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Arm Thyself - A Guide to Ground Combat

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited July 2011
    Get better, but very nice job none the less.:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Good updates so far, keep it up, and if it helps, I hear tamarind soup is excellent in clearing one's sinuses. Also is very VERY tasty :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    About the borg....
    Heavy/elite tactical drones r the only drones that assimilate. Drones can assimilate u when ur at 100% but it does like the old assim and does massive dmg, once ur at 20% You become assimilated, My character has 604 HP, if i get assimilated i have like 4 seconds before i start killing my boffs. Dont melee elite tacts, they go down easy when ur alternating 2 sniper rifles, use 2 diferent energytype rifles, after eavy sniper shot cycle to the other sniper, u can take down an elite drone before they adapt.
    Anyone who thinks ground combat is hard is a noob, ground combat isnt hard... just some bosses r OP *looks over to Starbase 82* She tends to clear 90% of noobs in teh first try.

    Borg bosses use kinetic!!!! If u do an STF USE POLYALLOY WEAVE!!! Rebecca simons chain lightning is kinetic damage! Armeks Compression Bolt of death is kinetic! 6 of 10... i dunno....
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    About the borg....
    Heavy/elite tactical drones r the only drones that assimilate. Drones can assimilate u when ur at 100% but it does like the old assim and does massive dmg, once ur at 20% You become assimilated, My character has 604 HP, if i get assimilated i have like 4 seconds before i start killing my boffs. Dont melee elite tacts, they go down easy when ur alternating 2 sniper rifles, use 2 diferent energytype rifles, after eavy sniper shot cycle to the other sniper, u can take down an elite drone before they adapt.
    Anyone who thinks ground combat is hard is a noob, ground combat isnt hard... just some bosses r OP *looks over to Starbase 82* She tends to clear 90% of noobs in teh first try.

    Borg bosses use kinetic!!!! If u do an STF USE POLYALLOY WEAVE!!! Rebecca simons chain lightning is kinetic damage! Armeks Compression Bolt of death is kinetic! 6 of 10... i dunno....

    Kinetic. Now I know why she was owning everyone.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    Been a while, sorry, I've had things going on IRL after I died from illness.

    However I'm back and better than ever, harder stronger, faster, longer (wait, thats Daft Punk again isn't it?)

    I've added Info on the Breen, it's not done yet but I thought I should add what I have discovered since it's been so long since the last update (thanks to Ethoir for his observations, will help me get this done a lot faster).

    Also chaps, I put this in the Analysis posts but I'll mention it again, I'm not putting in strategies for "Boss" enemies, these are set-piece encounters and many strategies already exist for taking them on, the point of my guide was to help you through combat in general throughout the game rather than beat STF's and so on, not that you can't use some of the other info in the guide.

    I've no plans in the near future to make Boss guides but if no one beats me to the punch a few months on I may well do.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited August 2011
    :D informative! (There's couple tiny typos lurking around in the posts, but other than that - excellent read.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited September 2011
    HEya Collier, I can confirm that the secondary fire mode on the Federation Type III Phaser Rifle is also an Exploit attack as well. I use it to vaporize regularly.

    - ABM
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    A very good and fine work.

    Thanks. I just thinking how big is the effect if I create a new char only thinking on ground combat... you answer the cuestion. Thanks!!!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Sometimes browsing in the forum I find a gem like this thread, very useful and comprehensive with an engaging writing style! I'm mostly a space PVPer but your guide got me the urge to involve myself also in ground combat! What can I say more, thank you very much and keep the good work!:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited October 2011
    Thanks for the compliments and pointing out the blonde moments chaps.

    At the moment, I'm not really working on this, there are a few changes on the test server so assuming I don't rage quit after F2P, I will do a major update then.

    Also, because mojor STF changes are in the works I won't be putting up the boss strategies I was working on until after F2P as well.

    Please keep the comments coming, I'll need them when I get around to updating the guide.

    Finally, not one person has sent me a joke that might work in this guide, either you're not trying hard enough to find the funny or I'm the funniest person ever, which isn't likely.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I have found that a health generator behind a shield barrier works well, just like a Mortar Turret does. Phaser turrets require LOS to do any damage, so it won't work with those.

    Also, secondary fire on the Type 3 Phaser Rifle is Eploit. :D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    *You might want to consider setting mortars at a distance for Engineers.
    *Use Ambush to melt your enemies with Tacs.
    *Setting up your turrets at off angles for flanking.
    *Security Team is one of the best bits of mitigation a Tactical has.
    *Physics kit is cool, try it out.
    *There are good Medics out there... just not many. The Crossfire pacing has made what was apparently already a difficult job, impossible for most. Nanite Health Monitor goes a long way for this though.
    *Chroniton mines and Transphasic bomb also do excellent damage.

    Just some quick thoughts off the top of my head.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Devs should use this thread to encourage players go to ground and shoot things up.
    Great job.
    Since S4 all of my tac boffs have at least phot granade 1 ,it become a great ensign power now.
    I personally recommend to all the captains to equip the full auto rifle,its just awesome because it's fire faster than a mini gun(the secondary mode don't last long but will still can walk faster to look for a better position and you don't have that initial delay from the mini gun charging up.)
    The anti-proton weapon from devidian series could be very good if you set your team to have expose debuffs in quantity,from weapons to abilities,the secondary shoot when hits an exposed target not only deal a great dmg but it jumps to the other enemy dealing a dmg based on the first jump and the hit always is considered a flank because it hits the side of the target(most of the case,since if you're well geared enemies will die fast preventing them to scatter around),my suggestion like yours is keep that weapon with some boff,someone with a crit sev trait to boost the "chain light"dmg output.
    Just my two cents.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    Okay, here's a question:

    I started off with a mix of armor types - sometimes just "whatever dropped" - but lately I've been outfitting everyone with Energy Dampening armor, on the theory that (at Normal level, post-Season 4) most of the incoming damage is going to be energy, as NPCs tend to die before they can close to melee. Comments on the thread about rebalancing the STF armor, however, seem to suggest that most people who grind the endgame content prefer Polyalloy as superior.

    So... is there such a preference, and if so, why? Or am I reading them wrong, and I'm right to stick with Energy armor?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    HF_Mudd wrote:
    Comments on the thread about rebalancing the STF armor, however, seem to suggest that most people who grind the endgame content prefer Polyalloy as superior.

    So... is there such a preference, and if so, why? Or am I reading them wrong, and I'm right to stick with Energy armor?

    Stick with Energy Armor for now if that's your preference. When you get to the Endgame, especially the STFs, Polyalloy is going to be better in the long run. You'll be coming across a huge amount of mobs where you won't be able to clear all of them all at one time. When the Borg close, especially the Heavys and Elites, do a lot of physical damage with their attacks. Drones in particular will try to rush you and beat upon you. The greater Kinetic resistance lends it self being better in the long run against such attacks. However it all comes down to preference.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited January 2012
    nPoon wrote:
    Stick with Energy Armor for now if that's your preference. When you get to the Endgame, especially the STFs, Polyalloy is going to be better in the long run. You'll be coming across a huge amount of mobs where you won't be able to clear all of them all at one time. When the Borg close, especially the Heavys and Elites, do a lot of physical damage with their attacks. Drones in particular will try to rush you and beat upon you. The greater Kinetic resistance lends it self being better in the long run against such attacks. However it all comes down to preference.

    I'd say this with some additions. When fighting Borg, you will also want plasma resistance on your personal shield and armour. This will give you enough resistance to their energy attacks and allow you to use Pollyalloy aginst them, which is more effective in that situation.

    For the rest of the game, it really depends what you're fighting but on the whole energy weapons will be more of a threat in the majority of your play. Personally I prefer Energy Dampening armour and kit out most of my Boffs with it, however I also keep the other types on unused Boffs (great for gear storage) should a situation arise when I need somehting different.

    I'll add this to the Q&A if/when I get round to updating this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Finally some minor updates.

    - Updated information on stances in General Tips: Crouching Sehlat, Hidden Targ section
    - Updated some Enemy Analysis information
    - Fixed a couple of typo's (propbably put a few new ones in though)
    - Added Armour Question to Q&A section
    - Yes ABM, I listed the Type 3 as Exploit now :p

    As always, keep the advice coming and point out my mistakes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Me again, some more updates.

    - I've been fighting the new Dominion enemies in anticipation of the upcoming Feature Series. They're a really nasty bunch now, better know what you'll be facing, good thing I've put my findings in the Enemy Analysis section. Although if anyone else has some information I may have missed, please do send it to me.
    - Added some more carer specific advice to that section.
    - Some typo's fixed, some typo's added.

    Th-th-th-th-thats all folks! For now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Thanks for the write up Cpt Collier! I have some nooby questions about expose/exploit specifics that I haven't been able to find in game or on the wiki. Specifically:

    1) Is it known how much more dmg an exploit attack does on an exposed person? Can this be increased/decreased by offensive/defensive skills?

    2) How long does the expose last? Is the time the expose "window" is open the same across the board, or can it vary on the type of weapon or be increased by offensive skills? (or have expose's on you be decreased by defensive skills)

    3) Is there some thing like "enemies successfully exposed and exploited cannot be exposed again for another X seconds" to prevent "chaining"/spamming exposes/exploits?

    I think that's all I had. Thanks again for the extremely helpful info!
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    ttcfcl wrote: »
    Thanks for the write up Cpt Collier! I have some nooby questions about expose/exploit specifics that I haven't been able to find in game or on the wiki. Specifically:

    1) Is it known how much more dmg an exploit attack does on an exposed person? Can this be increased/decreased by offensive/defensive skills?

    2) How long does the expose last? Is the time the expose "window" is open the same across the board, or can it vary on the type of weapon or be increased by offensive skills? (or have expose's on you be decreased by defensive skills)

    3) Is there some thing like "enemies successfully exposed and exploited cannot be exposed again for another X seconds" to prevent "chaining"/spamming exposes/exploits?

    I think that's all I had. Thanks again for the extremely helpful info!

    While I havn't done extensive testing on this, I think I've done enough to answer.

    1) From what I see playing, I get roughly 4-5 times more damage. This is dependant on the damage you're dealing and the targets damage resistance, so captain skills, buffs and debuffs and traits like teamwork will modify the damage.

    2) Roughly 6 seconds. AFAIK there isn't a way to increase/decrease the time however there are kit powers and devices that can clear an expose from you, I can't remember them off the top of my head but the description will say whether or not a kit power or device clears an expose.

    3) Not that I've seen, certainly not in the way hold/kb/etc resists are handled. I run an expose-heavy build and have hit an exploit attack on a tough enemy and exposed him right away afterwards.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I'd just like to point out that the Telepathy trait increases Expose duration (by 1 second for Basic, not sure about Limited/Superior). I like to have one or more of my BOs on any given Away Team be (Superior) Telepathic whenever possible.

    Also having the Luck trait improves the chance at starting an Expose, as well as improving Crit Chance.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    I know that in PvP, there are Science toons that appear to either clear exposes instantly, or have some sort of passive protection. Not sure what kit they're running, but there is definitely something that reduces exposes (other than the shield consumable).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2012
    Felderburg wrote: »
    I know that in PvP, there are Science toons that appear to either clear exposes instantly, or have some sort of passive protection. Not sure what kit they're running, but there is definitely something that reduces exposes (other than the shield consumable).

    Been a while since I used a medic kit for any meaningful period of time, I'll look into this.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2012
    Sorry it took a while, here's the science kit powers that remove exposes.

    Vascular Regenerator
    Medical Tricorder
    Nanite Health Monitor
    Biofilter Sweep
    Hypospray - Melorozine

    Also, Rally Cry (tactical Kit power) and shield charges remove expose effects.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2012
    Extremely helpful thread! Thank you so much for taking the time to write it up! Kudos!!!:)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    In STFs its helpful but dangerous , but you need to flank,flank and flank.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2012
    Very helpful and humorous. Great job!
  • pianowizzypianowizzy Member Posts: 0 Arc User
    edited August 2012
    Excellent and entertaining guide, good sir!

    Although I will add, I personally am a big fan of melee combat. Melee weapons are especially handy when fighting the borg, if you have multiple heal abilities to see you through: because the borg can't adapt to a blade! I carry my lirpa for the borg. A few critical flanks and a Heavy Tactical down! [Then again it might be the rapidly combo'ing piano fingers...]

    Sadly I'm not sure where I tossed all my Devidian armor/shield/device prizes but apparently they were useful... :/ I wonder if I can replay the missions to get these prizes again...?
    Vulcan Science Officer -- Captain of the I.F.D. Gallifrey [Tholian Recluse]
    Ambassador of The Order Of Gallifrey // Representative of the 1701 Renegades

    "Be the person your dog thinks you are."
  • kantalope2kantalope2 Member Posts: 0
    edited September 2012
    Super useful guide thanks.

    But I did not see it addressed and I don't know that it matters...but are different enemies more or less susceptible to certain kinds of attacks? For instance maybe, Jem'hadar take more damage from phasers or anything?

    Mainly those Jem'hadar guys just won't die and I was wondering if using different weapons other than any generic upgrade would help?

    and thanks again for the guide.
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