Ok..maybe that is a little
over simplified...
But at it's essance...that's what you are doing...
"fly around like a berzerker"
One of the strengths of a klink boat is manueverablity....one of its weaknesses....rear quarter shields...
So you use a strength ...to counter a weakness...
Your trying to both gain firing position, to concentrate your fire on one shield...and at the same time...minimize constant enemy fire upon one of your shields....to do this requires alot of manuevering...and doing so...often appears as though you're flying around haphazardly....like a bezerker...
"hammering the Z key"
Another strength of klink boats...is your firing rate and power curve....the weakness...no crunch power...IE:...you simply cant gut a ship in one opportune pass...you must first "soften" the target...mostly by use of the "sabre dance"....using the break at 14.99 on the oblique approach( presenting your left front or right front shield as you approach)....or the break at 8.99 with OL dizzy's....and when you break...you bring you excellent firing arcs into play.....on a battle pass...you should literally be able to fire every phaser weapon on your boat once...and concentrate all this fire upon one shield...
Once you break a shield...you use this break and firing rate to mizia "strip weapons" by staggering your phaser and dizzy fire...on a well timed pass...you fire your phasers as they come into arc while your making your break....this staggering is sometimes easiest by letting the phasers fire as soon as they have opportunity and turning your boat to bring them in arc....sometimes this "feels" like you are hammering the Z key....
These are just a couple of the basics of klink boats....
Remember...a Feds main weapons are arced in FA or RA for the most part...and you have the shield regeneration and cruch power of the photon to be able to square off to an enemy...a klinks arcs are spread out a bit....and your most concentrated fire is actually on the oblique...and squaring off to en enemy is often the quickest way to die...because you lack the crunch power and shield regeneration to do so...
Drones...if you have em..are used mainly for harrassment and herding you opponent into firing position...
Some advanced tactics:
"The scatter pack whack attack"...a variation of the gorn anchor...set up like a saber pass....you drop an SP out of PD range...have high level tractor ready...and HET to snag your enemy just when you would normally turn out.....again...if well timed....you can spread out his weapons fire upon multiple sheilds...slam him with a scatter pack.....and then either break range or use you superior rate of fire to just cut him apart while holding at arms lenth
"Raining T-bombs"...Klink boats have a higher number of transporters on average...again...on a well executed pass...you should be able to t-bomb your enemy out of exposed arc...by breaking in behind him right after you shower t-bombs in his path and keep your open shield out of arc...then dumping fire on his rear shields to weaken them or strip weapons if you already had it weak...
"The slash"....this is set up like a saber duel pass and usually done after a couple saber passes....but you hold OL dizzys until after he fires {thinking your going to break out} and instead break in and hammer or break a shield by swooping in while his weapons are reloading...
It sometimes said that Klinks are the easiest to fly...and the hardest to master...
Every other racial opponent has crunch weapons that make close quarters combat very dangerous as you are simply out gunned, out shielded, out hulled, and out internaled....you must use every advantage of your manueverablity and firing rate....if you're going to become victorius...
While flying fed boats requires intricate power management and positioning youy enemy into crunch arc.....flying Klingon requires intricate manuevering and use of your higher rate of fire...like a middle weight boxer trying to fight a heavyweight.....you must keep your distance...avoid the gapple and close quarters body blows...while keeping up constant jabs to weaken you opponent.....once you opponent is weakened..you can then attepmt the knockout punches...but doing so to soon can often spell your doom...
Now these racial offsets are eliminated due to the fact that the combat is all klink vs klink...but you'll find that many of the same requirements apply...and in some ways....are even more important...because your enemy is now as manueverable as you are...
I'm sure a klink regular will give ya some more details once we're up to speed....but those are the basics...
Hope this helps...