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Klingon Honor Guard Ground Set.

amayakitsuneamayakitsune Member Posts: 977 Arc User
edited September 2012 in Klingon Discussion
What level of the Klingon Honor Guard grout set gets the cape? Its it Mk XI or XII?
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Post edited by amayakitsune on

Comments

  • malkarrismalkarris Member Posts: 797 Arc User
    edited September 2012
    Mark XII only, sorry to say.
    Joined September 2011
    Nouveau riche LTS member
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited September 2012
    malkarris wrote: »
    Mark XII only, sorry to say.

    Wonderful... I wanted that cape so bad... but now I'll never be able to get it. *sigh* all the good things are Mk XII.

    Thanks for the answer.
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    Wonderful... I wanted that cape so bad... but now I'll never be able to get it. *sigh* all the good things are Mk XII.

    Thanks for the answer.

    you are not the only one

    in my opinion that was the first kick in the nuts by cryptic that the community received even before it went f2p.

    they posted pictures of the new ground sets all over the page...and when they finally were available, it was only limited to the MKXII part that took month to collect.

    now it is a custom to get a kick to the sensible parts whenever a new patch roles out.
    Go pro or go home
  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited September 2012
    Is that the same with the MACO helmet set?
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  • majesticmsfcmajesticmsfc Member Posts: 1,401 Arc User
    edited September 2012
    robeasom wrote: »
    Is that the same with the MACO helmet set?

    Yup that is correct, but to be honest the visuals on that set are terrible imo.
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  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited September 2012
    Yup that is correct, but to be honest the visuals on that set are terrible imo.

    I like the MACO set visuals, looks very federation... its just annoying that the best visuals are left to such stupid chance on STFs that my character is not good at... (my Fed character is kitted in MK XI MACO and can barely handle IGE, much less KAGE or CGE) and my Klink isnt even close to that equipped...
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  • bubblygumsworthbubblygumsworth Member Posts: 0 Arc User
    edited September 2012
    I thought you could get a cape as a veteran award too :/


    I gave up on MKXII ground sets... almost hit 300 stfs with all my toons and I have yet to see any proto ground tech. I can swim in space proto tech though :P
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  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    I like the MACO set visuals, looks very federation... its just annoying that the best visuals are left to such stupid chance on STFs that my character is not good at... (my Fed character is kitted in MK XI MACO and can barely handle IGE, much less KAGE or CGE) and my Klink isnt even close to that equipped...

    Handling a STF isn't a matter of equipment, I often start a new char in elite, and he often has the blue Mk X equipment you get in the defera invasion reward boxes. And there is no problem with IGE.

    What you need is:
    - a good team (not mandatory but it can help)
    - being a good player
    - to know the tricks of this stf to handle it

    You also need a good weapon (I start with the Mk X phaser or disruptor pulsewave from defera) and the right kit. If you're an engineer and use turrets, a Mk XII set won't help you to become better at it. :P

    Anyway, the differences between the Mk XI and XII sets are barely noticable, the only major differences is the visualsyou unlock.
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  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited September 2012
    diogene0 wrote: »
    Handling a STF isn't a matter of equipment, I often start a new char in elite, and he often has the blue Mk X equipment you get in the defera invasion reward boxes. And there is no problem with IGE.

    What you need is:
    - a good team (not mandatory but it can help)
    - being a good player
    - to know the tricks of this stf to handle it

    You also need a good weapon (I start with the Mk X phaser or disruptor pulsewave from defera) and the right kit. If you're an engineer and use turrets, a Mk XII set won't help you to become better at it. :P

    Anyway, the differences between the Mk XI and XII sets are barely noticable, the only major differences is the visualsyou unlock.

    I know... theres no problem with IGE... its the only elite ground STF ive been able to complete. I know how each of them work... but just can finish them. But if I ever want the Mk XII set... I need to be able to complete them...

    And yeah... I know the differences between the MK XI and XII sets are negligible... but I want the visuals... not the gear itself.

    But my Klink and Fed are Tac officers so I do damage, but cant survive, so thats an issue.
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  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    Well if your problem is the boss as a tac then it's the team, if people call summons at the wrong moment it might be a problem in many instances. Although KAGE should be easy with the Mk XI set, even if the rest of the team suck.
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  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited September 2012
    I thought you could get a cape as a veteran award too :/


    I gave up on MKXII ground sets... almost hit 300 stfs with all my toons and I have yet to see any proto ground tech. I can swim in space proto tech though :P

    I got proto ground tech yesterday in CGN maybe it was because the team I was with has loads of trouble taking out the turrets but after we got past that Armek seemed to be childs play
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    robeasom wrote: »
    I got proto ground tech yesterday in CGN maybe it was because the team I was with has loads of trouble taking out the turrets but after we got past that Armek seemed to be childs play

    either it was CGElite (not normal) or it was not a prototype...and also Armek is the endboss...it's over after that.
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  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited September 2012
    No defo normal I have it in my bank so can prove it as I was shocked myself to get it. And I meant after we got past the turrets
    Armek was easy to kill to finish the battle sometimes he tends to cause some problems when you use melee or snipers
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  • baudlbaudl Member Posts: 4,060 Arc User
    edited September 2012
    robeasom wrote: »
    No defo normal I have it in my bank so can prove it as I was shocked myself to get it. And I meant after we got past the turrets
    Armek was easy to kill to finish the battle sometimes he tends to cause some problems when you use melee or snipers

    definately a glitch then, because a purple prototype anything shouldn't be dropping in any normal stf. It's not on the loot table, and it can't magically appear only for 1 person. :confused:

    amek has a easy function: if nobody is in his melee range he starts to shoot randomely bolts (chainlightening) that nearly instant kill people and jump to another one. so if somebody pops security team...they pull aggro...which results in armek firing the bolt, that jumps around and kills most security team+the tactical officer that popped it.
    If one person is in his melee range he will only use his weaker attacks on that person. Have a science officer with healkit engage him in the middle...where he stands. and have the other 4 position themselves in each corner. If the healer survives the second phase your team has no problems.


    i don't want to acuse you of anything, but it is more likely you accidentely joined the queue for a cure elite. But then again it could be a buggy loot table.
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  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    robeasom wrote: »
    No defo normal I have it in my bank so can prove it as I was shocked myself to get it. And I meant after we got past the turrets
    Armek was easy to kill to finish the battle sometimes he tends to cause some problems when you use melee or snipers

    Sometimes I queue for elite and it takes me to normal, or I queue for ground and it takes me to space (this one isn't uncommon with khittomer). It happens, I don't wonder how and why though. Maybe it happened to you and took you in elite.
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  • robeasomrobeasom Member Posts: 1,911 Arc User
    edited September 2012
    It's possible but I died at least twice and go not injuries but then again the turrets section did seem harder than when they are on normal. So it is possible but I'll save the proto for when I start doing Elite proper as I am still working the tactics and want Maco set before heading for elite
    NO TO ARC
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    Brigadier General Jokag IKS Gorkan
    Centurion Kares RRW Tomalak
    [SIGPIC][/SIGPIC]
  • majesticmsfcmajesticmsfc Member Posts: 1,401 Arc User
    edited September 2012
    The whole loot roll for STF's really needs changing but we all know Cryptic won't they even said so in one of their pod casts a while back. I think it stems to the fact that if it was easier and people got their sets they'd no longer play them and then Cryptic would have to do more work to give us new content.

    It's rather sad actually.

    I personally haven't bothered with the ground gear, due to how hard it is to get the loot needed and how the STF's are a lot harder than space. I can do space STF's without much difficulty but normal ground STF's are a bit of a challenge, except when you have a great team which I once accidently queued up for (which was an Elite) thinking it was a space. I stuck with it and we got through it rather quickly.
    Support the Game by Supporting the KDF, equality and uniqueness for all factions!
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    The whole loot roll for STF's really needs changing but we all know Cryptic won't they even said so in one of their pod casts a while back. I think it stems to the fact that if it was easier and people got their sets they'd no longer play them and then Cryptic would have to do more work to give us new content.

    It's rather sad actually.

    I personally haven't bothered with the ground gear, due to how hard it is to get the loot needed and how the STF's are a lot harder than space. I can do space STF's without much difficulty but normal ground STF's are a bit of a challenge, except when you have a great team which I once accidently queued up for (which was an Elite) thinking it was a space. I stuck with it and we got through it rather quickly.

    It's not hard, it's just a completely different game, where you must follow some rules depending on the enemy you fight. It might not be the right thread but the OP got his answer so I'll give you a few tips for ground STFs if you want:

    - NO miniguns. This weapon is banned from stfs. You should use an anti borg pulsewave instead. Good procs: Polaron (the best one to pug), disruptor, antiproton.
    - NO turrets or whatever poor engineer kit if you're an eng. Bomb kit only, and if you find you're dying too often you have to put the cover shield in front of the borg and put the mines under them.
    - NO fire team kit for the tacs. It's ok for solo pve gameplay but a STF is about teamplay, so as a tac you're a buffer and not Mr. DPS. Mr dps is Mr Engi with his bombs & mines. Squad leader all the way, and don't hesitate to say to your team to remain around you within the red grid on the ground to get the buffs. Pugs often don't know this.
    - NO other kit but medic for scis, especially in pugs. As a sci you're a tank/healer, and you're not supposed to die. If you die as a sci you failed something.

    Now the do's:
    - Play with your numeric pad and get the most usefull powers in 0-9. No mouse play is possible in STFs (you may be able to do it but it will always be worse than the keyboard play).
    - Use your kits! I often see pugs forgetting to use their kits, their buffs, heals, etc. Okay, there are some hot points in stfs where you have to save a specific ability, but the rest of the time you should be on CD for most of the stuff. And if you are a tac don't forget to use the tactical initiative, it's your most usefull power.
    - Get antiplasma [Pla] shield and armor. A cheap one would be [Cap] [Pla], these are excellent cheap shields to start in stfs if you have no maco or omega set. Please do not use the jem'hadar set, it's a pvp only one.
    - Do not snipe in stfs, don't stay backward. The borg will deal a lot of damage over the time, and sniping is extremely slow and inefficient. If you snipe you'll die. You have to get everyone at melee range using pulsewaves. You might snipe if you want IGE optional objective but this is a completely different stf.
    - Take a load of regenerators and 60 major hypos.
    - Be kind with pugs even if they suck hard. It's not their fault. Blame them if they don't listen to advices though. :D

    There would be many other small tips to give for specific stfs but these ones are a good start. And don't forget that there is no other way to play them efficiently. You'll find pugs fans of sniping and miniguns and ready to give tons of inefficent advices; never listen to them. Stick to this, even if you "don't like this kit" or don't like "melee range because anti assimilation nanites are expensive", which are the most common and laughable pugs excuses to be lame, if you want to be able to do something like that (IGE optional objective with 6mins left - i'm the cat). ;)
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    God, lvl 60 CW. 17k.
  • amayakitsuneamayakitsune Member Posts: 977 Arc User
    edited September 2012
    diogene0 wrote: »
    It's not hard, it's just a completely different game, where you must follow some rules depending on the enemy you fight. It might not be the right thread but the OP got his answer so I'll give you a few tips for ground STFs if you want:

    - NO miniguns. This weapon is banned from stfs. You should use an anti borg pulsewave instead. Good procs: Polaron (the best one to pug), disruptor, antiproton.
    - NO turrets or whatever poor engineer kit if you're an eng. Bomb kit only, and if you find you're dying too often you have to put the cover shield in front of the borg and put the mines under them.
    - NO fire team kit for the tacs. It's ok for solo pve gameplay but a STF is about teamplay, so as a tac you're a buffer and not Mr. DPS. Mr dps is Mr Engi with his bombs & mines. Squad leader all the way, and don't hesitate to say to your team to remain around you within the red grid on the ground to get the buffs. Pugs often don't know this.
    - NO other kit but medic for scis, especially in pugs. As a sci you're a tank/healer, and you're not supposed to die. If you die as a sci you failed something.

    Now the do's:
    - Play with your numeric pad and get the most usefull powers in 0-9. No mouse play is possible in STFs (you may be able to do it but it will always be worse than the keyboard play).
    - Use your kits! I often see pugs forgetting to use their kits, their buffs, heals, etc. Okay, there are some hot points in stfs where you have to save a specific ability, but the rest of the time you should be on CD for most of the stuff. And if you are a tac don't forget to use the tactical initiative, it's your most usefull power.
    - Get antiplasma [Pla] shield and armor. A cheap one would be [Cap] [Pla], these are excellent cheap shields to start in stfs if you have no maco or omega set. Please do not use the jem'hadar set, it's a pvp only one.
    - Do not snipe in stfs, don't stay backward. The borg will deal a lot of damage over the time, and sniping is extremely slow and inefficient. If you snipe you'll die. You have to get everyone at melee range using pulsewaves. You might snipe if you want IGE optional objective but this is a completely different stf.
    - Take a load of regenerators and 60 major hypos.
    - Be kind with pugs even if they suck hard. It's not their fault. Blame them if they don't listen to advices though. :D

    There would be many other small tips to give for specific stfs but these ones are a good start. And don't forget that there is no other way to play them efficiently. You'll find pugs fans of sniping and miniguns and ready to give tons of inefficent advices; never listen to them. Stick to this, even if you "don't like this kit" or don't like "melee range because anti assimilation nanites are expensive", which are the most common and laughable pugs excuses to be lame, if you want to be able to do something like that (IGE optional objective with 6mins left - i'm the cat). ;)

    Diogene, you seem like you know what youre talking about. I'd love to play STFs with you.. shoot me a message at the @handle in my sig.
    7NGGeUP.png

  • anikaifulanikaiful Member Posts: 138
    edited September 2012
    diogene0 wrote: »
    It's not hard, it's just a completely different game.... <snip>

    Man, now, that was well put! :D
  • jnohdjnohd Member Posts: 5 Arc User
    edited September 2012
    baudl wrote: »
    definately a glitch then, because a purple prototype anything shouldn't be dropping in any normal stf. It's not on the loot table, and it can't magically appear only for 1 person. :confused:

    amek has a easy function: if nobody is in his melee range he starts to shoot randomely bolts (chainlightening) that nearly instant kill people and jump to another one. so if somebody pops security team...they pull aggro...which results in armek firing the bolt, that jumps around and kills most security team+the tactical officer that popped it.
    If one person is in his melee range he will only use his weaker attacks on that person. Have a science officer with healkit engage him in the middle...where he stands. and have the other 4 position themselves in each corner. If the healer survives the second phase your team has no problems.


    i don't want to acuse you of anything, but it is more likely you accidentely joined the queue for a cure elite. But then again it could be a buggy loot table.

    I thought during the STF event it was possible to get a greater reward? Perhaps I read it wrong, but I had always assumed it meant a possibility of this happening...
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  • tetonicatetonica Member Posts: 142 Arc User
    edited September 2012
    diogene0 wrote: »
    - NO miniguns. This weapon is banned from stfs. You should use an anti borg pulsewave instead. Good procs: Polaron (the best one to pug), disruptor, antiproton.

    Banned how? And why? Can you elaborate on this please?
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  • dapperdrakedapperdrake Member Posts: 254 Arc User
    edited September 2012
    diogene0 wrote: »
    - NO other kit but medic for scis, especially in pugs. As a sci you're a tank/healer, and you're not supposed to die. If you die as a sci you failed something.

    I not fully agree with you. There is one kit any sci should use if he has it. It's Borg analyst kit. This huge expensive kit is really and extremely useful. Otherwise medic kit is the best one.
  • diogene0diogene0 Member Posts: 0 Arc User
    edited September 2012
    tetonica wrote: »
    Banned how? And why? Can you elaborate on this please?


    Banned because you need something that won't get adapted easily. You get closer from adaptation after every bullet you fire. So basically you need something firing bullets at a very slow rate and doing as much damage as possible.

    Miniguns are "fun" to play, but they are completely inefficient since they get adapted before the end of the salvo!

    For the guy who wishes to play a STF or two, I have the same handle in game.
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  • tancrediivtancrediiv Member Posts: 728 Arc User
    edited September 2012
    diogene0 wrote: »
    ...(snipped for brevity only)...
    - NO fire team kit for the tacs. ...

    your team to remain around you within the red grid on the ground to get the buffs. Pugs often don't know this...

    Now the do's:...

    - Use your kits! I often see pugs forgetting to use their kits, their buffs, heals, etc. Okay, there are some hot points in stfs where you have to save a specific ability, but the rest of the time you should be on CD for most of the stuff. And if you are a tac don't forget to use the tactical initiative, it's your most usefull ...

    - Do not snipe in stfs, don't stay backward. The borg will deal a lot of damage over the time, and sniping is extremely slow and inefficient. If you snipe you'll die. You have to get everyone at melee range using pulsewaves. You might snipe if you want IGE optional objective but this is a completely different stf.

    There would be many other small tips to give for specific stfs but these ones are a good start. And don't forget that there is no other way to play them efficiently. You'll find pugs fans of sniping and miniguns and ready to give tons of inefficent advices; never listen to them. Stick to this, even if you "don't like this kit" or don't like "melee range because anti assimilation nanites are expensive", which are the most common and laughable pugs excuses to be lame, if you want to be able to do...)

    Fire team is perfectly viable and has a number of good uses. Plasma grenade for one works nicely on the pylons in taking them down fast for a low DPS team, especially when they can't seem to extend. Suppression Fire is also useful. It all depends on which STF you are in. The biggest reason for failing IGE optional is people blowing by activation lines that start the assimilation timers and not using aggro to get the mobs attention while part of the team moves into the rooms and rescues the hostages. Always shoot in shooter mode (X) and use the "c" button when they aren't in melee range.

    Sniper rifles work best for this. Sniper the Tac Drone, build some threat, bring them to you at a distance so no one has reason to step over a activation line, then have your extraction team go for the hostages in the room. The second weapon should be a anti Borg pulse wave.

    Any other ground STF the only thing anyone should be using is pulse waves. Both weapon slots. No automatic minigun dual pistol splitbeam pew pew.

    I have noticed (I believe) that when Borg have adapted to one weapon and I switch to my second they seem to have already adapted to it. Not sure, but recently I've switched and the next shot I get the green ADAPTED.

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