I have never really bothered with ground combat but I figure it is about time to try it. Also I am bored enough to spend dil on more character slots and a cat/fur species option to try it out.
So I know nothing about ground combat, Ive been tying it with an existing captain to emperiment but they all have space only traits and not more exp in ground skills then necessary. So some help would be greatly appreciated.
For a TAC:
1. Fed or KDF? Benefits for either?
Feds seem like they get more ques so I would spend less time loitering and more time PvPing, but with the KDF I could run doffs to easily get Dil, leaving more time to play
2. Species?
Leaning twards cat/fur because I hear they are good at ground
3. Shileds, armor?
My experimenter is using fleet Polyalloy to counter those pesky lunges. Also fleet shield, cant remember which
4. Weapons?
My experimenter is using the Honor Guard weapon plus a sword. The sword gets mixed results but it is suprisingly effective combined with lunge and buffs. I switch with a sniper rifle when the sword dosent work
5. Traits?
My only experience with ground traits was giving my sci fed "Telekinetic." It has never actually worked against another player.
6. Kit?
Operative seems like the one for me, but advice is welcome.
7. Skill points?
Where to put them for max survivability and damage.
I have never really bothered with ground combat but I figure it is about time to try it. Also I am bored enough to spend dil on more character slots and a cat/fur species option to try it out.
So I know nothing about ground combat, Ive been tying it with an existing captain to emperiment but they all have space only traits and not more exp in ground skills then necessary. So some help would be greatly appreciated.
For a TAC:
1. Fed or KDF? Benefits for either?
Feds seem like they get more ques so I would spend less time loitering and more time PvPing, but with the KDF I could run doffs to easily get Dil, leaving more time to play
2. Species?
Leaning twards cat/fur because I hear they are good at ground
3. Shileds, armor?
My experimenter is using fleet Polyalloy to counter those pesky lunges. Also fleet shield, cant remember which
4. Weapons?
My experimenter is using the Honor Guard weapon plus a sword. The sword gets mixed results but it is suprisingly effective combined with lunge and buffs. I switch with a sniper rifle when the sword dosent work
5. Traits?
My only experience with ground traits was giving my sci fed "Telekinetic." It has never actually worked against another player.
6. Kit?
Operative seems like the one for me, but advice is welcome.
7. Skill points?
Where to put them for max survivability and damage.
1. You will be able to get into more matches if you create a Federation Ground character. KDF is enjoyable, but the Klingon ground PvP player base has less than 25 regulars.
2. If you are going to start a new character, I would suggest avoiding cat characters. There are two reasons players use cats. The first is the fact that cats can abuse bugs in the game terrain that other players cannot (for example, they can run up walls in shanty town to get out of the line of fire.) The other reason is because their base trait is worth 5 traits.
Alien characters are very good at ground due to their extensive trait customization. If you want to use a C-store race, Klingon characters work very well with tactical officers.
3/4. The Omega Force Weapon/Armor/Shield with an Advanced Fleet Antiproton Pulsewave Assault [Dmg]x3 [CritX] is ideal for a tactical officer. If you are looking to maximize your survivability, then the MACO set is the way to go. If you can't get reputation gear, then try to get Elite Fleet shields with either [ResA], [ResB], [Reg], or [Rev] and fleet elite polyalloy weave armor with [HP]. Lastly, pick up an elite phaser sniper rifle with [CritX] if you are unable to get set gear.
5. For an alien tactical character, you would want Peak Health, Covert, Soldier, and either Creative or Aggressive. For a Klingon race tactical character, you would want Peak Health and Covert in addition to your two (very good) required traits.
6. Operative (only if your character has the covert trait) and Fire Team are the best damage dealing kits. Squad leader and Security Protocols (if you slot shield distribution duty officers to cause weapons malfunction) are good support kits. Grenade satchel is terrible due to global cooldowns and using using close combat specialist will get you killed because everyone uses pulsewave assuault weapons (shotguns).
7. Skill points are tough. Ask 20 people for an exact skill layout for the best results and each person will give you a different outlook. However, everyone will agree that you will want at least 6 points in Weapons Proficiency, Combat Specialist, Special Forces, Grenades, and Willpower. They will also tell you to put at least 4 points in squad command and at least 3 points in PS generator.
My personal suggestion (edit as you please) is 6 points in grenades, 9 in weapons proficiency, 9 in combat specialist, 3 in PS Generator, 6 in special forces, 0 in threat control, 6 in squad command, 6 in willpower, 5 in Advanced Tactics, and 5 in Combat Armor.
Notes:
Try to get a gambling device from the exchange. The boost to critical hit chance, critical severity, and doge chance is quite valuable. Also try to get a blue or better biochemist duty officer with cooldown reduction on hypos, shield charges, and power cells. For device slots, slot Large Hypos, the Shard of Possibilities (get it the next time cryptic does episode rerun), Large Power cells, and a (personal Preference, obtained from the Romulan episode "Mine Enemy") Combat Horta.
Comments
1. You will be able to get into more matches if you create a Federation Ground character. KDF is enjoyable, but the Klingon ground PvP player base has less than 25 regulars.
2. If you are going to start a new character, I would suggest avoiding cat characters. There are two reasons players use cats. The first is the fact that cats can abuse bugs in the game terrain that other players cannot (for example, they can run up walls in shanty town to get out of the line of fire.) The other reason is because their base trait is worth 5 traits.
Alien characters are very good at ground due to their extensive trait customization. If you want to use a C-store race, Klingon characters work very well with tactical officers.
3/4. The Omega Force Weapon/Armor/Shield with an Advanced Fleet Antiproton Pulsewave Assault [Dmg]x3 [CritX] is ideal for a tactical officer. If you are looking to maximize your survivability, then the MACO set is the way to go. If you can't get reputation gear, then try to get Elite Fleet shields with either [ResA], [ResB], [Reg], or [Rev] and fleet elite polyalloy weave armor with [HP]. Lastly, pick up an elite phaser sniper rifle with [CritX] if you are unable to get set gear.
5. For an alien tactical character, you would want Peak Health, Covert, Soldier, and either Creative or Aggressive. For a Klingon race tactical character, you would want Peak Health and Covert in addition to your two (very good) required traits.
6. Operative (only if your character has the covert trait) and Fire Team are the best damage dealing kits. Squad leader and Security Protocols (if you slot shield distribution duty officers to cause weapons malfunction) are good support kits. Grenade satchel is terrible due to global cooldowns and using using close combat specialist will get you killed because everyone uses pulsewave assuault weapons (shotguns).
7. Skill points are tough. Ask 20 people for an exact skill layout for the best results and each person will give you a different outlook. However, everyone will agree that you will want at least 6 points in Weapons Proficiency, Combat Specialist, Special Forces, Grenades, and Willpower. They will also tell you to put at least 4 points in squad command and at least 3 points in PS generator.
My personal suggestion (edit as you please) is 6 points in grenades, 9 in weapons proficiency, 9 in combat specialist, 3 in PS Generator, 6 in special forces, 0 in threat control, 6 in squad command, 6 in willpower, 5 in Advanced Tactics, and 5 in Combat Armor.
Notes:
Try to get a gambling device from the exchange. The boost to critical hit chance, critical severity, and doge chance is quite valuable. Also try to get a blue or better biochemist duty officer with cooldown reduction on hypos, shield charges, and power cells. For device slots, slot Large Hypos, the Shard of Possibilities (get it the next time cryptic does episode rerun), Large Power cells, and a (personal Preference, obtained from the Romulan episode "Mine Enemy") Combat Horta.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)