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Help for bad Feds on ground

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in PvP Gameplay
I am a Tactical Federation Officer. This post is to help all of the Feds that are not so great at ground PvP. To get the full effect of this, make sure you follow every step exactly, or you might still stink.

Tactical
1.) What kit are you using now? Oh really? That one sucks. You need to go get yourself a kit with Motion Accelerator in it, like Close Combat, I think. Use MA (Motion Accelerator) right before you go into battle. The klinks (klingons) will try to hold and root you immediatly. MA is immunity to holds and roots so you just overcame their largest attack. Good for you.

2.) What weapons do you have? Dual pistols? Sniper Rifle? Trash those. Sniper Rifles are best for 1vs1. Are you ever going to be 1vs1 in PvP? Rarely. What you need is a pulse rifle for an expose weapon. Pulse Rifle=long range + highest expose rate Ive seen. Also, get a split beam rifle. Perfect for PvP.

Engineer
1.) Pulse rifle, Split Beam.

2.) Use weapons malfunction kit. Deployables are good for disracting them for a little bit of time but WM disables their weapons for a long time.

Science
1.) Get some hold kits for yourself. When u hold you can run right behind them and flank them mucho times.

2.) Pulse Rifle, Split Beam.

Everyone
1.) Use large hypos. Deep Space 9 sells them for 320 each.

2.) Power Cells get rid of Weapons malfunction.

Make sure you follow these rules and you will be x3 better in Ground PvP:D
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Actually, I think the usefulness of items in ground PvP is overlooked way too often.

    Hypos: Cure health, cures holds
    Shield Charges: Cure shields, cures exposes
    Power Cells: Increase damage, cures WM

    The secondary effects of items is what makes them supremely useful, not the primary effects. Learn their effects and unless you're being focused by more than 2 or 3 people you can last a LONG time.

    And while we're on the subject of ground, PvP, let me share some additional wisdom.

    Science officers: I know you like to rock your Bioresearch kits. Everybody loves them. You get a hold, a couple of exposes, and there's nothing quite like surprising an engineer who just dropped a cover shield with Tachyon Harmonic. Learn to love the Medic kit. I'm telling you, right now, you won't regret it. A well coordinated team with a half-competent medic is about as close to invincible as you can get in this game.

    Engineers: I know you like to rock one of two kits. Let me tell you why you need to drop them. You bunker fab/fab specialist engineers....just stop. Please? Unless you've dumped a lot of skill points into fabs and you really know how to use them to your team's advantage, your fabs are absolutely useless in ground PvP for anything other than soaking up split beam fire. Any competent ground PvPer is going to ignore them...and with good reason. Oh, and as a bonus, once your entire team is dead the klingons are going to destroy your fabs to complete the Turret Killer mission for added SP and BO SP. And the Enemy Neutralization kit is only useful in a limited sense. Learn to love Equipment Tech and Support Tech, depending on what is called for in a given circumstance.

    Tactical: I've never played as a tac in ground PvP so I have no advice to give you except that your stealth module is useless, so stop using it until Cryptic fixes it.


    General advice:

    Sniper Rifle: Great for facemelting alpha strikes. Takes half the match to fire. And it's interruptible. I know you're just itching to take out that exposed opponent with overwhelming sniper rifle damage. All else being equal, he's got a good chance of popping a shield charge before you get your sniper shot off....that is if he's held. If he's not, he can get around a corner before you fire. IMHO, a quick firing, lower damage exploit attack is more useful.

    Conquering the rifle-butt: Don't panic. Back away from the crazy guy with the flailing arms. There are quite a few weapons and skills in this game with knockback. Learn them. There's even a trait (Telekinetic) with knockback. Knockbacks or holds will give you breathing room.

    Stasis fields: For the love of all things holy, if he's not exposed, don't freaking shoot him. He is OUT OF THE FIGHT for at least 10 seconds or until he pops a hypo or skill to counter. Unless he's running away. Then wait until you have him surrounded before shooting. And, he's standing perfectly still. Don't break a perfectly good fragile hold with a standard attack. Hit him with something powerful.

    And finally my biggest pet peeve (and I've mentioned it before). QUIT WHINING. You have access to every single skill I do. Ground PvP is the most balanced element of this game...with the exception of rapture...which rocks...but no one complains about rapture. If you think holds are OP, don't whine. Go roll a science character and use them. If you think WM is OP, quit your QQing. And finally, please, and this is a big one, don't complain about stuff your own team is doing. I've lost count of how many times I've heard, "Holds are TRIBBLE" from a team made up of 2-3 science officers sporting Bioresearch kits....Or "stop disabling my weapons" from a team with a couple of engineers on it.

    If I can think of more I'll add it.

    Edit: Changed wording on engineer/fab
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    But, I am already X3 better at pvp...... Oh wait, i'm a klink, my bad....


    All joking aside I agree with some of your comments but one. You said lose the sniper rifle. I have to disagree with that. Primarily what weapon you use is personal, though i created my own post about pushing back sniper rifle range in another thread..

    I don't know how you can say drop them. Two reasons come instantly to mind. First if your on a good team, you won't be targeting individual players. This is by far the biggest reason I see teams losing when i'm playing my engineer on the fed side. When I pvp on the klink side two things always happens. One the better teams always pick a main assist and have everyone assist them so they are all shooting the same person. Take them out and move on.

    On the rare occasion this doesn't happen it seems that members of klink teams automatically just all start targeting the same player without having to be told. They just watch who their teammates are shooting at and instinctively start shooting the same person. Only very rare fed teams i see does this occur. They are usually far more unorganized, just run around and target whom ever they see first. Until feds start learning to assist one another and play better as a team, they will continue to receive the same fate.

    My second point, which goes hand in hand with the first, is the weapon of choice doesn't matter as much as THE POINTS invested in your skill tree to enhance that damage. On my Klink tac i have 9 points in every skill that enhances rifle damage.. I can drop a persons shields entirely and half their life many times in just one shot. Now imagine how fast people die when i am targeting the same individuals my team mates are..

    In matches I have gone 35 and 0, 30, and 0, etc. Usually when i die i still have a kills over 20. I may get a kill 21 times and die 12. The only time i get my TRIBBLE handed to me is when i'm gang TRIBBLE or held forever. Doubly so when science officers are present. They are the only ones that give my tac grief.

    That is the third point i should make. Most players, especially feds, only ground pvp sporadically. There fore they very rarely have any points in ground abilities at all. More people on the klink side pvp because they are more dedicated to the endeavor and even more so those of us that pvp on the ground. Trust me put points into assault training, soldier, and firearms and you will find sniper rilfes far from a waste.

    I have no points in those three abilites on my Fed engineer instead having points in generators, turrets, etc. So I can tell you personally without putting points into enhancing rifle damage it doesn't even come close to the damage my tac puts out with it. Then learn to play as a team, target the same player instead of 5 people attacking 5 different players and you will find your fortunes improving..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Actually, I think the usefulness of items in ground PvP is overlooked way too often.

    Hypos: Cure health, cures holds
    Shield Charges: Cure shields, cures exposes
    Power Cells: Increase damage, cures WM

    The secondary effects of items is what makes them supremely useful, not the primary effects. Learn their effects and unless you're being focused by more than 2 or 3 people you can last a LONG time.

    And while we're on the subject of ground, PvP, let me share some additional wisdom.

    Science officers: I know you like to rock your Bioresearch kits. Everybody loves them. You get a hold, a couple of exposes, and there's nothing quite like surprising an engineer who just dropped a cover shield with Tachyon Harmonic. Learn to love the Medic kit. I'm telling you, right now, you won't regret it. A well coordinated team with a half-competent medic is about as close to invincible as you can get in this game.

    Engineers: I know you like to rock one of two kits. Let me tell you why you need to drop them. You bunker fab/fab specialist engineers....just stop. Please? Your fabs are absolutely useless in ground PvP for anything other than soaking up split beam fire. Any competent ground PvPer is going to ignore them...and with good reason. Oh, and as a bonus, once your entire team is dead the klingons are going to destroy your fabs to complete the Turret Killer mission for added SP and BO SP. And the Enemy Neutralization kit is only useful in a limited sense. Learn to love Equipment Tech and Support Tech, depending on what is called for in a given circumstance.

    Tactical: I've never played as a tac in ground PvP so I have no advice to give you except that your stealth module is useless, so stop using it until Cryptic fixes it.


    General advice:

    Sniper Rifle: Great for facemelting alpha strikes. Takes half the match to fire. And it's interruptible. I know you're just itching to take out that exposed opponent with overwhelming sniper rifle damage. All else being equal, he's got a good chance of popping a shield charge before you get your sniper shot off....that is if he's held. If he's not, he can get around a corner before you fire. IMHO, a quick firing, lower damage exploit attack is more useful.

    Conquering the rifle-butt: Don't panic. Back away from the crazy guy with the flailing arms. There are quite a few weapons and skills in this game with knockback. Learn them. There's even a trait (Telekinetic) with knockback. Knockbacks or holds will give you breathing room.

    Stasis fields: For the love of all things holy, if he's not exposed, don't freaking shoot him. He is OUT OF THE FIGHT for at least 10 seconds or until he pops a hypo or skill to counter. Unless he's running away. Then wait until you have him surrounded before shooting. And, he's standing perfectly still. Don't break a perfectly good fragile hold with a standard attack. Hit him with something powerful.

    And finally my biggest pet peeve (and I've mentioned it before). QUIT WHINING. You have access to every single skill I do. Ground PvP is the most balanced element of this game...with the exception of rapture...which rocks...but no one complains about rapture. If you think holds are OP, don't whine. Go roll a science character and use them. If you think WM is OP, quit your QQing. And finally, please, and this is a big one, don't complain about stuff your own team is doing. I've lost count of how many times I've heard, "Holds are TRIBBLE" from a team made up of 2-3 science officers sporting Bioresearch kits....Or "stop disabling my weapons" from a team with a couple of engineers on it.

    If I can think of more I'll add it.

    Again I agree with most of this post except one. The advice on engineers dropping fab kits. I won't get into a lengthy exp as before but the same thing here. Most people don't have points allocated to those specialties. Secondly if you set them up correctly with great team work they have are very beneficial. I will tell you how i set mine up to show the difference and then explain the problem.

    I have my skills set to pop them in the exact order i want them. I always pop cover shield first, then take a small step back, pop force field dome to protect my teammates, then shield generator fab, then medical generator fab, then set up my phaser turret last slightly behind and to the left or right of the cover shield.

    By popping my cover shield first and placing the items behind it, it protects them. They can't be targeted and do their jobs. This forces the klinks to either move back and give up ground if i happen to be on a smart fed team, or no choice but to rush.

    So what's the problem, well usually the fed team i am with doesn't stay back as a team, target the same players, or push forward in a tactical manner. They don't stay in the area of the bunkers that are tactically set up, they rush out of them, straight at the enemy. Even when the enemy gives ground instead of pushing up slowly in a group, they just hit sprint and try to run to the next corner as fast as possible trying to catch them before they run away. More often then not the klinks are smart enough to retreat the correct way, which is by moving slowly back, as a group, covering one another, and the first idiot that rushes in falls into a trap..

    The problem isn't with bunker, fab kits. It's the lack of knowing how to fight in the first place.. If you see an engineer setting up all this stuff for your team, by god stay the hell back and use them. Learn to fight as a team, defend the ground your on or win new ground one inch at a time, instead of trying to buy the whole farm, which incidentally, causes you to do nothing but buy the farm...

    Both my replies emphasize the same thing. I think feds need to learn to work as a unit before they can start giving out advice on what kits to use......
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Kelmvor wrote:
    Again I agree with most of this post except one. The advice on engineers dropping fab kits. I won't get into a lengthy exp as before but the same thing here. Most people don't have points allocated to those specialties. Secondly if you set them up correctly with great team work they have are very beneficial. I will tell you how i set mine up to show the difference and then explain the problem.

    I have my skills set to pop them in the exact order i want them. I always pop cover shield first, then take a small step back, pop force field dome to protect my teammates, then shield generator fab, then medical generator fab, then set up my phaser turret last slightly behind and to the left or right of the cover shield.

    By popping my cover shield first and placing the items behind it, it protects them. They can't be targeted and do their jobs. This forces the klinks to either move back and give up ground if i happen to be on a smart fed team, or no choice but to rush.

    So what's the problem, well usually the fed team i am with doesn't stay back as a team, target the same players, or push forward in a tactical manner. They don't stay in the area of the bunkers that are tactically set up, they rush out of them, straight at the enemy. Even when the enemy gives ground instead of pushing up slowly in a group, they just hit sprint and try to run to the next corner as fast as possible trying to catch them before they run away. More often then not the klinks are smart enough to retreat the correct way, which is by moving slowly back, as a group, covering one another, and the first idiot that rushes in falls into a trap..

    The problem isn't with bunker, fab kits. It's the lack of knowing how to fight in the first place.. If you see an engineer setting up all this stuff for your team, by god stay the hell back and use them. Learn to fight as a team, defend the ground your on or win new ground one inch at a time, instead of trying to buy the whole farm, which incidentally, causes you to do nothing but buy the farm...

    I would be willing to amend it by saying there are instances where fabs can be helpful, but in my mind ground PvP can be too dependent on movement for them to be really useful. If you're standing still you're a target....who isn't getting any movement related DR bonuses. If you're defending a room (big rooms on Ghost Ship come to mind) they can be helpful. But their range is extremely limited and unless you're defending a doorway I find it's just too easy to get out of their range for them to be too helpful. And, frankly, I think an engineer sporting some buffs/debuffs and/or some shield recharge can be more helpful in most instances.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I would be willing to amend it by saying there are instances where fabs can be helpful, but in my mind ground PvP can be too dependent on movement for them to be really useful. If you're standing still you're a target....who isn't getting any movement related DR bonuses. If you're defending a room (big rooms on Ghost Ship come to mind) they can be helpful. But their range is extremely limited and unless you're defending a doorway I find it's just too easy to get out of their range for them to be too helpful. And, frankly, I think an engineer sporting some buffs/debuffs and/or some shield recharge can be more helpful in most instances.

    Your right, pvp is dependent on movement. The correct movement which i indicated in my post. Most fed teams are moving incorrectly, just rushing or running forward instead of tactically moving forward as a group. Their range is no less then that off rifles or other weapons. My phaser turret III can reach just as far as any weapon and with points allocated in turrets usually does more damage then a player with no points allocated into ground pvp in the first place. The problem with them is they can be destroyed way too easily in my opinion which is why i pop them behind my cover shield.

    They are far more useful then just setting up in large rooms when it's easier for the other team to use two door ways and flank you. They are extremely useful setting them up at corners of narrow hallways and forcing the enemy to come to you. Why must people think pvp movement always entails attacking, having tunnel vision and moving forward.. Make the enemy come to you, when they fall back out of the range of any weapon, not just fab's, then push forward tactically as a unit. The engineer can just as easily set up his equipment as you continue to move forward..

    the best teams i have been on, klink and fed alike know how to work as a unit, they don't just rush. They fight on the ground of THEIR choosing, win it and slowly, not rushing or sprinting, move to another piece of ground of their choosing.... Or if they must they withdraw, slowly, always facing their enemy, covering one another in their retreat.

    so we will just have to agree to disagree.. There is nothing wrong with fab kits if the team knows how to fight as a unit, instead of 7 individuals..
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I am a Tactical Federation Officer. This post is to help all of the Feds that are not so great at ground PvP. To get the full effect of this, make sure you follow every step exactly, or you might still stink.

    Tactical
    1.) What kit are you using now? Oh really? That one sucks. You need to go get yourself a kit with Motion Accelerator in it, like Close Combat, I think. Use MA (Motion Accelerator) right before you go into battle. The klinks (klingons) will try to hold and root you immediatly. MA is immunity to holds and roots so you just overcame their largest attack. Good for you.

    2.) What weapons do you have? Dual pistols? Sniper Rifle? Trash those. Sniper Rifles are best for 1vs1. Are you ever going to be 1vs1 in PvP? Rarely. What you need is a pulse rifle for an expose weapon. Pulse Rifle=long range + highest expose rate Ive seen. Also, get a split beam rifle. Perfect for PvP.

    Engineer
    1.) Pulse rifle, Split Beam.

    2.) Use weapons malfunction kit. Deployables are good for disracting them for a little bit of time but WM disables their weapons for a long time.

    Science
    1.) Get some hold kits for yourself. When u hold you can run right behind them and flank them mucho times.

    2.) Pulse Rifle, Split Beam.

    Everyone
    1.) Use large hypos. Deep Space 9 sells them for 320 each.

    2.) Power Cells get rid of Weapons malfunction.

    Make sure you follow these rules and you will be x3 better in Ground PvP:D

    Help for the feds from a guy with a major ego..

    Feds play mostly for the badge's.. unless you get a pre-made group in pvp than Klinks win 90% of the time.

    The good news is the Feds who really stink at pvp are making Klinks hoping to ride there backs to victory.. This should even things out a bit as the game matures.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I only have a tactical officer but i have an idea of what is good for eng and sci. Again this is not a perfect thread but i tried to help out my other feds that die 11 times a match. Thank you guys for making my post even better with your replies. Hopefully now i will have 1 better person on my team usually. :) Im just tired of losing by 10+ points too often. Again thank you very much.:D
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Kelmvor wrote:
    Your right, pvp is dependent on movement. The correct movement which i indicated in my post. Most fed teams are moving incorrectly, just rushing or running forward instead of tactically moving forward as a group. Their range is no less then that off rifles or other weapons. My phaser turret III can reach just as far as any weapon and with points allocated in turrets usually does more damage then a player with no points allocated into ground pvp in the first place. The problem with them is they can be destroyed way too easily in my opinion which is why i pop them behind my cover shield.

    They are far more useful then just setting up in large rooms when it's easier for the other team to use two door ways and flank you. They are extremely useful setting them up at corners of narrow hallways and forcing the enemy to come to you. Why must people think pvp movement always entails attacking, having tunnel vision and moving forward.. Make the enemy come to you, when they fall back out of the range of any weapon, not just fab's, then push forward tactically as a unit. The engineer can just as easily set up his equipment as you continue to move forward..

    the best teams i have been on, klink and fed alike know how to work as a unit, they don't just rush. They fight on the ground of THEIR choosing, win it and slowly, not rushing or sprinting, move to another piece of ground of their choosing.... Or if they must they withdraw, slowly, always facing their enemy, covering one another in their retreat.

    so we will just have to agree to disagree.. There is nothing wrong with fab kits if the team knows how to fight as a unit, instead of 7 individuals..

    You are right, i should've just said chokepoints. But in the case of Ghost ship 90% of the time I see people holing up in the big room upstairs or the slightly smaller room downstairs.

    But I have to vehemently disagree on the subject of sprinting. Sprinting into action is a bad idea, I agree. But sprinting in general is a Very Good Idea (TM). If you're not actively shooting, and you're under fire, if you're not sprinting in SOME direction, you're missing out on the easiest DR bonus to take advantage of in ground PvP.

    And breaking from your chosen ground isn't the end of the world, either. If you break up the ground version of the Fedball (or Klingball if you prefer), pursue your advantage. It's entirely possible to rack up an additional 5-10 kills as a team while they're trying to regroup in a new location, depending on how coordinated they are.

    But ultimately we're talking two different styles of fighting, here. We're having the age old debate of trench warfare vs. movement warfare. And there are times/places/personal styles that play well into both.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    I am a Tactical Federation Officer. This post is to help all of the Feds that are not so great at ground PvP. To get the full effect of this, make sure you follow every step exactly, or you might still stink.

    Tactical
    1.) What kit are you using now? Oh really? That one sucks. You need to go get yourself a kit with Motion Accelerator in it, like Close Combat, I think. Use MA (Motion Accelerator) right before you go into battle. The klinks (klingons) will try to hold and root you immediatly. MA is immunity to holds and roots so you just overcame their largest attack. Good for you.

    Eh. I disagree. I think Fire Team is the way to go with that. Focus Fire/Suppressing Fire and ambush are great when using target assist. The debuffs for them and the additional strength for the wearer take down people quick. Motion Acc. is pretty much only good for running away, plus you only get it with the melee suit. If you start doing melee against against a KB shield you are toast. If you use it against a rifle butt-er, you are toast. Against a person with kb and relatively good rifle butt movement, you won't win.

    2.) What weapons do you have? Dual pistols? Sniper Rifle? Trash those. Sniper Rifles are best for 1vs1. Are you ever going to be 1vs1 in PvP? Rarely. What you need is a pulse rifle for an expose weapon. Pulse Rifle=long range + highest expose rate Ive seen. Also, get a split beam rifle. Perfect for PvP.

    This is kind of up to personal choice. I was rolling feds with two snipes and a geophysicist/fire team suit for a long time. The new pvp method myself(on both toons) and quite a few others have been using recently are Sniper/and aoe expose arc weapons. The arc(cone aoe) weapons have a bigger expose range. A pulse rifle is slower than a sniper rifle, and only hits a group that is very bunched up. Full auto and dual pistols are my choice, probably with full auto being used the most. Just as many exposes as with a pulse. Dual pistols have the same arc as a full auto, but a shorter timer on specials. They also do nothing damage wise, so when you get the expose, you might not vape them unless it's a flank. Split beams...eh, I am up in the air about them. With multiple exposes, the don't always get the job done. You just end up hitting two people hard, but not vaping both. It's preference, but I can agree that it is up there with the sniper rifle. Pulse Rifles suck tho.

    Engineer
    1.) Pulse rifle, Split Beam.

    2.) Use weapons malfunction kit. Deployables are good for disracting them for a little bit of time but WM disables their weapons for a long time.

    Not really sure on this, grinding out a fed eng now. I like the chroniton trap mines, but never really thought the were effective when going against them with my bgs. I think they are great in 1vs1's with rifle butting and a kb shield. Also, I have played with some guild premades where engineers are great on the run with fab kits. You just can't camp and try to hold out. You have to keep on the run with you team to kill stragglers, which is what pvp comes down to on the ground. Who can kill quickly enough to get stragglers. Force field domes are a major pain in the butt. And seeker droners are pretty good also. Honestly, i have less trouble killing people in enemy neut kit than fab gear. They carry more stuff you have to tab through, and more stuff that auto switches to what they just laid down(turret, drone, etc.) than the enemy neut kit. Transphasic bomb is worthless unless someone hasn't seen one before. Chroniton is good for rifle butters, but not as a general tactic. Fuse armor is great, but it's not really as effective as a sci person with expose gear on.

    Science
    1.) Get some hold kits for yourself. When u hold you can run right behind them and flank them mucho times.

    Eh, hold and roots are what you want, but you really have to look at the list. Lets go thru it.

    1.analyst-A Gas really isn't that great. It can be dodged, and frequently is, like nades. Triage is worthless except for after the shootout. Sonic pulse is great. I use it every match. Great for clearing out rifle butters and groups rushing at you. The expose chance is another nice part also. Tachyon Harmonic is kind of worthless other than for the expose. It's shield damage is negated by consumables. So unless your object is to use it as a way a person can't use a hypo or energy cell, it ain't great. Decent suit. 2 expose moves, 2 worthless moves.

    2.bioresearch. Decent suit, if it wasn't for the bio filter. 3 exposes, one worthless move. As I said in the other descriptions, Tachyon isn't that great, but still has the expose. Stasis is great. HRad is great also, damage dot and an expose. If I Geo wasn't available, I would probably wear this suit.

    3.geophysicist-This is my preference for a suit in pvp. I have the MK 10 for this and Medic. I use this for pvp exclusively. The MKIV is just as good. The thermal only does a little more damage. It's a great suit. 3 exposes and a damage move instead of a worthless debuff that no one is quick enough to use properly. The aoe thermal vent is great when combined with the aoe root gravitmetic shift. It gives you a damage mass root that kills you if you stick on if for 15 seconds(which no one ever does unless you are rifle butting the TRIBBLE out of them also). Also has three exposes. HRad is great, for it is a expose with a damage dot. Sonic Pulse is great for the reasons stated in the analyst description. Gravometic shift is great in and of itself. it's a aoe root with an expose chance and mass interrupt. As I said earlier, heals are that important because of the quickness of death in STO ground pvp. Combined with the other abilities of sci and an expose weapon, this give you 7 chances to lay an expose on someone. When you are skilling up, you can also have a very good space pvp build with this also. Heals take up most of the skill tree. And one of the most op combo's in the game is nanite infection, thermal, grav shift, Aoe cone expose. It pretty much assures multiple exposes for your team.

    4.medic-Is great for healing up after a shootout, but a tribble can have the same effect. No expose moves on the suit. Actually a little crappier for superman'ing because you only have the buffs are so short to be effective or can be rendered useless by a hold from a rifle butt/stasis/WM/root. Also, the damage resist buffs really don't mean much when having multiple folks on you.

    5.physician-good for 1on1 when you are rifle butting and running away from 1vs2-5. That's about it. With exposes, You are pretty much toast when you have more than 1 person firing on you, which is the norm in ground pvp. The resist buffs are nice for tanks in pve, but again have the same problems that the heals do when facing multiple players. It's the greatest suit you can have if you want to go Superman'ing into a pack of 5 opposing players. No expose moves on the suit.

    6.xenobiologist-worthless kit. Anest Gas and Biofilter and Triage are worthless skills. Stasis field is great, but it's the only good thing on this suit. Only 1 expose on this suit, with 3 worthless skills
    . I think geo is definitely the way to go. Healing doesn't really do much in this game because of exposes.


    2.) Pulse Rifle, Split Beam.
    Eh, refer to my writing in the tac section. Aoe Cone is much better than cylinder in terms of exposing and they both have the same chance of getting exposes. One just hits more folks. Split beam vs Sniper is a question for the ages. I can't really answer that. I just have a preference for the snipe.

    Everyone
    1.) Use large hypos. Deep Space 9 sells them for 320 each.
    I agree. As soon as you can afford them, stock up.

    2.) Power Cells get rid of Weapons malfunction.
    They also amp up your aoe cone attacks for 2 attacks if you are quick enough. One if you aren't. Also seem to get a higher rate of exposes off of using them, but I am not sure that is true. It's hard to do testing in this game as a klingon because dueling or finding someone willing to make a map with you is tough.

    Make sure you follow these rules and you will be x3 better in Ground PvP
    Your suggestions are highly debatable. I would argue that keeping on the move as a cohesive unit and preventing the other faction from regrouping is the main way to become better in pvp. This is really done with expose/exploit moves. Your tac suggestions are more for your own survival or going superman against multiple players. As a team, the enemy debuffs and strength buffs are a much better choice. Securit is nice also some times. Like fab kits, the just add more stuff to tab thru and can have stunner hold beams, with luck. Engineer is up for debate. Weapons malfunction is debatable in it's effectiveness. Fab kits make people change target and have more to tab thru, and they server useful purposes. They can be used on the run(somewhat) or when you want to bunker down(inadvisable, but sometimes it works). For Science, geo is the only way to go. If you want the hold ability, you have to sacrifice a lot.


    Replied underneath the OP's original comments. It's all opinion though, so I could be wrong.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    DIMadman wrote: »
    Replied underneath the OP's original comments. It's all opinion though, so I could be wrong.

    Well to the whole kit discussion, i think people tend to overestimate some kits, and underestimate others due to their own personal preferences and playstyles.

    For tactics a lot of the kits are straight up useful, depending on the situation.
    I personally use fireteam or operative most of the time(no, stealth is far from useless, no matter what some people think, stealth is not for standing right on the toes of the enemy and watch them eat a sandwich while slowly figuring out what move to make, its for moving into fire position undetected, and then acting quick and decisive, and the current incarnation of stealth gets this job done well, its not the systems fault, that you cant get any advantage out of its "limited" invisibility).
    The melee kit is also quite useful, MA is a fantastic tool to act freely instead of being hold-locked from the enemy group, its main use surely isn't for running away as someone stated...
    Also Lunge is an amazing move for a flashy fast playstyle, when you use it as a sprint extend to get in meleerange quick(you will be called a speedhacker a lot of times, once you utilize this well), do some pretty good damage bypassing shields(often great to finish hurt opps that got their shields up again), or in general just a great move to use right after your two weapon specials while running up to your target, to increase your overall burst potential or have a backup exploit with it, in case your exploit wep is on cd atm.
    People that think the "Melee" kits are there for using a bathlet are doing it wrong...



    On science kits it looks quite similar, a lot of them are very useful, depending on your preferred playstyle.

    But i disagree on your opinion on some of the sci kits here.
    Geophysicist isnt that great imho(still good, just not great), or at least i have never seen someone utilizing it great( i personally didnt test it out very long). The damage on its abilities is pretty weak, and very situational.
    So you have a crappy dot, a crappy aoe damage style which can be avoided easily(not that you'd have to avoid that superlow damage anyway), the root on the other hand is great, while sonic pulse again is very situational and without any heals or selfbuffs on your kit you will most likely die when trying to use sonic pulse in situations where it would have the greatest effect(like in a major shootout, running up to 5 opponents and pulsing them all).
    Overall, in groupcombat this kit is far from useless, don't get me wrong, but it really adds nothing overwhelming that would justify it as the "best" kit.
    I have never ever seen any sci using that kit and actually being able to shine in the damage charts compared to tactics or turret engis that are worth their money, and besides whatever you think of the damage/healing stats, if you chose a kit that is mainly there for dealing or utilizing damage, this is where you should shine right? If you cant shine there, then why bothering with such a kit, instead of doing something where the sci is really amazing at, like healing or mass/single cc and leaving the damagewhoring to tactics and turret engis.

    A medic kit is far away from just being good for "healing up after a shootout".
    If you actually land in a PuG that is willing to work as a group, and the match is really challenging, because the opposition doesnt suck, the medic kit is by far the most decisive kit a sci can choose.
    The stronger your opponents are, the more decisive you get...being a klink though, sadly most of the time, i am of no greater meaning for my group as they dont need much healing, and we win the matches 40/0-10:(.
    But in the most challenging of matches i end up with over 40k healing, and I clearly decide those games as a medic for my group as i keep them alive in major 5v5 shootouts(not because i am so awesome, but because i chose being a medic, instead of some expose/dot/aoedamage *****).
    You can of course to a certain smaller effect, play a similar role with other kits that have some of the heals, and adding more utility to the groups arsenal, while still being able to keep yourself and others alive against weaker enemy fire.
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