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How can I avoid pre-mades in Queues?

anyone#9933 anyone Member Posts: 24 Arc User
edited May 2014 in PvP Gameplay
I just want to have some fun in PvP, my build isn't super and I get blown away in seconds by most escorts, beats me why they have 2x as much defense, 5x as much firepower vs science.

So, to practice I want to do some PvP matches, but I always seem to end up vs pre-mades or epically geared players o.O

What can I do to avoid this? I saw a solo-duo queue for the 15 kill one, is that the only option?
Post edited by anyone#9933 on
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  • dahminusdahminus Member Posts: 0 Arc User
    edited May 2014
    Ya, pretty much.

    Single queue is your best bet and there's no filter system to keep the tops away from the newbies
    Chive on and prosper, eh?

    My PvE/PvP hybrid skill tree
  • riccardo171riccardo171 Member Posts: 1,802 Arc User
    edited May 2014
    Solo or Duo queue negates premade, players are randomly teamed togerher with no distinction of piloting skills. If you pop so much then you should have a look at your ship build.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2014
    Only way to learn is to use the respawn timer to think about what you could have done differently, and then actually try it next time.
  • anyone#9933 anyone Member Posts: 24 Arc User
    edited May 2014
    Solo or Duo queue negates premade, players are randomly teamed togerher with no distinction of piloting skills. If you pop so much then you should have a look at your ship build.

    What can I do about a 50k dmg burst? Or a tac aiming for me? Besides using Tac team + EPtS II and additional heals.. there's not much I can do :/ I don't have access to elite fleet shields yet and my gear ain't terrible I suppose.

    Adapted MACO set, obelisk warp core, vesta cannons x2 + undine torp at front. nukara mines, omni beam (subsystem) and undine turret on the back. 2x Mk XI 20 res, 20 turn rate. 2x phaser dmg boost, and the undine tac slot (phaser/disruptor etc). On science slots I have the borg console, vesta deflector phaser beam, nukara console, 1 graviton generator from the embassy, last undine console and 1 more that I can't remember right now.

    It's not super, but I think it should be sufficient for PvP.. It's just the fact that I get bursted so heavily that I can't get around it. I'm also running EPtE I. Both icw a doff that has 30% chance to remove debuffs on emergency powers.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited May 2014
    Premades are a myth. This whole thread is based on lies and slander >_____________>
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • anyone#9933 anyone Member Posts: 24 Arc User
    edited May 2014
    Premades are a myth. This whole thread is based on lies and slander >_____________>

    Yes, because if it's 5v5 and the enemies are all from the same fleet, it's just a coincidence :D
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited May 2014
    If you don't have access to Fleet Shields yet, PM me in the game and I'll set you right up.

    Regarding the build... well, it seems that you're flying a Vesta, which means that your science slots should be filled with either Emitter Arrays, or some consoles which boost you preferred sci abilities (Patricle Generators, Graviton Generators, basically whatever suits your build). You're not saying what you have in engineering slots, but if you're not sure about surviving, there is nothing wrong with a mix of Neutronium and RCS consoles.

    Also, try not to clatter your ship with all that universal stuff. That Vesta deflector phaser is especially useless, as you usually can't keep it aimed at the enemy for very long. Since you're running aux cannons, I would stick to phasers and put them in all slots (but mind you, your damage won't be stellar anyway - it's a science ship after all).

    Regarding the EPtS and EPtE, those should be online all the time. Three blue Damage Control Engineers will take care of that rather nicely.

    And the last thing - keybinds. There are many useful guides to show you how it's done, but the Hilbertguide is pretty much the most concise one.
    Science for the win. / Czechoslovak Fleet 1st Division
  • nandospcnandospc Member Posts: 1,260 Arc User
    edited May 2014
    Well, against some veteran vapers there is nothing you can do if you are not experienced, but you can improve your build asking for some advices in this forum section and if you are looking for some pvp group, then, join OrganizedPvP channel ;)
  • anyone#9933 anyone Member Posts: 24 Arc User
    edited May 2014
    chemist6lp wrote: »
    If you don't have access to Fleet Shields yet, PM me in the game and I'll set you right up.

    Regarding the build... well, it seems that you're flying a Vesta, which means that your science slots should be filled with either Emitter Arrays, or some consoles which boost you preferred sci abilities (Patricle Generators, Graviton Generators, basically whatever suits your build). You're not saying what you have in engineering slots, but if you're not sure about surviving, there is nothing wrong with a mix of Neutronium and RCS consoles.

    Also, try not to clatter your ship with all that universal stuff. That Vesta deflector phaser is especially useless, as you usually can't keep it aimed at the enemy for very long. Since you're running aux cannons, I would stick to phasers and put them in all slots (but mind you, your damage won't be stellar anyway - it's a science ship after all).

    Regarding the EPtS and EPtE, those should be online all the time. Three blue Damage Control Engineers will take care of that rather nicely.

    And the last thing - keybinds. There are many useful guides to show you how it's done, but the Hilbertguide is pretty much the most concise one.

    Leaving my current fleet, even if it's for 1 second, feels like betrayal ._.

    I didn't state it clearly, but I got: 2x Mk XI 20 res, 20 turn rate in my engineering slots :D

    I was thinking of taking graviton generators as I'm running 2x gravity well (III and I). According to the wiki it's a 30 sec shared cd (but it's 40). I'm still experimenting with this, but it's an effective 20s cd reduction and seems nice.

    So far it doesn't seem too effective in pvp tho.. I was also thinking of taking a second tac team, but that removes my high yield torpedo. Removing both the phaser deflector and the high yield would really reduce my pve dps.

    I was also thinking about dropping the undine turret for another mine, but that would mean I'd have to take another graviton console from the embassy to make up for my borg console as +5 weapon power would be utterly useless.

    It gets very close to a torpedo boat setup like this tho..
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2014
    inmydot wrote: »
    What can I do about a 50k dmg burst? Or a tac aiming for me? Besides using Tac team + EPtS II and additional heals.. there's not much I can do :/ I don't have access to elite fleet shields yet and my gear ain't terrible I suppose.

    1) kill them before they kill you

    2) make it irritating for them to target you. Drop gas cloud on them, or spam them with web mines or tractor mines, or hit them with a spell that disables their stuff, something like that. You want them to pick on somebody else instead of exploiting your apparent weakness over and over.

    3) some kind of mech that makes you untargetable can be enough to make pursuer switch targets. You need a way to go invisible or to jump away or burst out of range or something. Not something that leaves you there temporarily invulnerable, but something that makes them not know where you went.

    4) surving under fire is primarily about managing resist percentages. Use the rep traits that buff resists, use BOFF abilities that buff resists like AtSIF (instead of ET), PH, HE, APD, etc.

    5) at the start of the match, find who's like to have a lot of heals and PM an offer to crossheal each other
  • dirtyharib0dirtyharib0 Member Posts: 47 Arc User
    edited May 2014
    Facepalm... You won't have leave you're fleet to get access to stuff like fleet shields just be on a map for a fleet that has the necessary things unlocked. fleet ships are an exception to this rule though.
    Just tell people what your after in NOP public service or opvp and some one should be able to help you out, and don't let anybody take anything from you for what should be a free hand out from one gamer to another.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited May 2014
    A group of players being all from the same fleet on the same team does not mean a premade.
    Most likely it means a lot of members of that fleet are pvping that day. Unless the system is still broken the ques are supposed to randomly slot the teams together.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited May 2014
    bitemepwe wrote: »
    A group of players being all from the same fleet on the same team does not mean a premade.
    Most likely it means a lot of members of that fleet are pvping that day. Unless the system is still broken the ques are supposed to randomly slot the teams together.

    That is, as long as you were queueing in the Solo/Duo queue.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited May 2014
    scurry5 wrote: »
    That is, as long as you were queueing in the Solo/Duo queue.

    It was more to say that just because they all hail from the same fleet does not mean they are designed to work in a team as a premade.
    Unless the definition of premade now means any team consisting on the same fleet.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • anyone#9933 anyone Member Posts: 24 Arc User
    edited May 2014
    From experience I know that people from the same fleet(guild, legion or what ever) in pvp usually mean pre-made. I have a feeling that 90% of the players don't even PvP because they are afraid, it's like this in most games, they already know they can't win :P

    So for fleet gear I can just be invited to visit and buy some? o.O
  • chemist6lpchemist6lp Member Posts: 0 Arc User
    edited May 2014
    inmydot wrote: »
    So for fleet gear I can just be invited to visit and buy some? o.O

    Exactly. Happens all the time.
    Science for the win. / Czechoslovak Fleet 1st Division
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited May 2014
    inmydot wrote: »
    So for fleet gear I can just be invited to visit and buy some? o.O
    Everything except ships. You visit another fleet's starbase and talk to their NPC, but he deducts the provisions from your fleet's assets.

    For ships, you have to actually join the fleet.
  • oracion666oracion666 Member Posts: 338 Arc User
    edited May 2014
    Only way to learn is to use the respawn timer to think about what you could have done differently, and then actually try it next time.

    It's that kind of thinking that is the reason PvP is dead.
    Formerly known as Echo@Rivyn13
    Member since early 2011




  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited May 2014
    inmydot wrote: »
    From experience I know that people from the same fleet(guild, legion or what ever) in pvp usually mean pre-made. I have a feeling that 90% of the players don't even PvP because they are afraid, it's like this in most games, they already know they can't win :P
    oracion666 wrote: »
    It's that kind of thinking that is the reason PvP is dead.

    I think these two posts go together.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • skurfskurf Member Posts: 1,071 Arc User
    edited May 2014
    inmydot, if you want to show us your build we could probably help you out better. You can fill out your build here, save it, then post the link to it. To me, it sounds like you are trying to do too many things at once, but can't say for sure since I don't know your build. It's better to try to focus on one or two aspects than trying to do everything under the sun.
  • anyone#9933 anyone Member Posts: 24 Arc User
    edited May 2014
    skurf wrote: »
    inmydot, if you want to show us your build we could probably help you out better. You can fill out your build here, save it, then post the link to it. To me, it sounds like you are trying to do too many things at once, but can't say for sure since I don't know your build. It's better to try to focus on one or two aspects than trying to do everything under the sun.

    http://skillplanner.stoacademy.com/?build=karatestbuild2_0
  • alejogalejog Member Posts: 135 Arc User
    edited May 2014
    inmydot wrote: »

    I really think you might be trying to do too much with your build. You have energy weapons and torps and mines. Also, you have grav well and scrambles and only EPtS and EPtE as your engineering. If you want to do a hold build I would stick with the grav wells, change to elite yellow stones for the tractor and change your lt com uni to an engineer for more heals and an RSP. Maybe a tractor too, but certainly I wouldn't but the scrambles.

    Also I see you have a tac team. You didn't but your boffs but I would imagine you run 2 tac team reductions ones. I would also think 2 damage control doffs so you can run the EPtX permanently.

    I would oh more into detail but I am sure there are people who know more than I do who can give you better advice. That's just my 5 cents.
    [SIGPIC][/SIGPIC]-32nd Vipers- PvP Team

    Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
  • robby0321robby0321 Member Posts: 74 Arc User
    edited May 2014
    http://skillplanner.stoacademy.com/?build=vestapvpbuildrasta_0


    Here is how you should spec and what bof's/traits/consoles to run on your ship for pvp if you want to be effective. Put 100 power in aux the rest split up between shields and engs you don't need weapons power the good thing about that ship is the aux cannons run those and the rest in mines and torps weapons that don't rely on weapon power for dps. And the other skills I put in the build all rely on aux powers as far as sci powers go hazard for heals transfer shields and grav well all work better with a high aux power when you use them.
  • robby0321robby0321 Member Posts: 74 Arc User
    edited May 2014
    Sure trade out one of the transfers for a sci team one.
  • anyone#9933 anyone Member Posts: 24 Arc User
    edited May 2014
    robby0321 wrote: »
    http://skillplanner.stoacademy.com/?build=vestapvpbuildrasta_0


    Here is how you should spec and what bof's/traits/consoles to run on your ship for pvp if you want to be effective. Put 100 power in aux the rest split up between shields and engs you don't need weapons power the good thing about that ship is the aux cannons run those and the rest in mines and torps weapons that don't rely on weapon power for dps. And the other skills I put in the build all rely on aux powers as far as sci powers go hazard for heals transfer shields and grav well all work better with a high aux power when you use them.

    Oke so based on the skills you put in there:
    - Why so much in Starship Flow Capacitors? There is no 360 beam in the aft wep to use this?
    - Why those mines? I picked the bio-molecular for the speed reduction and dmg dot and the nukara for the stun and shield penetration.
    - Aren't those mines having conflicting cd?
    - I read that tractor beam mines weren't affected by graviton, is that right?
    - Should I replace 1 DHC by another torpedo? I could get the bio molecular for a slow/dot.. or the hargh'peng for some nice penetrating dmg + aoe... or should I just get 3 torps at front with this build and go for 3 torps, 2 mines and 1 omni beam for subsystem targeting?
    - What does the photonic officer do?
    - Why not 2 tac teams?
  • skurfskurf Member Posts: 1,071 Arc User
    edited May 2014
    inmydot wrote: »
    Oke so based on the skills you put in there:
    - Why so much in Starship Flow Capacitors? There is no 360 beam in the aft wep to use this?
    - Why those mines? I picked the bio-molecular for the speed reduction and dmg dot and the nukara for the stun and shield penetration.
    - Aren't those mines having conflicting cd?
    - I read that tractor beam mines weren't affected by graviton, is that right?
    - Should I replace 1 DHC by another torpedo? I could get the bio molecular for a slow/dot.. or the hargh'peng for some nice penetrating dmg + aoe... or should I just get 3 torps at front with this build and go for 3 torps, 2 mines and 1 omni beam for subsystem targeting?
    - What does the photonic officer do?
    - Why not 2 tac teams?

    Personally, I don't like the build robby posted (or your build). No offense to either of you. I can post a build for you a bit later today, but I have to run for now. One question though: Do you want a versatile skill tree where you can swap in and try different builds without too much sacrifice, or do you want a specialized skill-tree meant for maybe 1 or 2 builds?
  • anyone#9933 anyone Member Posts: 24 Arc User
    edited May 2014
    Well, I like a gw/heal build I think
  • skurfskurf Member Posts: 1,071 Arc User
    edited May 2014
    http://www.stoacademy.com/tools/skillplanner/?build=karatesedit_0

    That's a build for aux cannons/gravity well/heals. There's some things you could change up in it depending on personal preference. For instance, you could replace the extend shields with aux2sif or even another RSP w/ the RSP doff or aux2damp with aux2damp doff. Extend shields can be a life saver to someone on your team that's getting focus fired though.

    Doffs: 2 conn tac team doffs, 2 maint eng ET doffs, 1 grav well doff, 1 doff of your choice

    Things to note:
    -Vesta has very low hull, which is why I put +hull Nuetronium on there with the 2 piece borg set.
    -Subspace jump can get you out of sticky situations or quickly line you up for a nuke and/or CRF volley.
    -Use subsystem targeting on engines when you throw out a grav well.
    -Take that dude up on his offer and get some top end fleet gear if you have enough fleet credit/dilithium.

    If you want to use more universal consoles, you could drop the aux cannons and go for a projectile build (transphasic clusters, graviton photon torp, nukara mine, etc.) and then put the uni consoles in your tac slots. But you would need to change your skills into projectiles instead of energy damage. In the end, it might be better to go this route. I just don't know how effective those aux cannons are since I don't run a Vesta, but seems like they should do some decent supplemental damage if you can stay on target, which will be made easier since you should be able to trap people in grav wells with all of that graviton gen.

    And hey, if you want to hop on teamspeak I could invite you to team with one of our premades to get the full PvP experience. Feel free to add me to your friend's list, but send me a mail in-game so I'll know who you are and not to decline it.
  • alejogalejog Member Posts: 135 Arc User
    edited May 2014
    http://skillplanner.stoacademy.com/?build=vestaag_0

    Personally that is the build I would run. You can change extends for an engi team if you want for more hull heals and less shields.

    I ran a vest and still run it every now and then and vesta's turn rate is not good enough to keep cannons and the aux cannons do not hit as hard. AS devolved said you can use more uni consoles in your tac slots that helps you survive.

    With this build the doffs would be:
    - 2 purple/3 blue damage control engineers so you can run both power to X skill always up.
    - 2 to reduce the cooldown of sci team
    - 1 grav well aftershock doff
    - 1 free doff

    As devolved said the vesta has pretty weak hull so you want to keep your shields up and be as mobile as you can. Don't forget if you are being hit extremely hard you can always subnuke the person attacking you.
    [SIGPIC][/SIGPIC]-32nd Vipers- PvP Team

    Nothing is impossible to him who would try.... except getting cryptic to care about pvp.
  • skurfskurf Member Posts: 1,071 Arc User
    edited May 2014
    Or you could ditch the cannons and go with something like this:
    http://skillplanner.stoacademy.com/?build=karatesedit3_0

    Overall, the skill tree I think is a bit better on this one and you don't really have to worry about keeping people in your arc near as much. It also incorporates eject warp plasma, which meshes really well with gravity well. You can grav well, target engines, eject plasma and as you fly by them to get them in plasma hit them with the cluster torp out the back while the tractor mines help hold them and the nukara mines disable and damage them.

    There's probably a better uni console than that hydrothermonucleardynamicwhatchamacallit, maybe nukara particle generator or black ball or ams shhhhh....I never said this.

    alejog wrote: »
    http://skillplanner.stoacademy.com/?build=vestaag_0

    Personally that is the build I would run. You can change extends for an engi team if you want for more hull heals and less shields.

    I ran a vest and still run it every now and then and vesta's turn rate is not good enough to keep cannons and the aux cannons do not hit as hard. AS devolved said you can use more uni consoles in your tac slots that helps you survive.

    With this build the doffs would be:
    - 2 purple/3 blue damage control engineers so you can run both power to X skill always up.
    - 2 to reduce the cooldown of sci team
    - 1 grav well aftershock doff
    - 1 free doff

    As devolved said the vesta has pretty weak hull so you want to keep your shields up and be as mobile as you can. Don't forget if you are being hit extremely hard you can always subnuke the person attacking you.
    That's a pretty good build, except I'm pretty sure you can't use a singularity core on that ship :P and "2 purple/3 blue damage control engineers so you can run both power to X skill always up" is just not true in my experience. Even with 3 purples you will not always have 100% uptime. I use DCE doffs in some builds, but I prefer to avoid having to use them.
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