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Federation PvP Strategy -- stop whining, start winning

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited February 2010 in The Academy
Hey, I'm only a Lt. Cmd., and I'm far from an ace of the arenas, but after playing through a dozen or so PvP sessions and watching dusrupter fire turn good ships into glowing plasma, there are some simple guidelines for Fed players dipping into the arena:

o The Klingons are faster than you. Not just at turning, but also at getting up and running.
o The Klingons can deliver a bigger punch faster than you. One that can scald your shields off in a salvo of green fire.
o These things do not mean the Klingons are -better- than you. The Fed ships are packing tougher shields and a good balanced mix of capabilities.

Because of these differences, here are some rules of combat for Fed players

1) Don't Chase the Klingon. Honestly, this could be rule #1-10. Yes, heads-up your ship is a match for his, but damn it, Jim, if you chase that Klingon you will end up shooting at empty space. And frustrated. And dead.

2) Stay close together. If there is one tactic that that wins game for Fed ships, it's working as a squad. Stay close. Move slowly. And when you catch sight of a Klingon... don't chase them. Please.

3) Learn from the geese. Formation flying works well for the Fed side. Whether you decide to swim like a school of fish or stick together like geese heading south, find an arrangement, watch your wingmen, and stick together.

4) Have some frakin' patience. Sorry, wrong universe. But geez mon, the thing that gets more people killed in less time is when -- after two whole minutes of flying slowly in formation -- they hit the full impulse button and head out to, you guessed it, chase a Klingon. Then they're dead. And so is anyone that tries to save them.

5) One in, all in. If one of your squad mates opens up, everyone opens up. Don't dash around, don't try to pick up the guy coming in from the other side. Concentrate your fire and you can make Klingon stew faster than that guy with the slap-chop. Everybody start milling around or, God help you, chasing the Klingons, and you'll all end up dead.

6) Pick a rally point. At some point, even if you resist that chasing urge, you'll end up vaporized. When you reappear, DO NOT hit the afterburner and head directly back toward the fray (unless the fight is very close to your spawn point). A bunch of strung out Fed ships joining the battle one at a time is like Klingon popcorn. They will eat you all and spit out the seeds. Instead, agree on some feature of the arena that's visible from all points as a rally point. If you every find yourself alone, head there in one big hurry and wait for the fleet to get reassembled before you move.

Okay, that's enough from me. What are your secrets and tips for defeating those wrinkle-faced bastiches?
Post edited by Unknown User on

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The funny irony is the list is almost the same for Klingons.
    Winning Klingon groups move together, stay cloaked together and de-cloak at the same time all focus firing on the same target. Look for the impatient one that breaks from their pack and punish him for it. :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The tractor beam ability never fails to help out in pvp versus klingons. I especially like how it not only stops them from running away, it also stops them from cloaking.
    The staying with your group thing is fairly obvious. Sometimes you have to gauge that though, especially in the big capture and hold map. But yeah, never go off by yourself.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Hey, I'm only a Lt. Cmd., and I'm far from an ace of the arenas, but after playing through a dozen or so PvP sessions and watching dusrupter fire turn good ships into glowing plasma, there are some simple guidelines for Fed players dipping into the arena:

    o The Klingons are faster than you. Not just at turning, but also at getting up and running.
    o The Klingons can deliver a bigger punch faster than you. One that can scald your shields off in a salvo of green fire.
    o These things do not mean the Klingons are -better- than you. The Fed ships are packing tougher shields and a good balanced mix of capabilities.

    Because of these differences, here are some rules of combat for Fed players

    1) Don't Chase the Klingon. Honestly, this could be rule #1-10. Yes, heads-up your ship is a match for his, but damn it, Jim, if you chase that Klingon you will end up shooting at empty space. And frustrated. And dead.

    2) Stay close together. If there is one tactic that that wins game for Fed ships, it's working as a squad. Stay close. Move slowly. And when you catch sight of a Klingon... don't chase them. Please.

    3) Learn from the geese. Formation flying works well for the Fed side. Whether you decide to swim like a school of fish or stick together like geese heading south, find an arrangement, watch your wingmen, and stick together.

    4) Have some frakin' patience. Sorry, wrong universe. But geez mon, the thing that gets more people killed in less time is when -- after two whole minutes of flying slowly in formation -- they hit the full impulse button and head out to, you guessed it, chase a Klingon. Then they're dead. And so is anyone that tries to save them.

    5) One in, all in. If one of your squad mates opens up, everyone opens up. Don't dash around, don't try to pick up the guy coming in from the other side. Concentrate your fire and you can make Klingon stew faster than that guy with the slap-chop. Everybody start milling around or, God help you, chasing the Klingons, and you'll all end up dead.

    6) Pick a rally point. At some point, even if you resist that chasing urge, you'll end up vaporized. When you reappear, DO NOT hit the afterburner and head directly back toward the fray (unless the fight is very close to your spawn point). A bunch of strung out Fed ships joining the battle one at a time is like Klingon popcorn. They will eat you all and spit out the seeds. Instead, agree on some feature of the arena that's visible from all points as a rally point. If you every find yourself alone, head there in one big hurry and wait for the fleet to get reassembled before you move.

    Okay, that's enough from me. What are your secrets and tips for defeating those wrinkle-faced bastiches?

    Question. Did you try this at Tier 1??
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Hey, I'm only a Lt. Cmd., and I'm far from an ace of the arenas, but after playing through a dozen or so PvP sessions and watching dusrupter fire turn good ships into glowing plasma, there are some simple guidelines for Fed players dipping into the arena:

    o The Klingons are faster than you. Not just at turning, but also at getting up and running.
    o The Klingons can deliver a bigger punch faster than you. One that can scald your shields off in a salvo of green fire.
    o These things do not mean the Klingons are -better- than you. The Fed ships are packing tougher shields and a good balanced mix of capabilities.

    Because of these differences, here are some rules of combat for Fed players

    1) Don't Chase the Klingon. Honestly, this could be rule #1-10. Yes, heads-up your ship is a match for his, but damn it, Jim, if you chase that Klingon you will end up shooting at empty space. And frustrated. And dead.

    2) Stay close together. If there is one tactic that that wins game for Fed ships, it's working as a squad. Stay close. Move slowly. And when you catch sight of a Klingon... don't chase them. Please.

    3) Learn from the geese. Formation flying works well for the Fed side. Whether you decide to swim like a school of fish or stick together like geese heading south, find an arrangement, watch your wingmen, and stick together.

    4) Have some frakin' patience. Sorry, wrong universe. But geez mon, the thing that gets more people killed in less time is when -- after two whole minutes of flying slowly in formation -- they hit the full impulse button and head out to, you guessed it, chase a Klingon. Then they're dead. And so is anyone that tries to save them.

    5) One in, all in. If one of your squad mates opens up, everyone opens up. Don't dash around, don't try to pick up the guy coming in from the other side. Concentrate your fire and you can make Klingon stew faster than that guy with the slap-chop. Everybody start milling around or, God help you, chasing the Klingons, and you'll all end up dead.

    6) Pick a rally point. At some point, even if you resist that chasing urge, you'll end up vaporized. When you reappear, DO NOT hit the afterburner and head directly back toward the fray (unless the fight is very close to your spawn point). A bunch of strung out Fed ships joining the battle one at a time is like Klingon popcorn. They will eat you all and spit out the seeds. Instead, agree on some feature of the arena that's visible from all points as a rally point. If you every find yourself alone, head there in one big hurry and wait for the fleet to get reassembled before you move.

    Okay, that's enough from me. What are your secrets and tips for defeating those wrinkle-faced bastiches?

    As for the rest of your tactics...mostly common sense, but you'ld be amazed {actually, after playing for an hour you probably wouldn't be amazed} how few people think like this.

    Only thing I would suggest to serious group. Use voice. Ventrillo or TS. This WILL NOT save iyou if you use poor tactics, but it can help your team coordinate.

    As for Tier 1. Good luck. Had a 6 on 6. All Feds using good tactics, class 2 equip, formation, eliminate 1 target at a time, and voice. Gamers with a combined experience in tactical games of well over 95+ years.

    Had our butts handed to us. No Fed did over 20000, while ALL Klings had over 40000.

    Tier 2. Nowhere near as lopsided
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Well thats the most observed thing I've seen in combat to date is a lack of overall coordination amongst federation players. They all kind of just run in like a mob and pick the wrong targets. The one thing observed with the Klingons is they are practicing together and are coordinated. I think some of this is general lack of experience on the federation side because of the fact that most people on the fed side are doing a lot of storylines etc... That being said I'd like to personally form a squad of guys I trust and actually do some practice fights against computer enemies where people stay in formation and target what the leader targets.

    The leader should be a cruiser or the toughest ship available because he is going to provide the battering ram and will take the brunt force of the counter attack. Following should be science vessel that has either some healing buffs, or EW/ jamming buffs, or an escort packing the real punch, but I'd prefer the escort to hit third in the line hopefully by then shields are down on intended target and the escort can make them into mince meat. The other way that could be used is a double abreast formation with two leaders. This would work actually more effectively for a larger squadron as the line could get too long behind a single leader. But as the Germans did prove punching a hole right through the enemy through concentrating your attack at a single point in their squad might work as well a lot of these ideas I have are untested because I've only done a few fights thus far pvp and I learned pretty quickly that the feddy players have absolutely no idea how to fight against an organized non computer opponent.

    Ok after initial volleys are fired the Cruiser if hes survived or any other ship with a tractor beam should grab a Klingon ship as you pass by so that you all can hammer on him. Hopefully this will cause dissarray in the Klingons plans. Note if you are a leading you need to try and close at an oblique angle don't give the klingons your front shield on the first pass until after they have fired the initial volley disrupter cannons take a sec to be able to fire again the idea here is if you lose your fore shield then it becomes harder to bring your projectiles into play. So take the hit on the side. I think I'd also reccommend that perhaps on the first pass slow the fleet a bit to allow for the maximum amount of time on target hopefully two volleys of torps. This is the only time you should slow down however. Try to concentrate on killing the klingons fore shields when you fire try to hit the same one for maximum damage. Since a lot of klingon weapons are mainly forward firing this will take their ability away to face you directly.

    Don't break formation ever. A stray is a ripe target for bloody TRIBBLE.

    One thing I'd considered is also giving the Klingons a taste of their own medicine by using our cloak buff against them. The idea being split the attack a bit maybe two or three ships that can cloak go the long way around coordinate with your other group and get around the Klingons flanks. Once there you wait till the initial volley is struck that way the Klingons are worried solely about the front group then the second group comes out behind them and opens up on a different target. This tactic has the potential to cause some great confusion but needs to be timed well. I think voice communication between the players would be a necessity to coordinate it right.

    Targets need to be acquired and everyone needs to be on the same page priorities need to be given too which ships are the biggest threat immediately. Try to use Abreviations when fighting if you have to type so that you don't have to spend much time communicating with your allies. Like BOPL might be Bird of prey on the Left something like that. There is almost no communication in the battle field out there and there needs to be you might be able to do it through minor moves by the leader to port or starboard to designate targets. In general you should ahead of time know which ships are going to almost always be the first targets. Don't just lock onto the closest ship because for all you know it might be a simple BOP serving as a sacrificial lamb.

    There's another idea there Perhaps the leader should be a ship behind the actual battering ram so that he is not the first target. The battering ram should run full shields. A science vessel might not be bad for a battering ram even because they do have the strongest shields in the game and good ew capabilities. Either way you should have the ship that has the best chance of surviving in front.

    Ok another way to fly is to form into perhaps 3 groups of two and do single wingman style that has the advantage of if a particular formation is comprimised then it doesn't take the entire group out of sync.

    Don't let the Klingons get on your six you may have good weapons back there but in general you are setting yourself up for being attacked from multiple directions which needs to be avoided at all costs. Perhaps the best way to accomplish this might be too have the tail ship loaded with mines to act as a deterrent.

    I wish that when damage was received in this game it actually damaged systems as well because then the idea would be to simply cripple on target and move on to the next and come around to finish the cripple up later on.

    If you'd be interested or anyone would be interested in getting together and practicing and experimenting I'd be happy to get together with you I'm on the USS TAKEO a Tier 2 science ship.

    Does anyone know can we use voice chat in this does it offer an option? Or would we have to run seperate software?

    As far as Ground conbat is concerned I have no clue about tactics for that one as I find the controls for movement are often screwy Im constantly running into walls lol. Ii'd like to hear thoughts on ground combat tactics too.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Sukebe wrote:
    As for the rest of your tactics...mostly common sense, but you'ld be amazed {actually, after playing for an hour you probably wouldn't be amazed} how few people think like this.

    Only thing I would suggest to serious group. Use voice. Ventrillo or TS. This WILL NOT save iyou if you use poor tactics, but it can help your team coordinate.

    As for Tier 1. Good luck. Had a 6 on 6. All Feds using good tactics, class 2 equip, formation, eliminate 1 target at a time, and voice. Gamers with a combined experience in tactical games of well over 95+ years.

    Had our butts handed to us. No Fed did over 20000, while ALL Klings had over 40000.

    Tier 2. Nowhere near as lopsided

    So I take it some serious federation groups are out there currently? I want in one I'd love to get a piece of some Klingons after the pastings I've received working with amatuers thus far.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    The fact that klingons can cloak while being focus fired on by 6 ships, is what needs to be fixed, other than that I have no problems with pvp combat atm
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Srs pvp is srs.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    One further comment I'd like to mention is Speed is life guys. If you have good speed going and things don't go well on the first pass you can EM out of their range and try again I prefer to manually control power levels.

    So the Klingons are faster and more agile that doesn't necessarily mean they are faster than all federation ships out there I have a level 4 hyper impulse that adds +5 to all system power. I got that one from that one mission the guardian mission i think. I chose that over the ridiculous shields they had because I knew that having good speed would be a very useful thing as well as a major manueverability bonus. But on the other hand if you are slow and it hits the fan well your just dead then.

    Another thing is we can play the old klingon Saber dance tactic that was popular in Star Fleet Battles and Star fleet command where you basically circle the klingons at max range firing your side beams and keepinng your side shields to them let them fire and use Ew buffs to make them miss or do little damage. When the shields get low on one side turn away and repeat going the opposite direction. This patient style of attacking at higher speeds allows you to dip just in range for weapons and then move out of range for a second to let your weapons cycle works well with slower reloading beams i guess like Transphasic. To be honest attacking with projectiles is useless until your enemies shields are down anyway because they do so litttle damage to shields in this game. Now in this game I'm not sure this tactic would work although I think it might. If the enemy charges you simply turn away and start unloading with aft projectiles. Normally I wouldn't reccommend letting the Klingons get on your 6 but if you are properly prepared with good detterrents mines photons boarding parties etc it might work pretty well even. I'd also reccommend in doing this give the Klingons a wall of other things to shoot at besides your ship like all the mines you can muster and a bunsh of shuttles or whatever. That way most of their fire is going to be directed at killing mines or whatever else less fire will be on their intended victim.

    This maneuver would be sort of a retrogade manuever of sorts a retreating attack. Get the klingons to play your game not the other way around. In Star Fleet command i was one of the top ranked Klingon players in the league. I had a solid 70% win ratio and was the vice admiral for the fleet lol. I think I must've fought thousands of matches 1v1 2v2 and the occassional 3v3 when the game would hold up for it and not keep crashing lol.

    In this game I'd say the federation is much more like the Klingons in Star Fleet battles and Star Fleet command than the feds in Star Fleet Battles. We have the advantage in firing arcs over the klingons. We need to exploit that advantage. Besides saber dancing is a great way to make an opponent impatient and make a mistake. Ok thats what I got.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Kaitan wrote: »
    The fact that klingons can cloak while being focus fired on by 6 ships, is what needs to be fixed, other than that I have no problems with pvp combat atm

    Tractor beam them and beat the TRIBBLE out of them.

    Also i realize that the cloak can literally mean an attack can come from any direction and I've seen the Klingons like to attack from above or below a lot. We need to be able to instantly react to something like this in this case I would venture to say that doing EM to get away is a good idea that way you can come around and get an efficient counterattack prepared. Or if they cloak again well wait and see what happens if they attempt the same trick repeat dont' play their game play yours. Eventually they will uncloack and come at you this is the time to hit them with your counter attack. If you are at a positional disadvantage though the solution is simple simply back off and get ready to go another round patience!

    If they uncloak astern then well you feed them the projectile and mine sandwish discussed earlier kick your speed up and see how long they are willing to keep chasing you lol as you can continue to drop stuff in their faces and flame them with phaser fire plasma torps might not be a bad weapon choice for this since the klingons can't really afford to ignore that as a target and it will likely draw their fire away from your group which is great for you because you can keep hosing them from behind or turn just enough to bring both beam weapons to bear on them.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Also has anyone experimented with using the terrain to their advantage? If you can obscure their line of fire after you fire a volley then that would be a great advantage.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Wow I keept thinking of things after my posts lol. I'd reccommend that any tactics discussions not be discussed by forum, perhaps have a group or e-mail listing. But I wouldn't be surprised if Klingon players would be coming in here to read this discussion and then use some of the aforementioned tactics against us or find ways to counter our tactical ideas. I think tactic discussion need to be classified.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    everyone set there phasers to 320 on the colour chart

    colour cordinate your attack's show those klingons whos boss, nothing quite says owned like a 320 colour photon up the small thermal exuhast port.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Hey all I've developed tactical manuals before and well i'd like to of course practice some different things see what works and what doesn't, also if we could get some solid ideas from everyone who wants to develop some sound tactics I think that I could put one together and wouldn't mind doing it. I think I'd have to get a strategy guide of some sorts so I could know basically what all of the BO abilities are and player abilities are as well. Then of course valuable data on the skill tree would help as well. Also it wouldn't hurt to look at some posts of Klingon tactics as well if obtainable. But once that's done I think a good manual could be developed.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    nice to see a star fleet command player around

    i played mainly romulan -- i need some plasma fireballs to shoot at everyone in this game

    ----

    i cloaked alot in sfc, so maybe i will like playing klingon better not sure -- i didnt like playing klingon in sfb, always ran fed or romulan other than 220 heavy cruiser battle with the c7 with dual missle launchers

    once i get leveled up ill be happy to practice some moves
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