https://docs.google.com/document/d/1tDxVXVCI_V5TTNTiZYh6wXBdRdB6SikwvI3Ie8MiL4E/edit?usp=sharing
This is a Work-in-Progress
This is a guidebook that I made that explains why you should use certain things, without going into math to make it simple and easy to use. It also explains captain skills, and some items. It gives recommendations about skill choice.
Any PvP boot camp coach can contact me for permissions to Comment or Edit. (
@brokenmirror ingame)
Credits-
Brokenmirror= Creator
Sargon= Assisted with Formatting.
Comments
I would suggest one thing, though. You have GW as low damage. If you're packing a few Particle Generators, and are using appropriate Aux levels, GW 3 can do some hefty damage. Mine sits at around ~1600 dmg/sec. Sure, that's kinetic damage that's mitigated by shields, but it's still pretty potent. Add in the absolutely awesome Aftershock DOff, and you can really rack up the damage when you've got more than 1 GW going.
You're spot on with the hold, though. It can snare Cruisers and some Scis decently, but Escorts will walk away from it. Even if you fully buff the hold with Graviton Generators (I think mine went from 0.51 to 0.59 with 4 Graviton consoles).
Praxis' feedback above, for instance, is commendable.
I can imagine just such a guide being very useful to students and coaches alike in the coming days.
A good Cruiser will be able to walk out of it, Cryptic nerfed GW WAYYY to hard...
It would be nice to have a section on fleet gear also because just because it says "Elite" doesn't make it better than the advanced stuff, eg. advanced engines vs. the elite versions.
I didn't read it in depth, but one small mistake I found is it says Tac Team clears Attack Pattern Delta. Although, it does clear beta, I'm pretty sure it does not clear Delta.
Thanks for taking the time to write this guide.
Yes Broken off to a good start indeed a work in progress
Also rmy Tactical team clears both Attack Pattern Beta and Delta however they can be reapplied and cleansed approx once every second.
They are not destroyed by enemies
The captain who made them is at Red alert
The captain who made them is alive
Alot of aux usually gives cruisers & escorts, and photonics use specials their NPC counterparts use too, bioneurals & feedback etc.
Another ability i always found usefull was Aceton Beam
http://www.stowiki.org/Ability:_Aceton_Beam
-75% weapons damage from target at level 3 for 30seconds.
Those nasty DHC's suddenly lost their teeth.
GGood point,Drkfrontiers. Perhaps there is potential here for collaboration.
This should be mentioned. Some teams are using this with success.
Isn't that because it's sort of broken in that you can use it with some combination of abilities to put a player's abilities on as high as an 11 minute cooldown?
Dont get all upset Sobbie, Im just trollin my friend brokenmirror like usual
I'll definitely agree with that.
On the other hand, though, pre-nerf GW was just way too ridiculous. GW 1 could suck the entire map in and keep them there.
Nice work there the guidebook. Very informative!
I just wanted to note a couple of things:
Torpedo: Spread: As an FYI to those reading the guidebook, TS3 may appear to fire off a billion torpedoes at everything in sight, but each target registers only 4 (less powerful than normal) torpedo hits.
Attack Pattern Beta's debuff is cleared by Tactical Team (and the shot that applies the debuff doesn't benefit from it), but there's a very short period of time that the debuff remains. It might be useful if you can somehow coordinate shots to land exactly during that debuff period.
Torpedo: High Yield: You didn't mention how it combines with Trics and Plasma torpedoes; the mechanism you described only works for Phots/Quants/Trans/Chrons.
Target Shields Subsystem can only disable one facing at a time -- but it's the facing that you hit with the attack, so it's still useful.
Emergency Power to Shields doesn't add any explicit healing over time effects; are you talking about the increased passive regeneration from the higher shield power?
Gravity Well is also useful as an AoE cloak disable effect. Anybody who puts some skill points in Inertial Dampeners will be able to laugh off the tractor effect, though.
Photonic Officer's rank 3 ability isn't available any more from any source that I know of. The old photonic science officer candidates don't appear any more.
Engineering Team didn't dispel that many debuffs last time I checked. I think it repairs disabled subsystems and removes VM? It might just be that I haven't used it much, but I don't think it clears much else...
Extend Shields stacks as high as the number of people who are using it. If you've got a 10-man team, you can get up to 9 applications of ExS on any person.
Engineering Fleet's buff to power levels is laughable -- 0.8 extra power to all subsystems, whoo!
Nadion Inversion's usefulness depends on the power drain of the weapons that you've chosen. It'll help more with beams than with DHCs, for example. If you're really pressed, it'll also help deal with pesky energy siphons and target subsystems -- no effect against Interceptors or Energy Siphon Drones, sadly.
Abandon Ship should be everyone's go-to ability when they're at 50% hull. Explosions everywhere! :P
In general, I also think you should note the difference between burst heals and HoT effects. But otherwise, great work broken!
Create a true Table of Contents.
If you apply "Header" styles to your major and minor headings, then Insert -> Table of Contents, Google Docs will build your ToC for you including links to the headers.
You can still search for the Headers, but also providing links back to the ToC will make this document much easier to navigate.
The easiest way to link back to the ToC is to Insert -> Bookmark, then Insert -> Footer and put a link to the bookmark in the footer.
Link: How to PM - Twitter @STOMod_Bluegeek
Can anyone confirm this?
A BP3 with 3 of the Flight Deck Officers that grant a chance to launch 3 more shuttles can easily set back almost all bridge officer abilities by 2-3 minutes per activation. (Team abilities and non-career captain abilities aren't affected; some captain career abilities are affected though.)
The main problem is that this CD-increase effect can be stacked without limit (just launch more boarding parties at them), and there's no way to clear the effect -- once it's applied, you have to wait out the cooldown. (This is probably because it actually adds seconds onto the CD clock instead of reducing CD recharge rate, like SNB does.)
Ask Saxfire for a demonstration if you'd like to see it in person.
That's dumb. Shouldn't Tac Team clear it?
TT clears the original BP and will prevent the effects from being applied, but the CD-increase isn't actually part of any debuff that can be cleared; it's instantaneously applied. The only thing that I can think of that might be able to do something is AtB + doff, since that actually decreases the CD, but that's affected by BP as well.
I added a fair amount of this. A few of it is left out because im trying to keep it more "Newbie Friendly" and leaving the extensive teamwork skills out of it. (Chances of a new player needing to create an extend circle, or even being capable, would be low) and Photonic Officer 3 is trainable by players who have the Boff unlock. Anyone who pre F2P referaled, can train PO3 technicly, its a small amount, but u can still get it.