i encounter some problemsin pvp lately,maybe you guys can help me:
drain build:
i found it hard to encounter drain build, even with 6 points into power insulators it still drains me down, i have also not bad power levels, but a energy siphon/plasmo leech / those nice drain pets do to much damage/drain,what to do against it?
as already stated i got 6 points into pi, and my power levels are125/63/60/62 on a fleet defiant.
shutdown builds/ vm:
how to encounter those?
they really annoy me, my shield down, my weapons down,not able to move, its really like sitting duck just waiting to get ripped apart.
klingon alpha cloacks:
i admit it, it may sound stupid, but how to detect them \/kill them?
especially the brel and such,they cloack, decloack attack cloak decloack and attack again, what to do against it?
i already tru to pay attention to the buff up sounds,when applying tt for example, but even then they still got me, i always pop tt and epts1 aswell rsp when aviable.but it isnt enough sometime's,science officers with a always cloacked build for example.
it may sound really noobish, but i'm sure some experienced players can help me out here,
well those are my qeustions,
thanks in advnce and have a good weekend all, keep the eye's on the horizon,and wait patiencly for the romulans XD
Teamwork? Well, imho, those three things are team things - as in - it's them plus at least one other guy. The Drain Guy and the Other Guy, the Shutdown Guy and the Other Guy, the Alpha Guy and the Other Guy...if you're trying to counter them as a 1v2+...your success will vary a great deal based on them.
Regarding the BoPs: Tractor Beams. Unless the BoP is using a torpedo loadout and sniping from 8-10km away, they're gonna get close enough to hit 'em with Tractor Beam. That will, at the very least, delay their re-cloak (or in the case of the B'rel, drag them out of cloak if you hit them quickly enough). Target their engines and auxiliary systems to keep them from moving or cloaking. Viral Matrix can be useful for this if you spec into it and doff-boost it. Warp Plasma if they're attacking from behind, they might get sloppy and get caught in it.
Usually, though, the combination of TT, EPtS, and maybe a shield battery or another shield/hull buff will do the trick, if they're activated in time. It's very difficult to shoot through that, the only thing that'll get through that 'reliably' is a transphasic torpedo build.
Also, pre-buff. Keep defensive buffs cycling. Granted, there will be a gap, but it'll reduce their windows of opportunity and make their attack cycles a little more predictable.
My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
Your 6 points in insulator should be countering the drain from the Plasmonic Leech very well, almost to the point of being non-existant.
Its the other drain pet mechanics and use of BTSub stacking that has the most effect in combat. Add polarons and viola, drain build.
Viral Matrix.... Only thing I know of is ET or possibly batterries..
Alpha strikes...a constant state of shield buff, having high shield power and listening for the prebuff sounds so one can quickly hit TT and TSS to counter the incomming punch.
Against a Drain build, 9 in Power insulators I guess can help. Having a high Defense is also useful against Polaron or weapons with Polaron Procs. If they can't hit you, they can't proc you.. :P Against the Pets, try using A mine launcher of some kind. Plasma is nice, quantums maybe. If you get hit with Energy siphon, last I checked, Hazard Emitters can clear the drain. When all else fails, try to Engine Battery and Evasive away...?
As far as VM and the evil Doffs, Engineering Team SHOULD clear it and any other disables thrown at you. (Target Subsystem, Phaser Procs, Boarding Party shut downs, Etc..)
When facing other enemies with a cloak, make sure you have your game sounds turned on, and listen for their buffing if they are too close. A lot of people with less experience with cloaks will try to get with in 2km and then start buffing before decloaking on you.
Even if they are using a Keybind to use their buffs, it still takes about 3-5 seconds to turn on all of the damage boosting buffs. Giving you plenty of Warning time.
That's pretty much anything I can say regarding this. Also, trying having at least one or two other people that you play with who can give you builds that compliment your own, and can help provide defenses against what your facing.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
I've heard wonderful things about sticking two beam arrays on the back of an escort and using FAW II against a drain carrier. Usually kills the pets before they get too close.
Joined: January 2010
Fanfiction! ZOMG! Read it now!
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After the much debated and complained about effects of PL several months back I thought it had been changed so the defense against work well enough tostop the high drain down to near zero if skilled in PI but still allowed the user full benefit if properly skilled in FC.
Plasmonic leech alone isn't going to be too bad, it's the other drain abilities that will give you issues.
The best drain builds I've seen use a couple energy siphons to do their dirty work. Backed by high flow capacitors, they can drain you almost to death. Your best bet here is to watch your cards (little flags above your ship image) and when you see a siphon icon, activate hazard emitters. That should clear the drain on you (though the targeting ship will still get the extra power). Have a couple hazard emitters and be diligent, and you should be fine. Keep some batteries on hand (engine and aux are your best bets) and pop them when need be to get yourself out of a mess.
Drones will have to be shot down, so beam fire at will will help, as well as scatter volley.
Acetons are just nasty when in groups, so repulsars or other push type powers will get them away from you. The cutting beam and torps can destroy them, but any energy weapons will just hurt you. Try staying away from them just to avoid the headache. Pull away from drain ships as much as possible.
For dealing with alpha striking BoPs, listening is your best option. Get some headphones if you're not using them already and it should help. Once you hear it, kick on your counters (tac team, EPtS, brace) and try to find them. They may try to tractor you and will try to get close, so photonic shockwave or particle burst will knock them down a peg before they get a shot off, then a subspace jump behind will ruin their day (usually they don't have anything afterwards).
Honestly, there's not much else you can do. BoPs built for an alpha strike are going to kill most players, so just know it can happen and watch for them to attack other players and go after them. Best you can do.
I know there is a method but all I see is madness.
Plasmonic leech alone isn't going to be too bad, it's the other drain abilities that will give you issues.
The best drain builds I've seen use a couple energy siphons to do their dirty work. Backed by high flow capacitors, they can drain you almost to death. Your best bet here is to watch your cards (little flags above your ship image) and when you see a siphon icon, activate hazard emitters. That should clear the drain on you (though the targeting ship will still get the extra power). Have a couple hazard emitters and be diligent, and you should be fine. Keep some batteries on hand (engine and aux are your best bets) and pop them when need be to get yourself out of a mess.
Drones will have to be shot down, so beam fire at will will help, as well as scatter volley.
Acetons are just nasty when in groups, so repulsars or other push type powers will get them away from you. The cutting beam and torps can destroy them, but any energy weapons will just hurt you. Try staying away from them just to avoid the headache. Pull away from drain ships as much as possible.
For dealing with alpha striking BoPs, listening is your best option. Get some headphones if you're not using them already and it should help. Once you hear it, kick on your counters (tac team, EPtS, brace) and try to find them. They may try to tractor you and will try to get close, so photonic shockwave or particle burst will knock them down a peg before they get a shot off, then a subspace jump behind will ruin their day (usually they don't have anything afterwards).
Honestly, there's not much else you can do. BoPs built for an alpha strike are going to kill most players, so just know it can happen and watch for them to attack other players and go after them. Best you can do.
You touch on a good point. Most BoPs built for alpha-strike ambushes are not built for prolonged dogfighting. Most of them, like me, run relatively light on heals (I only carry one EPtS, two Tactical Teams, an RSP, and a HE). If they're running two Tactical Teams, it's likely they won't have Engineering Team or Science Team, making them vulnerable to disables, debuffs, and confuses.
The alpha-striking BoPs will decloak, alphastrike with all the buffs they can with the best timing they can, and then engage for about 10-15 seconds before withdrawing and re-cloaking to set up another run. If the target is weak in DPS, then they might stick around and try to break through the defenses.
My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
Omega and TT are by far the most effective counters against any alpha.
The trick is to use them wisely and on a smart rotation. Your timings have to be as good as the alphaer trying timing between your gaps.
For the rest, good shield/hull resist stacking, high shield cap and maxed bonus defense.
Afterwards, assuming you survived the alpha, you need to try and keep the bop from running.
I only use a hazard as defense on my bop, so warp poo etc wont work.
One good BO or DHC volley will mostly kill me , assuming im not out of your visual range before your first cycle hasnt even fired off :P
Comments
Usually, though, the combination of TT, EPtS, and maybe a shield battery or another shield/hull buff will do the trick, if they're activated in time. It's very difficult to shoot through that, the only thing that'll get through that 'reliably' is a transphasic torpedo build.
Also, pre-buff. Keep defensive buffs cycling. Granted, there will be a gap, but it'll reduce their windows of opportunity and make their attack cycles a little more predictable.
Its the other drain pet mechanics and use of BTSub stacking that has the most effect in combat. Add polarons and viola, drain build.
Viral Matrix.... Only thing I know of is ET or possibly batterries..
Alpha strikes...a constant state of shield buff, having high shield power and listening for the prebuff sounds so one can quickly hit TT and TSS to counter the incomming punch.
R.I.P
As far as VM and the evil Doffs, Engineering Team SHOULD clear it and any other disables thrown at you. (Target Subsystem, Phaser Procs, Boarding Party shut downs, Etc..)
When facing other enemies with a cloak, make sure you have your game sounds turned on, and listen for their buffing if they are too close. A lot of people with less experience with cloaks will try to get with in 2km and then start buffing before decloaking on you.
Even if they are using a Keybind to use their buffs, it still takes about 3-5 seconds to turn on all of the damage boosting buffs. Giving you plenty of Warning time.
That's pretty much anything I can say regarding this. Also, trying having at least one or two other people that you play with who can give you builds that compliment your own, and can help provide defenses against what your facing.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Unfortunately no.
6 in insulators = 42% drain resistance.
Unfortunately that is only against player BOFF drains like E-Siphon.
Pets and Plas Leech were allowed to continue to drain a higher amount than that (i.e. PI is not as effective against them).
There is no logical reason why that should be the case, but that's what the reality is.
Fanfiction! ZOMG! Read it now!
kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
R.I.P
The best drain builds I've seen use a couple energy siphons to do their dirty work. Backed by high flow capacitors, they can drain you almost to death. Your best bet here is to watch your cards (little flags above your ship image) and when you see a siphon icon, activate hazard emitters. That should clear the drain on you (though the targeting ship will still get the extra power). Have a couple hazard emitters and be diligent, and you should be fine. Keep some batteries on hand (engine and aux are your best bets) and pop them when need be to get yourself out of a mess.
Drones will have to be shot down, so beam fire at will will help, as well as scatter volley.
Acetons are just nasty when in groups, so repulsars or other push type powers will get them away from you. The cutting beam and torps can destroy them, but any energy weapons will just hurt you. Try staying away from them just to avoid the headache. Pull away from drain ships as much as possible.
For dealing with alpha striking BoPs, listening is your best option. Get some headphones if you're not using them already and it should help. Once you hear it, kick on your counters (tac team, EPtS, brace) and try to find them. They may try to tractor you and will try to get close, so photonic shockwave or particle burst will knock them down a peg before they get a shot off, then a subspace jump behind will ruin their day (usually they don't have anything afterwards).
Honestly, there's not much else you can do. BoPs built for an alpha strike are going to kill most players, so just know it can happen and watch for them to attack other players and go after them. Best you can do.
You touch on a good point. Most BoPs built for alpha-strike ambushes are not built for prolonged dogfighting. Most of them, like me, run relatively light on heals (I only carry one EPtS, two Tactical Teams, an RSP, and a HE). If they're running two Tactical Teams, it's likely they won't have Engineering Team or Science Team, making them vulnerable to disables, debuffs, and confuses.
The alpha-striking BoPs will decloak, alphastrike with all the buffs they can with the best timing they can, and then engage for about 10-15 seconds before withdrawing and re-cloaking to set up another run. If the target is weak in DPS, then they might stick around and try to break through the defenses.
The trick is to use them wisely and on a smart rotation. Your timings have to be as good as the alphaer trying timing between your gaps.
For the rest, good shield/hull resist stacking, high shield cap and maxed bonus defense.
Afterwards, assuming you survived the alpha, you need to try and keep the bop from running.
I only use a hazard as defense on my bop, so warp poo etc wont work.
One good BO or DHC volley will mostly kill me , assuming im not out of your visual range before your first cycle hasnt even fired off :P