Seriously, in PVP at the moment, I"m in a Cheyenne with 4 phaser beam arrays, quantum torpedoes, quantum mines and covariant disruptor resistant shield, all mk VI. Got high yield 2, engineering team I and III, science team II and emergency power to shields, but when a klingon BOP comes swinging at a shield, i can't keep it up, no matter how fast i activate emergency powers or hte like, their disruptor cannons seem to shred the shields faster then they regenerate. Not to mention a single pass can blow the frak out of your hull too (this is when they're at a fulll impulse pass from 10kms in.
I don't get how people can tank against these disruptor banks, no matter what angle they attack me from, the shields, even disruptor resistant shields can't hold them off.
What's the secret? what am i doing wrong?
I should mention that by the time they do their attack pass, my own attack has pretty much shredded their forward shields and done substantial damage to their hull, but it is insufficient to stop them.
Seriously, in PVP at the moment, I"m in a Cheyenne with 4 phaser beam arrays, quantum torpedoes, quantum mines and covariant disruptor resistant shield, all mk VI. Got high yield 2, engineering team I and III, science team II and emergency power to shields, but when a klingon BOP comes swinging at a shield, i can't keep it up, no matter how fast i activate emergency powers or hte like, their disruptor cannons seem to shred the shields faster then they regenerate. Not to mention a single pass can blow the frak out of your hull too (this is when they're at a fulll impulse pass from 10kms in.
I don't get how people can tank against these disruptor banks, no matter what angle they attack me from, the shields, even disruptor resistant shields can't hold them off.
What's the secret? what am i doing wrong?
I should mention that by the time they do their attack pass, my own attack has pretty much shredded their forward shields and done substantial damage to their hull, but it is insufficient to stop them.
Taking on more than 2 thinking opponents at one time is your first error.
If you are a full impulse to 10km you are being too impatient....
Taking on more than 2 thinking opponents at one time is your first error.
If you are a full impulse to 10km you are being too impatient....
I dont take on two at once, a second always comes in midway through the battle.
And at the instant i get into a situation where i see a vessel approach, i drop to 50% speed for better steering, the enemy approaches at full impulse.
Pretty hard to catch me. I have a pretty good rock solid tank setup that will usually get me to safty if things are not going well.
If I get vectored by 3 enemy ships I am in trouble, but otherwise I have a pretty good chance to get away.
Well, not to brag, but generally in battle, i can switch targets the instant i see a ship decloaking, and i always have high yield ready, so decloaking behind me would score you a beam overload, jam sensors and 3 quantums in your face before you'd hvae a chance to shoot anything off.
I've found the subnuke/viral matrix folks dont have science team II so they can't clear the sensor jam before I recover from the viral matrix with my own sci team.
Damage is simply too high compared to shield and hull values. In T5 shields are basically only effective due to high rank science team and Reverse Shield Polarity, without these fights would last mere seconds.
Damage is simply too high compared to shield and hull values. In T5 shields are basically only effective due to high rank science team and Reverse Shield Polarity, without these fights would last mere seconds.
So i should have reverse shield polarity as an engineering ability? I have Sci Team II, which reverse team polarity is better, or does it really not matter as long as i can absorb weapon energy?
I fly a T4 escort and when I get pounded by a group I use reverse polarity to take care of anything energy along with polarize hull as it buffs the hull against energy weapons. I press Brace for impact when they start firing the torps to buff me for torps along with using engineer team and hazard system to heal myself. Oh and also I use a high cap resilient shields as you only take 5% to the hull instead of 10% which can make a big difference. This combo lets me take a pounding for a about a minute if multiple ships are focused on me. Of course I can kill a ship usually in 10 seconds on one pass using HYT3 Omega3 Alpha3 Phaser Overload and Canon Rapid fire.
Seriously, in PVP at the moment, I"m in a Cheyenne with 4 phaser beam arrays, quantum torpedoes, quantum mines and covariant disruptor resistant shield, all mk VI. Got high yield 2, engineering team I and III, science team II and emergency power to shields, but when a klingon BOP comes swinging at a shield, i can't keep it up, no matter how fast i activate emergency powers or hte like, their disruptor cannons seem to shred the shields faster then they regenerate. Not to mention a single pass can blow the frak out of your hull too (this is when they're at a fulll impulse pass from 10kms in.
I don't get how people can tank against these disruptor banks, no matter what angle they attack me from, the shields, even disruptor resistant shields can't hold them off.
What's the secret? what am i doing wrong?
I should mention that by the time they do their attack pass, my own attack has pretty much shredded their forward shields and done substantial damage to their hull, but it is insufficient to stop them.
frist off resistant sheilds are lower max sheilds ...sure there good VS one type of damage but over all your better as a tank with high covariant cap or X2 caps
whatt weapons you run and weapon skill have little to-do with your tanking so i skip that...
heals ...teams share timers so engineering team I and III, science team II ....take one of each and throw in a RSP .
last you have to fly one ofthem slow turning bricks, they call tanks .
as a fed flying a tank, you will die last 9 times out of ten.
the BIGEST key to tanking, a good team to save you if you get locked-down.
1)Use the shields with maximum capacity.
2)Get your Deflector Field stat as high as possible, this increases the rate at which you can transfer shield energy between the facings and boosts your science team.
3)Make sure you have following Abilities: Science Team II, Emergency Power to Shields, Reverse Shield Polarity and Hazzard Emitters.
4)Since you have Engineering Team III, I assume you are an Engineer, even better for you, since you have Rotate Shield Frequency.
Redistribute Shieldpower as much as possible, if they start getting low, use Emergency Power to Shield and Roate Shield Frequency together. Your facings should go up again to save values and for 30sec damage to your shields is reduced by 60%. Once your shields start to drop again, use science team, if your deflector field is high enough this will instantly restore ~5000 to all facings and give you -45% damage to shields, once this starts running out Emergency Power to Shields should be ready again and soon after Rotate Shield Frequency. To negate Hull damage use Hazzard Emitters in favor of Engineering Team, since its on a different cooldown then Science Team.
If all this fails: Use reverse Shield Polarity.
Your shields should be able to withstand ALOT of damage this way... even if there are multiple attackers.
frist off resistant sheilds are lower max sheilds ...sure there good VS one type of damage but over all your better as a tank with high covariant cap or X2 caps
whatt weapons you run and weapon skill have little to-do with your tanking so i skip that...
heals ...teams share timers so engineering team I and III, science team II ....take one of each and throw in a RSP .
last you have to fly one ofthem slow turning bricks, they call tanks .
as a fed flying a tank, you will die last 9 times out of ten.
the BIGEST key to tanking, a good team to save you if you get locked-down.
Firstly, i said i was running with a covariant shield anyway, i found cap only provided a few hundred extra points and no regen bonus, so i traded that for a dis edition (i switch back and forth as needed out of combat).
I may have mis stated my goal. I don't so much want to tank as much as be able to hold my own in a fight and take the klingons down without being decimated in the first few seconds of a battle.
Your first line says it all: "How do you tank multiple ships"
This is PvP, have a wolfpack mentality. Fly with another ship or two. I'm only a lt cmdr klingon (Romulan actually, someone has to show these Klingons how to really fly a bird of prey ) but the battles the feds win usually have them running around in packs, and in more organized packs. Guarantee you, if you fly with someone else that'll increase your chance to survive.
Remember what Picard said in Nemesis when facing the Scimitar: "Mr. Worf COORDINATE our attacks with the Valdour tactical officer."
Your first line says it all: "How do you tank multiple ships"
This is PvP, have a wolfpack mentality. Fly with another ship or two. I'm only a lt cmdr klingon (Romulan actually, someone has to show these Klingons how to really fly a bird of prey ) but the battles the feds win usually have them running around in packs, and in more organized packs. Guarantee you, if you fly with someone else that'll increase your chance to survive.
Remember what Picard said in Nemesis when facing the Scimitar: "Mr. Worf COORDINATE our attacks with the Valdour tactical officer."
There you go, you have it right, if you have a wingman, work on flying paired up using your abilities to tactically support your partner. A gaggle of disorganized BoP's do not stand a chance against a well coordinated pair.
most of the time your really not going to be alive for very long if your not in a cruiser for pvp. since you have to play as fed first before you can play as a klingon you quickly learn what to do and who to kill first.
the real issue is most of us who are playing feds have not played as klingons so we dont know what ships are what and which ones to focus first. that and the fact that klingons can summon all those damn adds.
look yes the adds do TRIBBLE damage, thats not why i hate them. its the fact that my target likes to change to the adds while im hitting the main ship. not to mention if the adds that are summoned are the repair ones.
worst time i had was some klingons summoned a bunch of repair adds and those power sinks, then they shot off boarding parties..... how the hell am i supposed to deal with that?
my favorite is of course the ground combat. really? your argument for sitting there hitting me with your gun and continually stunning me is that if you dont you will lose? i dont do it because its a cheap way to play, maby you should grow a pair and learn some tactics instead of taking advantage of some bug.
the real issue is most of us who are playing feds have not played as klingons so we dont know what ships are what and which ones to focus first. that and the fact that klingons can summon all those damn adds.
look yes the adds do TRIBBLE damage, thats not why i hate them. its the fact that my target likes to change to the adds while im hitting the main ship. not to mention if the adds that are summoned are the repair ones.
worst time i had was some klingons summoned a bunch of repair adds and those power sinks, then they shot off boarding parties..... how the hell am i supposed to deal with that?
You faced off against a Klingon Carrier and he hit you with jam sensors, causing you to de-target him
You could always run away waiting for your sensors to be able to target him again, or if you're a good fed you've got a teammate or two that's firing on him while you focus on maintaining shields and running away
1)Use the shields with maximum capacity.
2)Get your Deflector Field stat as high as possible, this increases the rate at which you can transfer shield energy between the facings and boosts your science team.
3)Make sure you have following Abilities: Science Team II, Emergency Power to Shields, Reverse Shield Polarity and Hazzard Emitters.
4)Since you have Engineering Team III, I assume you are an Engineer, even better for you, since you have Rotate Shield Frequency.
Redistribute Shieldpower as much as possible, if they start getting low, use Emergency Power to Shield and Roate Shield Frequency together. Your facings should go up again to save values and for 30sec damage to your shields is reduced by 60%. Once your shields start to drop again, use science team, if your deflector field is high enough this will instantly restore ~5000 to all facings and give you -45% damage to shields, once this starts running out Emergency Power to Shields should be ready again and soon after Rotate Shield Frequency. To negate Hull damage use Hazzard Emitters in favor of Engineering Team, since its on a different cooldown then Science Team.
If all this fails: Use reverse Shield Polarity.
Your shields should be able to withstand ALOT of damage this way... even if there are multiple attackers.
One thing nobody mentioned, you dont let someone pound away at one shield. Roll away so that they have to shoot at another shield. BoP's have an 'alpha' strike that is devastating. You need to distribute that attack across multiple shields and not try and take it all on one.
One thing you should be be proactive with you Shield power buffs. All of the them add damage resistance to you shields. And all of them directly or indirectly give you a shield regen buff as well. And you want to be using Reinforce Shield facing and Redistribute Shield Energy as much as possbile as well. You didn't mention you prefession, but if you are an Eng Captain. Rotate Shield Frequencies is your strongest defensive power. IT gives a large amount of damage resistance for you shields. You want to be using that as much as possible in combat. Preferably before engaging in combat. With RSF and Reinforce Shield Facing running, 3 NPC BoPs firing everything into the same shield can't take down that shield. And it quickly recovers after their pass. And by the way, I'm using a Covariant Shield. The one with the sucky regen rate.
Using Science Team preemptively is a trade off. You are giving up a Shield Heal in exchance for the other benefits. Always a tough choice to make.
Edit: More tactics and tactis: When you have a choice in Shields, take Capacity above all else. And Regen if you can get it as well. Avoic the +damage resistance choices. If you do the math, you'll find the Capacity buff is 20% more than the base shield capacity. Same about you would get vs that speicific damage type, but the extract capacity works vs all of the damage types.
You also want to make use of Power Settings a lot. You'lll need a EPs Flow Regulator Engineering Console to do that well. And make it a habit of switching power modes in combat. You'll mostly be swtiching between Attack and Defense. To survive be in Defense and utilizing you Shield Defense skills, you can take quite a Pounding. When the heat is off, you shift into Attack mode to burn down their shield energy.
And do NOT being flying in at Full Throttle normally in combat. You aren't going to be out flying a BoP. Just accept it. You do get some defense from moving high speeds (sliding scale up to 25% defense at Impulse speed of 20). But they are easily be countered by traits and Accurate weapons. You want to be flying at 1/2 or 1/4 throttle. The reason is to change your shield facing more rapidly. And a side benefit of lining up front/rear fire arcs more rapidly as well. If you need to you can even shift into Balance mode for more AUX which will boost your turn rate.
And for the probable future. There are some cannon changes happening on Tribble, the server server. No shard cool down on cannon, EPS Flow regulators values are cut in half (Affects cruisers to but not that bad of a nerf), and larger Cannon power costs went up. The net result s that heavy cannon builds are going to more bursty. If they don't they are going to bottom out their weapon power quickly.
A side note Turrerent from 5 power to 4. An interating Cruiser configure would be all turrents. You trade up damage at range, but (Homana!) what a massive amount of damage with Rapid Fire Canonon running with 7/8 Turrents. Remember no shared cool down on Cannons.
Comments
I have no problems with shields using that unless the levels are vastly different.
If you are using that then i dont know whats wrong
If you manage to live through the Rapid Fires and Torps to start firing back I will let you committ suicide by activating my Feedback Pulse
The last guy lucky enough to fire back on me hit me with a Beam Overload just as I activated it.
BOOM.
Taking on more than 2 thinking opponents at one time is your first error.
If you are a full impulse to 10km you are being too impatient....
I reenforce to the shield that's under fire at the time, that gives you faster recharge to the one shield then trying to evenly reenforce all of them.
The ones that attack from behind are usually the first to die before they even get a viral matrix/subnuke off.
I dont take on two at once, a second always comes in midway through the battle.
And at the instant i get into a situation where i see a vessel approach, i drop to 50% speed for better steering, the enemy approaches at full impulse.
Pretty hard to catch me. I have a pretty good rock solid tank setup that will usually get me to safty if things are not going well.
If I get vectored by 3 enemy ships I am in trouble, but otherwise I have a pretty good chance to get away.
Well, not to brag, but generally in battle, i can switch targets the instant i see a ship decloaking, and i always have high yield ready, so decloaking behind me would score you a beam overload, jam sensors and 3 quantums in your face before you'd hvae a chance to shoot anything off.
I've found the subnuke/viral matrix folks dont have science team II so they can't clear the sensor jam before I recover from the viral matrix with my own sci team.
So i should have reverse shield polarity as an engineering ability? I have Sci Team II, which reverse team polarity is better, or does it really not matter as long as i can absorb weapon energy?
frist off resistant sheilds are lower max sheilds ...sure there good VS one type of damage but over all your better as a tank with high covariant cap or X2 caps
whatt weapons you run and weapon skill have little to-do with your tanking so i skip that...
heals ...teams share timers so engineering team I and III, science team II ....take one of each and throw in a RSP .
last you have to fly one ofthem slow turning bricks, they call tanks .
as a fed flying a tank, you will die last 9 times out of ten.
the BIGEST key to tanking, a good team to save you if you get locked-down.
2)Get your Deflector Field stat as high as possible, this increases the rate at which you can transfer shield energy between the facings and boosts your science team.
3)Make sure you have following Abilities: Science Team II, Emergency Power to Shields, Reverse Shield Polarity and Hazzard Emitters.
4)Since you have Engineering Team III, I assume you are an Engineer, even better for you, since you have Rotate Shield Frequency.
Redistribute Shieldpower as much as possible, if they start getting low, use Emergency Power to Shield and Roate Shield Frequency together. Your facings should go up again to save values and for 30sec damage to your shields is reduced by 60%. Once your shields start to drop again, use science team, if your deflector field is high enough this will instantly restore ~5000 to all facings and give you -45% damage to shields, once this starts running out Emergency Power to Shields should be ready again and soon after Rotate Shield Frequency. To negate Hull damage use Hazzard Emitters in favor of Engineering Team, since its on a different cooldown then Science Team.
If all this fails: Use reverse Shield Polarity.
Your shields should be able to withstand ALOT of damage this way... even if there are multiple attackers.
Firstly, i said i was running with a covariant shield anyway, i found cap only provided a few hundred extra points and no regen bonus, so i traded that for a dis edition (i switch back and forth as needed out of combat).
I may have mis stated my goal. I don't so much want to tank as much as be able to hold my own in a fight and take the klingons down without being decimated in the first few seconds of a battle.
This is PvP, have a wolfpack mentality. Fly with another ship or two. I'm only a lt cmdr klingon (Romulan actually, someone has to show these Klingons how to really fly a bird of prey
Remember what Picard said in Nemesis when facing the Scimitar: "Mr. Worf COORDINATE our attacks with the Valdour tactical officer."
There you go, you have it right, if you have a wingman, work on flying paired up using your abilities to tactically support your partner. A gaggle of disorganized BoP's do not stand a chance against a well coordinated pair.
the real issue is most of us who are playing feds have not played as klingons so we dont know what ships are what and which ones to focus first. that and the fact that klingons can summon all those damn adds.
look yes the adds do TRIBBLE damage, thats not why i hate them. its the fact that my target likes to change to the adds while im hitting the main ship. not to mention if the adds that are summoned are the repair ones.
worst time i had was some klingons summoned a bunch of repair adds and those power sinks, then they shot off boarding parties..... how the hell am i supposed to deal with that?
my favorite is of course the ground combat. really? your argument for sitting there hitting me with your gun and continually stunning me is that if you dont you will lose? i dont do it because its a cheap way to play, maby you should grow a pair and learn some tactics instead of taking advantage of some bug.
/end rant
You faced off against a Klingon Carrier and he hit you with jam sensors, causing you to de-target him
You could always run away waiting for your sensors to be able to target him again, or if you're a good fed you've got a teammate or two that's firing on him while you focus on maintaining shields and running away
Nice, I will have to try this.
Thanks for the explanation
Using Science Team preemptively is a trade off. You are giving up a Shield Heal in exchance for the other benefits. Always a tough choice to make.
Edit: More tactics and tactis: When you have a choice in Shields, take Capacity above all else. And Regen if you can get it as well. Avoic the +damage resistance choices. If you do the math, you'll find the Capacity buff is 20% more than the base shield capacity. Same about you would get vs that speicific damage type, but the extract capacity works vs all of the damage types.
You also want to make use of Power Settings a lot. You'lll need a EPs Flow Regulator Engineering Console to do that well. And make it a habit of switching power modes in combat. You'll mostly be swtiching between Attack and Defense. To survive be in Defense and utilizing you Shield Defense skills, you can take quite a Pounding. When the heat is off, you shift into Attack mode to burn down their shield energy.
And do NOT being flying in at Full Throttle normally in combat. You aren't going to be out flying a BoP. Just accept it. You do get some defense from moving high speeds (sliding scale up to 25% defense at Impulse speed of 20). But they are easily be countered by traits and Accurate weapons. You want to be flying at 1/2 or 1/4 throttle. The reason is to change your shield facing more rapidly. And a side benefit of lining up front/rear fire arcs more rapidly as well. If you need to you can even shift into Balance mode for more AUX which will boost your turn rate.
And for the probable future. There are some cannon changes happening on Tribble, the server server. No shard cool down on cannon, EPS Flow regulators values are cut in half (Affects cruisers to but not that bad of a nerf), and larger Cannon power costs went up. The net result s that heavy cannon builds are going to more bursty. If they don't they are going to bottom out their weapon power quickly.
A side note Turrerent from 5 power to 4. An interating Cruiser configure would be all turrents. You trade up damage at range, but (Homana!) what a massive amount of damage with Rapid Fire Canonon running with 7/8 Turrents. Remember no shared cool down on Cannons.