Once I reached rank Commander for federation with Grade 3 in Tier 3 science vessel i tried to do my first PvP with Klingons. Few times I had quite fun fighting long tactical fights. However more occasionally appears klingon that can create miraculous 10k DPS salvo, I can target him for first 1 second then he dissapears from game window and in targeting HUD he's flashing, like jammed sensors or something. So I can't fire as opposed to him and I'm dead within 3 seconds which can't be normal no matter what, since i can't react. Can someone shed light on as why I can sometimes battle 3 klingons for 30 seconds. And sometimes single klingon destroys me in 3 seconds into full hull, full shield, full shield energy and I can't even see him?
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The best can do two to three times as much damage as the average pilot.
The best can kill a cruiser with decent resists in about 5 seconds.
The kinda standard TAC attack thing would be
Alpha III, Omega III, [Beam Over III, CRFIII], HYIII - I think 10k kinda light, wait till you see the 30k's in Capt/RA
But please don't assume its a Klink thing, some pretty well outfitted Feds too.
High damage Escorts and BoP's/Raptors are being addressed to some extent on Tribble.
Jam is why you didn't see them.
So most likely none of which is in your title. Most likely an experiance pvp'r on a smaller toon.
To counter somewhat, Save your SCI Team for when you need it. Worst thing in many cases is to sci team before they Jam. Start with Haz Emit, then Sci Team a little later.
You have two choices though as your shields are burning down, choose fast.
Either pop Science Team (don't do this next patch though for the resist buff, since it'll be removed) and the shield resistance from science team will stack with Emergency Power to Shields' own shield resistance buff.
If you remembered to follow Botish's advice, and had popped Hazard Emitters then you can also consider popping Engineering Team instead for the hull resist (don't do this next patch either since the resistance buff will also have been removed) so it stacks with Hazard Emitter's hull resistance buff. Don't forget to hit Brace for Impact as well, since if your hull is exposed then torpedoes will usually be the one to finish you off.
However, relying on resistance abilities isn't the only way to keep you alive.
Consider putting full power into your engine power bar and then hit evasive maneuver and get the heck outta dodge. The escort might chase after you, it might not. Depending on how much damage you've sustained, how hard of a punch you can throw back, and how long the enemy Escort's attack buffs' time is left, you might actually find yourself on better footing. No guarantees though.
The BOP/Escorts best weapon is speed and turn... the fed escort can move too. This allows a good BOP/Escort to control the battle. I find that if I hit evasive or emergency power to engines or even use a battary I can be from 20k out to 6k out in seconds... it dosn't give my prey long to react. Too many feds come at me all slow I can count it down (18k,17k,16k..ect) and I can see them buffing up. When they get to around 15 I like to hit evasive pumble there sheilds, and let a High yeild stream that I release at 9k out take care of them as I peel off.
I'm not saying I am fantasitc but here are some pointers for surviving my bop (or escort, feds can do the same thing)
1) Balance your sheilds man. (even a sliver of shields will help vs a Quantum)
2) Distribute your sheilds to the side your getting pounded on. (Also Sheild heals will go to the side your distributing too)
3) Use Hazard Emiters or Eng Team before you take damage... it gives you a great resist. Also brace for impact is awsome. (The best cruisers I have been up against have survived by hitting that one when they see my dive bomb comming)
4) if your engine power is set under 35.. crank it up. speed = Defense bounus Also Evasive and Engine battarys or emerg to is effected by engine power setting. (Try hitting a battary then Evasive see what happens) If a scary bop is all over you hit a battary + evasive
Also you mention sometimes you can go for awhile against a bop or 2... remmeber the bop is a universal platform. Some are set for sci some are even setup to heal... and some are rigged to KILL.
nah, healing is significantly more active.
Omega 3 and crf3 both take the top spot in the Cmdr position, of which you only have one, therefore you cannot have both.
There seems to be an additional factor that can great big damage spikes. It seems some players really know how to get there. I don't know the specifics, but in generally, it's about negative damage resistance (Fire on my Mark; Attack Pattern Delta, Sensor Scan all apply this) and probably using high damage attacks. And critical hits will help, too.
It's not a bug nor an exploit, as far as I know. But it was not exactly intended by the designers, and it seems the 1.2 update will reign in this spikes by avoiding several resistance debuff stacking (and generally lowering DPS and alpha strikes)
Jam Sensors is what they use to stay unseen. Science Team wil remove it (assuming there aren't any other science debuffs that it clears instead).
I would call that exploiting of BO system tbh.
It's not really all that difficult to pull off, at least for a Klingon (the cloak is of course a huge help.)
It rather goes like this for me:-
Activate buffs (in my case: Attack Pattern Alpha(which increases damage by 80%), Emergency Power to Weapons 1, Cannon Rapid Fire 1, Torpedo High Yield 3)
Decloak
Simultaneously open fire with all weapons and cast "fire on my mark" on the target (which decreases damage resistance by 30%)
The dual heavy cannon(x2) and turret(x2) fire punches through the shields causing damage to the hull. The downed shield then allows the four torps through, some of which can crit for 20000 damage.
Plus the disruptors themselves have a chance of decreasing damage resistance.
Escorts pretty much don't stand a chance (having the lowest shields and hull). Cruisers and Science Vessels (especially science vessels), stand much more of a chance of surviving the first volley, but all it needs is a lucky shot and they'll explode just as easily.
Of course, this information will probably be pretty much useless after the patch.
But your post opened my eyes why turrets are so favored... The extra DPS alone from the turrets might not be as important as the extra procs and APB stacks...
especially when its the all but automatic TSS disable and hull damage from CRF and HYT. You activate Emg Shields, RSP or Sci team simultaneously...that alone is a toss up if you get both activated in time. Then polarize hull or Hazard emittors and Eng Team or Miracle worker, plus Aux to inertial dampers and/or brace for impact to save the hull...good luck with that. Simultaneous or nearly so of 2x shield buff and 2-3x Hull buffs to off-set the uber alpha strike(s) isnt happening. It seems physically impossible for the UI itself to handle...even if you have them all bound to a single key press.