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re: Info
by Nova Spellwig on 10/01/10 14:14
Iam looking for hlp with an Escort as in picking the best one for my style of fighting right now my tactical guy is only a capt. but iam looking to start building right now. iam not to bright on the weaps or gear i just but stuff in and go so iam also looking for a teacher so if you have any ideas iam game now i dont have vent at this time but dont let that stop you from giving me a hand and i was thinking if i should make this an Kinkaid Research Project so let me know thank you
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Morgan Shackelfordsparrow794Tactical - Vice Admiral

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Joined: 17 Jan 2010 Posts: 3119
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re: Info
by sparrow794 on 10/01/10 14:57
I haven't done a lot of flying in escorts; but if I'm not mistaken you want some consoles that will increase your crew (bio function monitors), and as much frontal firepower as you can get... this means dual heavy cannons, or any kind of cannons for that matter in the front slots (along with Boffs that have cannon enhancing abilities), a torp launcher so that you can take advantage of high yield torp boff powers, and in the rear weapons slots throw in turrets (they are the only weapons I am aware of that you can put in a rear slot that will still be able to fire dead ahead).
Ideally, you want to line up your target, blast the hell out of it, and get out. You cannot survive a lot of hits in these things; by flying an escort you are filling the role of 'burst' dps. So you want to hit and run, and for the few moments that you are engaged, you want as much damage output as possible.
As you get close to your target, waive off - switch full power to engines and hit an engine battery or use evasive maneuvers to extend and escape - then come about, line up your target again, and repeat blasting the hell out of it.
Hope this helps; but as I said, I'm not really an escort pilot. A few other folks I am sure could have some pointers to add.
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re: Info
by FLTCAPT Savar on 10/01/10 15:02
I would suggest reverse shield polarity and an emergency power to engines to better facilitate the hit and run tactics Shack is talking about... along with the strike pattern that makes you immune to holds.
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re: Info
by Ezreq Blodvaerd on 10/01/10 15:19
First you need to decide which type of escort you're going with:
1. Beam
2. Gun
3. Torpedo
4. Combo
Second decision is weapon type....
Pesonally I go with Disruptors and Quantums.
These limit the amount of points I'm spending on weapon systems. I chose Disruptors over Phasers because phasers have a tough time finishing off an opponent. Disruptors do more hull damage, but a bit less shield damage.
My load out is Combination:
Fore Weapons: 2 x Dual Disruptor Beam Arrays; 1 x Disruptor Beam Array; 1 x Quatum Torp.
Aft Weapons: 3 x Disruptor Turrets.
BO skills (Must Haves): Beam Overload; High Yeild Torp; Canon Rapid Fire
Captain skills:
Other than the obvious, there are some Engineering skills that you might not want to overlook. Weapon System Proficiency skills boost your Weapon's Power settings (passive).
Other advantages:
By using just one weapon damage type, you do not suffer a weapopn power penalty (-10 or -12 w/ heavy cannons).
Final Note:
Remember that your weapons fire in the order that they are placed in the slots (left to right).
Ex. Beam Array; Dual Beam Array; Dual Beam Array; Quantum Torp.
This allows all three beams and the three aft turrets to hit and reduce the enemy's shields, before the quantum torpedos hit.
Even if you don't kill on the first pass, your turrets will keep on firing as you try to turn around for a second pass.
There are not many, if any, NPC ships that can handle an escort with 7 forward firing weapon systems in that first pass. PVP, as always, is a different matter.
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