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Melee Combat Guide - Originally Posted by Ancillary

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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I have given up my Bat'leth because of PvP. I sent it to my Feddy Tac officer, which is a full kung fu master build. So far I have been dissapointed, mostly because in group battles I get blasted while shanking my opponent. Why cant I knock people down in PvP? Does everybody but me have resistance to knockdown?
    I will try some of the ideas you gave, especially the 3 3 3 3 till stun approch.
    Great guide thank you for posting!!!!
    Keep it coming for those of us who prefer battle up close and personal.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    nimrodicus wrote: »
    I have given up my Bat'leth because of PvP. I sent it to my Feddy Tac officer, which is a full kung fu master build. So far I have been dissapointed, mostly because in group battles I get blasted while shanking my opponent. Why cant I knock people down in PvP? Does everybody but me have resistance to knockdown?
    I will try some of the ideas you gave, especially the 3 3 3 3 till stun approch.
    Great guide thank you for posting!!!!
    Keep it coming for those of us who prefer battle up close and personal.

    Pulling off a combo takes a couple of seconds and it is very easy to get interrupted while doing it.

    First off, charging into a group of foes is going to cause problems... unless you use a stun grenade first. Even then, don't expect to beat superior odds. No-one should.

    Secondly, do CHARGE in. Walking is not going to work. Make like a bull in a china shop, because that's what you are. Smack them around, use a leg sweep if there's a bunch near you and cause some chaos. Ideally, let the firing squad that is the rest of your team take advantage of that chaos.

    Resistance to knockdown is very common. A lot of people take the stubborn and sure-footed traits precisely because of that. Not that they really solve the problem, but they help. Mostly, you do need to keep hitting 3 - but not too much, once you stun them, switch to a combo and just do your best.

    Since you're tactical, I will remind you, as soon as you get an expose, lunge your target if you can. Don't wait to do a finishing move because that can get interrupted.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    For whatever reason, my Starfleet Engineering and Science BOFFs do nothing with their bat'leths. They stand at a distance and only use their healing/shield powers. My tactical guys run in and do an okay job, but if you switch them back to ranged they still think it's a bat'leth.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Tyveron wrote: »
    For whatever reason, my Starfleet Engineering and Science BOFFs do nothing with their bat'leths. They stand at a distance and only use their healing/shield powers. My tactical guys run in and do an okay job, but if you switch them back to ranged they still think it's a bat'leth.

    I'm figuring that Cryptic thought that only Tactical officers should do melee. This is an oversight on their part and hopefully it will be fixed.

    If you're using engineering BoFFS, may I suggest the following layout for them:

    1. Shield Recharge I
    2. Phaser Turret I
    3. Phaser Turret II
    4. Quantum Mortar II (I had previously tested seeker drone; they die too fast and have a long CD)

    With 9 potential turrets out, you have an army to back you up and the shield recharge helps you immensely. Not only do they do very solid damage but they are extra targets for your enemy to hit; this saves both you and your BO's from a lot of harm (I've tested this, it's very helpful). Just pick a target and beat them down, knocking down the others as opportunity presents itself, and your backup will take care of the rest.

    Also, as your fourth BO, I highly recommend a science officer, laid out as follows:

    1. Medical Tricorder I
    2. Hypospray - Masiform D II (Dylovene)
    3. Vascular Regenerator II
    4. Hypospray - Melazanine II

    This gives you very solid healing and buff support; Dylovene II gives you, at most, +60 percent physical damage AND physical damage resistance while Melazanine II gives you a 30% energy damage resistance. Between the two they also cure many debuffs and DoT's. Make sure to right click the hyposprays every time you start a battle (turn them red) so that your BO won't autouse them.

    This is the setup I use BTW (3 eng's and 1 science). I have considered using 3 tactical (for melee) and 1 science but I haven't tried yet.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Thanks for your reply! I tried out some combos and got my Bat'leth wet, and am feeling a bit better. Pretty much noone could take me in a one on one PvP encounter, although I am not getting as many EXPOSEs as I would like- but I guess thats how everybody feels.
    The main problem I am having is Science officers zapping me with powers that disabe, root, stun, and just plain turn my "on" switch to "off"
    Seems kinda strange that you can do all these crazy powers with your Tricorder, while you getting hit in the face by a Bat'leth!
    Only in Star Trek do Nerds beat Muscle bound warrior every time...
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Revised tactics section:

    1. Bat'leth Spin has proven to be useful because it takes effect immediately. As such it is difficult to interrupt (it's only interruptible by stuns and knockdowns). It is useful for group combat both because it hits (and can expose) multiple targets but also because group combats frequently interrupt other finishing moves.

    2. Bat'leth Impale has been tested to be significantly faster than Bat'leth Chop. It is otherwise identical. As such you should use Impale as your single target attack. Note that if you tend to spam melee attack keys you will end up doing Chop instead a lot of the time so take care when hitting your combo attack keys.

    3. Tactical BO's have been tested as using Bat'leths and martial arts. They do not, however, do so properly. They usually only do single attacks and don't follow up on combos well and as such lose most of the effectiveness of melee combat. Science and Engineering BO's don't use Bat'leths or martial arts at all. Overall, I recommend that you don't set up your BO's for melee but instead set them up to support you in melee (try three turret-oriented engineers and one healing/hypospray science officer).

    4. Added section on how to utilize the Close Combat Specialist kit in combat.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Great info, keep up the good work!
    Those of us with the heart of a true worrior thank you!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I can never remember all the combos when im ingame, and was going to write them down.
    Then it hit me, copy the text from first post and paste it into a captains personal log.
    Now I can check up anytime ingame :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    lol I suck but enjoy it. 1, 2, 1, 2, 2, 1, 3, eh lost count, go back to 1.

    Can't keep my twirling up, but they die anyway. :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Ok so I use a Bat'leth with my Feddy Tac Officer Space Fu master.

    Recently I ranked up and sold my Bat'leth, but forgot to get a new one.
    (as a warrior, I feet ashamed)

    Anyways I went into battle empty handed. I thought hmmmm I can try out some different combos now...

    Wow it was completely different than the Bat'leth! I was doing double handed haymakers and spin kicks with debuff going on right and left. Also it took me way longer to finish a dude off.

    So what does eveyone think, empty hand or Bat'leth, which is more fun or interesting to play?

    Although there is WAY more going on with empty hand, I still gotta go with Bat'leth.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I like both styles, Bat'leth is my norm, but when I gotta get my Kirk on, bare knuckles to the face! :)
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Created a Fed Tactical alt today, and holy TRIBBLE! With a smuggled bat'leth I absolutely murder anything in my path. Thanks for the guide!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    nimrodicus wrote: »
    Ok so I use a Bat'leth with my Feddy Tac Officer Space Fu master.

    Recently I ranked up and sold my Bat'leth, but forgot to get a new one.
    (as a warrior, I feet ashamed)

    Anyways I went into battle empty handed. I thought hmmmm I can try out some different combos now...

    Wow it was completely different than the Bat'leth! I was doing double handed haymakers and spin kicks with debuff going on right and left. Also it took me way longer to finish a dude off.

    So what does eveyone think, empty hand or Bat'leth, which is more fun or interesting to play?

    Although there is WAY more going on with empty hand, I still gotta go with Bat'leth.

    Martial arts is fun and has more combat options. It can also do more debuffs, most notably disabling your enemy. It does not however have anywhere near the raw combat power of Bat'leth.

    The main potential use of martial arts that I see is in PvP. You can switch between martial arts and Bat'leth as needed - this would be especially useful if you tried the following:

    1. Using martial arts, rush in with a palm strike or stun grenade.
    2. Do a disable combo (snap kick).
    3. Switch to bat'leth and combo them.
    4. If they're still alive, switch back to martial arts and repeatedly knife chop or haymaker them until their knockdown and/or disable resistance wears off, then disable them again.

    The reason why I suggest knife chops/haymakers is that while martial arts does far less damage than Bat'leth it is a lot *faster* than Bat'leth and thus is more difficult to interrupt. Since PvP is all about control and keeping your enemy off balance it does make some sense to make use of martial arts debuff moves for that purpose.

    Anyway, I haven't fully tested this yet and I'll post about it once I have.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Still good info. Deserving of front-page presence, or at least the first 5 pages.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Thanks for digging this up. It really needs a sticky. Melee Combat is surprisingly well done in STO.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    WHOA! Thanks for this! Had NO IDEA there were combos!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I knew there were combos but I didn't know what they did... or more to the point: what did what. Now that I do know, my Fed-Klink Tac Officer is just tearing mobs apart in PVE with her bat'leth. I can't wait to try some of these out in PVP. :D
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    "112 (221) - Chop (EXPLOIT) - Basic damage + Stacking DoT, hits *incredibly* hard on Exploit. Much slower than Impale but otherwise identical; is thus inferior to Impale."

    this is missleading, only the animation is "slower", both chop & impale actually hit at the same time regardless of the visual effect.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Great stuff! Thanks for the post!
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Ketzu wrote:
    "112 (221) - Chop (EXPLOIT) - Basic damage + Stacking DoT, hits *incredibly* hard on Exploit. Much slower than Impale but otherwise identical; is thus inferior to Impale."

    this is missleading, only the animation is "slower", both chop & impale actually hit at the same time regardless of the visual effect.

    Not true. Impale will land its damage noticeably sooner than Chop will, which is important as it means it is more difficult to interrupt. Try doing ten chops in a row and get a feel for when the damage lands and then ten impales and you should see what I mean.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    *bumpbumpbump*
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Did they remove melee vaporisations in season 1?
    After they added some klingon explore missions finaly got to see my away team, but I never got any vaporisations from lunge like I had before.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Good post, where have i been. Since the start lol
    Im a tac officer, Rear Adm 5 and i thought all i had was lunge, leg sweep and rifle butt. Ok, how stupid of me, do you holster your weapon and hit the one, two then the two key etc. to do this or what? For admiral 5 this could be better than tribble ranching or forum trolling lol thanks
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    do you holster your weapon and hit the one, two then the two key etc. to do this or what?

    What you have to do is have one of your 2 weapon slots filled with a melee weapon (batleth only atm), or no weapon at all.
    You then swap to that weapon (default Z I think) and start pressing the 1,2 keys for combos or 3 for knockdowns.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Why is this thread not Sticky? :(
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Red.Line wrote: »
    Why is this thread not Sticky? :(

    Who knows. It definitely needs to be.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    Galtrovan wrote: »
    Who knows. It definitely needs to be.

    Agreed. great guide and I keep losing it.
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I honestly thought Melee was pressing 3 when your opponent got too close to knock them down... and that was it.

    ^ I second this lol

    Combos?!?!?!?!?!?

    I've spent alot of time getting really in depth with the space combat, never liked ground but wow... this guide is great. You just made it possible for me to actually enjoy ground combat. (and not mindless button mashing... space button mashing has been out for a while, now i can eliminate ground mashing also.)

    Cheers
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    OH yeah, forgot...

    sticky this please.... great (and only) helpful melee guide.

    PS. In hindsight, i could have just edited my original post lol.

    Cheers
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    Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited May 2010
    I second, third and twentieth calls for having this stickied. I'll PM a mod or GM and see if they'll correct that horrendous oversight.

    I was thinking why a game like ST:O would have such an interesting melee system. My guess is that ST:O was slated to be ported over to consoles. But that's just a guess.

    Regardless, fantastic job on this thread. I think people that make extremely useful contributions like this should get a free C-Store item or something. :)



    Z
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