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FLTCAPT Savar

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re: Klingon Tactics

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As some of you know, I have had a high level Klink for quite some time. During his tenure I spent most of my time within another fleet. In doing so I learned a great deal about their PvP tactics. Since the war with the BLK began I contacted many of my old buds and asked them to update me on certain aspects of Klingon battle tactics. The following is a compilation and summation of basic tactics I have seen used/ used myself. Their will be a test later gentlemen, so pay attention.

Ship make-up of a 5 man space arena team:

The purpose of the arena match is to pick one target and focus fire on said target until it is dead and move on to the next. To that end Klingons usually tend to higher damage output ships based around one or two "tanking/ healing" cruisers. The BoP gives the Klingon force a particular flexibility lacking in Federation ship make up. It can easily become a DPS monster while keeping a high level of survivability with engineering skills. It can also be armed with a blinding array of science skills, if the need arise. To this end, in my opinion the BoP is the best ship in the game.

Of note is the high degree of specificity that pre-made Klingon pvp fleets place on their members. This will be discussed in greater detail later.

Ship make-up of a 10 man space team:

The principle here is pretty much the same as it was with a five man team, however it is based around a core of 3-4 Healing based cruisers. It has been my experience that the Klingon side is quite low on Science captains. This can be attributed to the fact that the only true science vessel the Klinks possess is the Carrier, which until recently was seen as more of a weak link in battle than a science based BoP (this may change with the recent patch).

Basic Tactics:

The Klingons have always had one advantage over their Federation counterparts. Cloaking technology. Until recently (Nebula with tachyon detection grid) there has been little the Federation can do to combat the first strike capability cloaking afforded Klingon captains.Thus arose the "Fed Ball" Tactic that became the trademark of Federation pvp. However, this circle the wagons technique does have one serious draw back that wise klingon captains exploit. This weakness is the fact that most of the Federation force must keep moving in order to minimize the effects of the Klingon's first attack. This prevents the entire Federation force from being able to cohesive counter attack within the first 15 seconds or so of the battle. Federation ships must turn, target, activate abilities, and return fire with blinding speed to keep from being reduced in number by the first Klingon volley.

As I am sure most of you have seen the initial volley of the Klingons after decloaking can be disastrous for an ill prepared Federation fleet. Klingon ships receive a significant damage bonus for five seconds after decloaking, and it is during this time that the most damage is done.

There are three formations that increase the chances of a quick kill:

(During most battles the first ship you see decloaking is the Klingon tank with the intention to distract and draw fire)

1) All Kink ships move into position under cloak with all ships in a tight group to ensure that whatever target is attacked, will be taking hits on the same shield facing. This almost always provides a quick kill and ensures numerical superiority to the klingons.

2) For a group of Federation players who are Science heavy a more loose formation is adopted. The goal is to reduce the chances more than one ship may be detected before the initial strike. In this instance the cloaked ships surround the federation force and time their decloak to be simultaneous, while attacking the same target. This has the added benefit of usually confusing the Federation players into attacking multiple targets, effectively killing any meaningful counter attack.

3) Another tactic that a daring Klingon captain might try (and my personal favorite) entails a larger klingon on vessel either decloaking and immediately speeding through the middle of the Federation "Ball" with Eject Warp Plasma running (this breaks up the formation leaving individual ships vulnerable). This tactic also has a variation in which the larger klingon vessel decloaks near the intended target and engages a tractor beam. This has a high probability of scoring a kill and forcing the enemy to engage the "toughest" ship in the fleet.

Which ships are designated for destruction first by the wise klingon captain? There is some debate as to which is the best tactic, however, a majority of the time Science ships are targeted first, due to the specific threat they present. This is usually followed by DPS escorts, DPS cruisers, and lastly the stronger "tank/healer" cruisers.

How do the BoP/ Raptors always seem to escape death?

The answer is simple, evasive man. coupled with an engine battery or emergency power to engines (and for the BoP, battlecloak). You will never see a Klingon use evasive man. for anything other than getting out of a bad situation (unless they are trying to get into a better firing position with a damaged foe).

This is just a basic beginning to Klingon Tactics, I hope you have enjoyed this first class... there will be more to follow.

Dismissed


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Myles Keogh

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re: Klingon Tactics

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Excellent post, Mr. Savar. Very enlightening!!!
Vital<FCF>

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Awesome job sir. I can't wait for the next class.


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VADM pRett
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For those that haven't noticed or heard about the changes to carriers that have come about with the most recent patch, pay attention, please.

Each carrier bay can support multiple "wings" of whatever craft it has.

- Fighters: wings of 3 / 4 wings per bay
- Shield repair drones: wings of 2 / 3 wings per bay
- Power Siphon: wings of / 3 wings per bay
- Bird of Prey: wing of 1 / 3 wings per bay

The shield repair drones can now be used on friendly targets other than yourself.

Well, at this point you're probably fuming at the mouth about how OP (overpowered) the carrier has become. Keep the following in mind: the carrier cannot launch attack craft unless it has a target within 15km, and there is a cooldown in between launches (30 seconds for fighters, and 1 minute for BoPs.) Also, once combat is over, the craft will de-spawn shortly thereafter.

My carrier captain's BoPs have 25.8k hull and his fighters have 3.7k hull.


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FLTCAPT Savar

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I believe the new carrier set up is indeed going to be a potent weapon... however I also believe that having a few ships on NPC duty with Beam Fire at Will or Torp Spread we can eliminate this threat...

More to come on Federation tactics soon


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Sir, excellent post, thank you.
VADM pRett
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re: Klingon Tactics

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SATC Savar wrote:
I believe the new carrier set up is indeed going to be a potent weapon... however I also believe that having a few ships on NPC duty with Beam Fire at Will or Torp Spread we can eliminate this threat...

More to come on Federation tactics soon


I think an even better choice of powers (for Sci vessels, anyway) would Tractor Beam Repulsors (TBR) and Photonic Shock Wave (PSW). Both are Point-Blank Area Effect (PBAE), and deal decent amounts of kinetic damage.


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