Battle Ships for breakfast with this current setup. Made it through the entire Gorn Fleet Battle last night with no deaths and I was in the thick of it. They had me down to just 5% once. I have no shield repair. I just gotta maneuver right and know when to get out of dodge on the quick.

I think I will try this and replace my Jam Sensor skill with it.


Quote:
Originally Posted by TCircuits
Science Team trait for Science BOs is outstanding. It's better then Emergency Power to Shields. Highly encourage you to consider it.
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