My Fleetmate Husanak posted a few tactics in another thread here
http://forums.startrekonline.com/showthread.php?t=164501 offering somewhat general but very effective lessons for offensive prowess in pvp.
I'll offer my two cents as a beta player still wreaking havoc in PVP with but a few tweaks to my strategy up to now.
Perfect Strike: Deathblow.
Pre-Requisites:
1. Fully skilled beam weapon (which type-irrelevant). [I use 1 fore Disruptor dual beam bank.]
2. Fully skilled quantum torpedo. [I use 1 fore q torp only]
3. Fully skilled tricobalt torpedo. [I use 1 fore (and rear-not used in this technique)]
4. 3 Multi Torp Consoles.
5. Be a tactical officer, have all powers rdy.
6. Beam overload, high yield torpedo, tractor beam, charged particle burst, Omega pattern.
This technique is useful against non primary targets who have yet to or have already used RSP.
The approach: At a range of 15k (cloaked) begin to power up Boff abilities in this sequence.
Ready high yield torpedo and Beam overload. Once their respective timers reach about 20s start popping off all of your tactical captain buffs (Down with ship, attack pattern alpha, and also Omega pattern). Fly towards the target at maximum speed (not full impulse).
Begin Attack: At as close to 10k as you are able, activate fire at will, fire off the high yield quantums, and hit evasive maneuvers. (for a follow up strike preparation, also use tactical initiative). Use an aux battery.
5k mark: Engage tractor beam, charged particle burst, and fire the beam weapon. As u continue to rapidly approach the target engage Ramming speed and deliver the tricobalt at point blank range. The quantums ram bo tric all hit the target within a very short time.
Oftentimes noobs can die to a single ramming speed, tricobalt, or even beam overload / quantum critical. The combination of all of these burst spikes nearly always destroys the enemy ship, regardless of what HOT/resist buffs/armor he may have.
The reasons this is so effective: rsp does not charge the shields if you have succesfully timed the single energy weapon shot. Charged particle burst and the quantums will most certainly weaken the shields sufficiently for the tricobalt/ram combo to finish them, even with active RSP. All of this happens in 3-4 seconds, too little time for most players to react, especially when another target is the primary / no other players on your team are thus charging their shields from rsp.
The follow up strike (although not at maximum buf***e) is ready at this point, allowing you to either target subsystems in expectation of a drawn out battle, or repeat BO3 + HYT for a second pass. I tend to cloak at this point, re assess the battle situation or talk smack in zone becus the score is now 5-0.
The downsides:
This tactic isnt for high score lovers, as utilizing spike damage limits the enemies healing, minimizing the actual shots fired to destroy.
So many things can stop the tricobalt, if not fired at .5k range or less. (sometimes it just doesnt fire at all)
This tactic (opening with ram) is moot after season 2.0.
Thanks for reading.
<S>
Comments
Also, there's always this for a practical example versus decent competition:
http://www.youtube.com/watch?v=zu3vzDXbDic
Or this:
http://www.youtube.com/watch?v=o44AwvqQeg8
Or...well, you get the picture. I could post these all day.
And as I posted in the OP, this tactic is indeed moot in season 2.0 as opening with ram will be impossible.
And I would verify Eric's comments, as I honestly probably have hit him with a ram less than a handful of times in dozens of games/ matches. This tactic is almost impossible against a highly skilled player. Such a player will hold his defenses until the right moment.
The fact of the mater is any number of a load of defensive moves will work to stop this strike. A good pvper will hold his evasives/polarize/ high hull heals until the right moment. A good player wont even need to do any of these things if he can "read" the battle, he will know I'm coming for him (i usually shout it in zone).
In fact this "total load blowing" in one shot technique is ACTUALLY BAD in most situations. You dont want to waste all your spike on one shot and be less powerful for the rest of the battle if it didnt work out. Also not coordinating with your team mates is generally bad. But imma keep doing it! watch out noobs!
stay tuned for more of my tactics and subsequent videodocumentation of my failing to execute
Got to love the jealous and the haters. Like I've stated in other posts, I've only played GoD twice and beat them twice...once in a video posted by Zorena (GoD member Bombergirl) in the PvP videos thread. Be that as it may, I believe teams such as Section 31, GoD, 7th Core, et al are all good teams which can pose a challenge for any of the other teams on any given day. That speaks more to the inherent balance created by comparable skill than is oftentimes portrayed on these forums. That's why no team is ever totally "dominant" over the other 1% of elite PvP'ers...just over the 99% of everyone else in STO. This will only progress further as each subsequent round of Snix's so-called "balance changes" continue to be implemented.
Rev (DOB fleet leader) is one of the best PvP'ers in 1v1 duels...lol? He'd even laugh at the notion. Rev's strengths have always lied in organizing the team and playing an effective support role in his Science Vessel, not in duking it out head-to-head versus BoP's or Escorts. Both his ship and his BO powers selection were designed to play a very specific role in a team environment and not be a 1v1 ship dueling "Mr. Spock." But I'll hand it to you, getting face-rolled by a Science ship with 50 weapons power takes some doing...congratulations. The situation in the video and the 6 or 7 more I have of us destroying you in each and every encounter I have ever faced you is due to your dependence on these gimmicky and convoluted tactics which, although working in theory or once every 50 tries in a game, get you completely American History X style curb-stomped when used against a real opponent.
Which means you went through all the trouble to create this post on an extremely complicated and obtuse tactic that all the elite PvP community members that have faced you know doesn't work for what exactly? To see your name in print? Why come on and mislead potential new PvP members with this useless drivel when Season 2.0 will be live in a week?
Which is a fact conveniently left out of your original post...that any decent PvP player can easily counter this. Any decent PvP healer worth his salt can also easily lend assistance in both shield and hull healing/resistance to counter the staged progression of events this tactic so delicately hinges upon. Not to mention...as shown in the video...Scramble Sensors and Jam Sensors are both easy and quick counters to thoroughly disrupt the timing this complex scenario is predicated on.
There are a multitude of ways to counter this "tactic" but there's no need to go into it here as I highly doubt there will be anyone trying to emulate this illusory "deathblow" as you call it when just being a decent player and having a coordinated team is more than enough to obliterate PUG's all night.
First smart thing in your posts so far. Setting up your BO powers and using them all in one attack in the attempt to sneak a gimmick alpha combination onto a player is more than just "bad," it's typical of a newer or lesser skilled player than one who has been "wreaking havoc in PvP" as you so eloquently described yourself.
And your final point is that this is your cool and challenging way to show dominance over "noobs" and lesser skilled players? Way to stay classy, bro...
Of that I have no doubt. Just sayin'...
Well You know how he hates competition.
I will admit the first time I flew with him... I though it was a bit insane. However it is fun to fly without the cookie cutter escort/bop damage build. We all know Dual cannon Dual Heavy Cannon Turret.... ya thats the ticket.
We are working on a few things for 2.0... Minimax's odd torp overload build is not dead. It will play into a few intresting team stradaiges.... Do I expect the odd combos we have planed to whip a good heal / Cannon DPS team. (Probaly not) However its going to be fun as hell.
(Had to come up for the fleet here. Doing things diffrent is half the fun)
At the end of the day there are numerous ways to counter any strategy, thus the timing of my comments, for this strategy will not help anyone in a few weeks, so "spilling the beans" so to speak will not affect anything in PVP. I posted the OP for an offering of just a convoluted tactic that may not work all the time (not really alot at all tbh) but when it does work, the glorious ownage is downright awe inspiring. I personally pride myself on using unconventional means and attempting to execute near impossible maneuvers. This tactic like some responders indicate (Dainar) is not for the fainthearted or those who wish to guarantee success. Indeed, it is a gimmick, that isnt that great and also will be near uselesss soon.
But at any rate, the 99% of "regular players" will fall victim to similar strategies. Simple math will show that even the most heavily armored single targets who are unprepared to be attacked can be annhilated in one pass. Without cannons. No point really to be proven, just an excercise in "mental masturbation". Come up with your own unusual tactic that never works! its fun! <S>
For example, in TRIBBLE around with my Galaxy-R I have been playing around with this combination:
CDR Engineer Officer
Emergency Power to Engines I
Reverse Shield Polarity I
Auxiliary Power to Internal Dampeners II
Auxiliary Power to Structural Integrity Field III
LCDR Engineer Officer
Emergency Power to Engines I
Reverse Shield Polarity I
Auxiliary Power to Internal Dampeners II
ENS Engineer Officer
Engineer Team I
LT Tactical Officer
Torpedo: High Yield I
Beam: Overload II
Science Tactical Officer
Polarize Hull I
Polarize Hull II
I have Captain traits Efficiency and Warp Theorist, and the C-Store Borg BOFF with Efficiency. With power set to 75/25/25/75, using 2 Plasma Distribution Manifold consoles and 2 Booster Modulator consoles, and 9 in the following skills:
Warp Core Training
Engine Efficiency
Shield Efficiency
Engine Performance
Shield Performance
Auxiliary Systems Performance
Weapon Systems Performance
Power will be set at 101/57/57/101. By rotating Emergency Power to Engines I, I get 101/57/80/101. With EPS III (I play an Engineer) that gets bumped up to 125/89/111/125 for 30 seconds every 90 seconds.
The key here:
Emergency Power to Engines is giving me a very noticeable 4 second speed boost every 30 seconds. Auxiliary Power to Internal Dampeners II is giving me a speed and turn boost every ~17.5 seconds. That is basically a huge speed/turn boost for 20 of every 30 seconds - and if I do a saucer separation I look like a mad race car. This doesn't count movement bonuses from Evasive Maneuvers (or Ramming Speed) - which stacks.
On a Beam Array boat, it's a really fun build once you figure out how to control all the speed, and the damage is very good but doesn't focus well. Would work great with a partner with a Drain Energy Build.
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For all you folks who fly Fleet Escorts, add two Emergency Power to Weapons I skills at the Engineer Ensign, and try not to complain about the extra weapon damage bonus every 30 seconds. Emergency Power to Weapons III damage bonus on a beam boat is very nice too, but unless you play a Tactical officer in an Assault Cruiser, Aux to ID II or Engineer Team III will probably be better choices.
Make a video of that please
Ok I'm sorry, I've been hearing ppl complaining about the "Torpedo Trick," So could someone enlighten me as to what this Trick is? Firing your torpedoes at a dropped shield facing?
emojoe....L2P you are a scruba nd always were one even when i beat you 1v1 3-4 times or when ten beat you without shields LOLOL (want video proof youtube it its there still)
bottom line emojoe the only redeeming factor abotu you is that no matter how many times we curb stomped you you always wanted more.....the sad part is that you never got better.
I think my favorite quote ever was in the first incarnation of SNB in vent you said after losing with 4 SNB on yor team (vids on youtube as well)
"SNB is lame as hell anyways, it sucks"
DOB left the game because well the game game blows....sadly i am still subbed for a few more months....damn prepaid with no refund option. As far as GOD goes yes they are great PVPers however the last time i played I beat them too. Not to take anything away they are good but truely any team that has the alpha strike in 1.1 or previous shoudl ALWAYS win.....but for some odd reason DOB ruled the PVP scene for 4 months.
Ohh well back to greener pastures. thanks bounty for letting know about this meth addicts rants.
So no takers?
honestly i dont even know what trick that youre referring to. In the OP the tactic exploits the lack of a need for overloading tricobalts, timing beam overload in succession with the torpedoes strike (as opposed to when firing), and the absence of protection from kinetic damage from RSP.
But you may be reffering to the timing of overload allowing for overlap (firing two hyt in rapid succession). All of these are "tricky" but not that special or intricate to understand/perform.
The only thing I can think of is hy preloading. Loading a HY and not starting your attack until it is almost ready to expire... so you can load another for the second shot.
I will preload a HY III... shoot it 5 seconds before it expires. Use Tactical Init... then fire HY III again... and thanks to Tac Init... my third shot when I line it up will also be a HY III.
I assume that is what was being refered too... or something close to that.
ya lol.
Unless someone has another trick I don't know about. I know sometimes if you have rubberbanding lag going on you can fire torps twice... not sure if there is some exploit to make that happen.
In that case, it looks like you fired twice, but if you watch the damage numbers, they actually only fire once
Though the new Kar'Fi still boggles my mind on what skill combinations would actually make it a good ship..:(
honestly the most impacting powers in the game are the "captain" powers deferred solely to each class. Even beyond that, the most powerful BO abilities are "untrainable" and found only on rare/uc bos. *ahem* cryptic please give me more ways to attain such bos *ahem* thanks.
Frankly there is simply going to be a greater likelihood of people trying to do what they cant. Im not going to train anyone tactical team 3. Not only becus they wont have the ability to maximize its usefulness if they arent tactical, but also becus THE SKILL SUCKS PERIOD. anyway my yet again unsolicited 2 cents thrown in randomly , huzzah! <S>