My Fleet is leveling up nicely and we are beginning to have enough people to make pre-made teams.
Most of our fleet prefer BoP, but a few carriers and cruisers.
What would be the "best possible" mix for you guys in a 5 man team that works also well together as a team?
My own idea is; 3 BoP's, one carrier, one cruiser. The BoP's are purely offensive but all have VM3, the cruiser is a DPS dealer and the carrier would be purely for support.
Ur thought please as we are really trying to make Klingons vs Federation fleet matches avaible soon ^^
It is not bad, though the usefullnes of a carrier after the next patch may be suspect. But as long as you throw VM and a few SNB's around ship types are not a huge issue.
Klingon BC's bring alot of toughness to a generally flimsy KDF force. Maneuverability + Firepower is a very nice balance, and a KDF BC going full offense is still quite nice. With 3 BC's, you can have enough of them keeping the other team members alive instead of just 1 of them doing the entire load of repairs / etc. And they can easily switch to offense.
The BoP bring flexibility, especially towards science, or along with the Raptor, bring alot of firepower. Raptors bring alot of boom, but they need to decloak last, once the fight is underway. That way they're not the first to be targetted / FF'd.
Right now, you can substitute 1 of the BCs with a Carrier for a ship with science heavy skills, but after the patch, don't even bother bringing a Carrier.
It depends on how you want to play really, personally for arena its all about not dying but still pushing out enough dps to squish the feddies, my 'perfect 5' would be:
2x Tactical Glass canon BOPs, not raptors so the bops can do proper hit and runs (a bop when used right can alpha strike a cruiser in under 10 secs and then BC out, raptors usually get stuck in the fray)
1x Sci Carrier - this is the focal point of the 5 man, all other ships stay close to give and get buffs/heals
2x engineers in cruisers - built for healing - with 2 full time healers there should be no problems with taking damage - when i have tested i can bring a damaged BOP back to full health (from about 15-20% hull) in about 6 seconds and with extend sheilds aswell the BOP becomes almost invincible.
This is a group specced for long games where its more a war of contrition than a alpha strike team.
Fed perfect group
2x sci in science, pref 1 being aq healer/dps and the other being a debuffer/dps
2x tac/cruiser - pure dps and a bit of off healing
1x engi/cruiser - pure healing
Fed groups need to heal around more imho and so all the 5 ships will have a varied amount of heals to give, the sci ships will be targetted first if the klings have any sense so the cruisers should be ready to spam heals on them as soon as the fight begins. Alternativley you can use 1 less tactical and 1 more engi/cruiser for healing.
You all make very valid points, thank you for the feedback. What suprises me, also looking back on my own post, is that raptors are totally unmentioned.
I played a raptor untill Tier 4, but it seems to be to "in the middle" performance wise. It's a valid ship, with reasonable/good performance, but it just does not seem to appeal to many players after Tier 4.
Regarding the comment, that the fleet mix is depended on which map, ur totally right there.
Cracked has a different layout then territory warfare and also requires a different strategy indeed.
Regarding the "five carriers" team, I don't see any team working which is only made up from one class type. Each class has individual strengts and weaknesses at its disposal, thus mixing to get the highest efficiency possible seems logical.
All BoP's will mask the nature of the individual class of the player . So in a furball there is some advantages . It definitely makes it harder for the enemy to quickly identify who's doing what.
You all make very valid points, thank you for the feedback. What suprises me, also looking back on my own post, is that raptors are totally unmentioned.
I played a raptor untill Tier 4, but it seems to be to "in the middle" performance wise. It's a valid ship, with reasonable/good performance, but it just does not seem to appeal to many players after Tier 4.
Regarding the comment, that the fleet mix is depended on which map, ur totally right there.
Cracked has a different layout then territory warfare and also requires a different strategy indeed.
Regarding the "five carriers" team, I don't see any team working which is only made up from one class type. Each class has individual strengts and weaknesses at its disposal, thus mixing to get the highest efficiency possible seems logical.
I do just as much damage in a BOP as I do in a Rapter if not a little more. The BC is the desiding factor for me and the better turnrate.
Comments
3 Battlecruisers
2 Raptor / BoP
Klingon BC's bring alot of toughness to a generally flimsy KDF force. Maneuverability + Firepower is a very nice balance, and a KDF BC going full offense is still quite nice. With 3 BC's, you can have enough of them keeping the other team members alive instead of just 1 of them doing the entire load of repairs / etc. And they can easily switch to offense.
The BoP bring flexibility, especially towards science, or along with the Raptor, bring alot of firepower. Raptors bring alot of boom, but they need to decloak last, once the fight is underway. That way they're not the first to be targetted / FF'd.
Right now, you can substitute 1 of the BCs with a Carrier for a ship with science heavy skills, but after the patch, don't even bother bringing a Carrier.
2x Tactical Glass canon BOPs, not raptors so the bops can do proper hit and runs (a bop when used right can alpha strike a cruiser in under 10 secs and then BC out, raptors usually get stuck in the fray)
1x Sci Carrier - this is the focal point of the 5 man, all other ships stay close to give and get buffs/heals
2x engineers in cruisers - built for healing - with 2 full time healers there should be no problems with taking damage - when i have tested i can bring a damaged BOP back to full health (from about 15-20% hull) in about 6 seconds and with extend sheilds aswell the BOP becomes almost invincible.
This is a group specced for long games where its more a war of contrition than a alpha strike team.
Fed perfect group
2x sci in science, pref 1 being aq healer/dps and the other being a debuffer/dps
2x tac/cruiser - pure dps and a bit of off healing
1x engi/cruiser - pure healing
Fed groups need to heal around more imho and so all the 5 ships will have a varied amount of heals to give, the sci ships will be targetted first if the klings have any sense so the cruisers should be ready to spam heals on them as soon as the fight begins. Alternativley you can use 1 less tactical and 1 more engi/cruiser for healing.
I played a raptor untill Tier 4, but it seems to be to "in the middle" performance wise. It's a valid ship, with reasonable/good performance, but it just does not seem to appeal to many players after Tier 4.
Regarding the comment, that the fleet mix is depended on which map, ur totally right there.
Cracked has a different layout then territory warfare and also requires a different strategy indeed.
Regarding the "five carriers" team, I don't see any team working which is only made up from one class type. Each class has individual strengts and weaknesses at its disposal, thus mixing to get the highest efficiency possible seems logical.
I do just as much damage in a BOP as I do in a Rapter if not a little more. The BC is the desiding factor for me and the better turnrate.