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Ground Combat...Help me out..builds..equip..etc

soundwisdomsoundwisdom Member Posts: 248 Arc User
edited April 2013 in The Academy
I'm not going to beat around the bush..I absolutely hate ground combat. I don't know why, and I'm not here to beat it into the ground. It's a necessary evil and I've got 0 clue about it.

I'm looking for recommendations for boff diversification(their abilities, etc) and weapons/equipment that I should get everyone with. Right now ive got everyone using different XI weapons and random armor. And frankly..I don't have a clue what abilities they have on ground.

I intend to have a 5 boffs for space and 4 for ground so I'll be able to cherry pick their abilties from the exchange. So any help greatly appreciated...
Post edited by soundwisdom on

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    majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited April 2013
    I'm not going to beat around the bush..I absolutely hate ground combat. I don't know why, and I'm not here to beat it into the ground. It's a necessary evil and I've got 0 clue about it.

    I'm looking for recommendations for boff diversification(their abilities, etc) and weapons/equipment that I should get everyone with. Right now ive got everyone using different XI weapons and random armor. And frankly..I don't have a clue what abilities they have on ground.

    I intend to have a 5 boffs for space and 4 for ground so I'll be able to cherry pick their abilties from the exchange. So any help greatly appreciated...

    Ground combat happens to be my favorite part of Star Trek Online. I'd be more than happy to help you out. I don't know your profession, so I will tell you what works best for each class.

    Omega Reputation Set Gear:
    Sets are pieces of gear that add special bonuses when you use two or more pieces on one character/ship. In the case of ground, this means a weapon, a personal shield, and the armor. There are several sets in the game from the reputation system. All of the sets work well with all classes, but some sets work best with a specific class:

    Omega Force Mk XII - This set is great for dodge chance (halves incoming damage) and for the damage boost. The set is geared toward boosting damage, so it's an ideal choice for Tactical Officers.
    Starfleet M.A.C.O. Mk XII - This set is very good at healing shields. Ideal for engineers, as they have several other shield heal abilities.
    Adapted M.A.C.O. Mk XII - This set is very good at healing the health of the wearer. Ideal for science officers, as they have many different health heals.

    Secondary Weapon:
    If you have a set, your secondary weapon should be an [EnergyType] Pulsewave Assault weapon. The only exception is the Adapted M.A.C.O. set, as the set weapon is a pulsewave. If you don't have a set, then a sniper rifle or split beam rifle paired with a pulsewave will serve you well.

    Armor:
    If you don't have a set, then the best armor in the game is polyalloy weave armor with the [HP] (Hit point boost), [RegSH] (Shield regen boost), and [RegHP] (Passive healing boost). If you are part of a fleet, you can get some very nice advanced polyalloy weave armor with the [HP] mod at Tier I and a very powerful automatic health heal at Tier III when you can select Elite polyalloy weave armor with the [HP] [Nanite] mods.

    Shields:
    Again, if you don't have set gear, then there are a few options. There is a shield called a "Personal Mobility Shield MK XI" that can be found on the exchange under the personal shields section. It's perhaps the best non-set shield obtainable. If you are in a fleet, any personal shield with the [ResA], [ResB], or [Rev] will work very well for you. Elite shields are better than the advanced shields despite the lower capacity.

    Kits:
    Engineers work best with Enemy Neutralization Mk X, Equipment Technician Mk X, and Fabrication Specialist Mk XII*.

    Tactical officers work best with Operative Mk X, Fire Team Mk XII*, and Squad Leader Mk X

    Science officers work best with Medic Mk X (easiest to learn), Physicist Mk X, or Analyst Mk X

    *Note, Mk XII kits are obtained from a fleet embassy. If you don't have a fleet embassy the Mk X version will suffice.

    Primary Bridge Officers:
    Engineering officer:
    Weapon/Shield/Armor - Use the Starfleet M.A.C.O. gear if you have it. If you don't, then use polyalloy weave armor, a personal mobility shield, and a sniper rifle.
    Ideal traits -(Any in the list) Creative, Peak health, Stubborn, Sure footed, Resiliency, Acute senses
    Skill abilities - Weapon Malfunction I, Shield Recharge II, Reroute Power to Shields II, Equipment Diagnostics II

    Science officer:
    Weapon/Shield/Armor - Use the Adapted M.A.C.O. gear if you have it. If you don't, then use polyalloy weave armor, a personal mobility shield, and a Compression Pistol.
    Note: Bajorans and Betazoids are ideal science officers for their healing
    Ideal traits - (Any in the list) Creative, Spiritual, Peak health, Empathic, Mental discipline, Sure footed, Acute senses
    Skill abilities - Hypospray Dylovene I, Medical Tricorder II, Vascular Regenerator II, Nanite Health Monitor I

    Tactical officer:
    Weapon/Shield/Armor - Use the Omega Force gear if you have it. If you don't, then use polyalloy weave armor, a personal mobility shield, and a Split Beam rifle.
    Ideal traits - (Any in the list) Aggressive, Soldier, Warrior, Peak health, Covert, Sure Footed, Acute senses.
    Skill abilities - Battle Strategies I, Suppressing Fire I, Target Optics II, Fire on my Mark II

    Secondary Class Bridge officer:
    Because your away team can handle four bridge officers, you will have two of a specific class. What you chose is up to you, but here are some gear suggestions.

    Secondary Engineering officer:
    Weapon/Shield/Armor - Same as before with one exception. Slot a pulsewave assault weapon even if you have set gear on your secondary engineer.(Meaning set armor/shield with a different weapon)
    Skill abilities - Mine Barrier I, Quick Fix II, Reroute Power to Shields II, Support Drone I

    Secondary Science officer:
    Weapon/Shield/Armor - Same as before with one exception. Slot a pulsewave assault weapon even if you have set gear on your secondary science officer.(Yes, the set weapon is a pulsewave, but it's secondary attack is on a long cooldown.)
    Skill abilities - Medical Tricorder I, Tachyon Harmonics II, Tricorder Scan II, Damper Field I

    Secondary Tactical officer:
    Weapon/Shield/Armor - Same as before, slot the Omega set if you have it. If you don't, then slot a pulsewave assault weapon on your secondary tactical officer. (Note that because the 3 piece omega bonus affects the whole team it can be worthwhile to run 2-3 copies of the bonus).
    Skill abilities - Battle Strategies I, Photon Grenade II, Suppressing Fire II, Overwatch II

    That's the basic overview of how to set up your away team. If you have any questions, or if you'd like me to go into the ground duty officers, I would be more than happy to help.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
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    radkipradkip Member Posts: 0 Arc User
    edited April 2013
    I intend to have a 5 boffs for space and 4 for ground so I'll be able to cherry pick their abilties from the exchange. So any help greatly appreciated...
    You don't really need to do this, and in fact it limits your customizability for having AoE-tailored space builds vs single target space builds. My usual setup for ground bridge officers is:

    Science
    - Medical Tricorder I
    - Medical Tricorder II
    - Vascular Regenerator II
    - Nanite Health Monitor I
    - Splitbeam Rifle mk XI [Dmg]x2 - modifiers don't really matter on bridge officer weapons
    - Energy Dampening Armour mk XI - modifiers aren't too important here either
    - Personal Shield mk XI

    Engineer
    - Shield Recharge I
    - Quick Fix II
    - Turret Fabrication II
    - Equipment Diagnostics II
    - Splitbeam Rifle mk XI [Dmg]x2 - modifiers don't really matter on bridge officer weapons
    - Energy Dampening Armour mk XI - modifiers aren't too important here either
    - Personal Shield mk XI

    Tactical
    - Battle Strategies I
    - Target Optics I
    - Plasma Grenade I
    - Ambush I
    - Splitbeam Rifle mk XI [Dmg]x2 - modifiers don't really matter on bridge officer weapons
    - Energy Dampening Armour mk XI - modifiers aren't too important here either
    - Personal Shield mk XI

    Tactical
    - Battle Strategies I
    - Target Optics I
    - Plasma Grenade I
    - Ambush I
    - Splitbeam Rifle mk XI [Dmg]x2 - modifiers don't really matter on bridge officer weapons
    - Energy Dampening Armour mk XI - modifiers aren't too important here either
    - Personal Shield mk XI

    What this bridge officer layout does is makes your science officer focus on keeping others alive (mostly you, since you'll be doing pretty much all of the tanking), your engineer provides support and your tacs mop up what you don't kill. Giving everyone splitbeams (yourself included) throws out a ton of AoE damage which usually kills groups before they have a chance to really be threatening.

    If you're having trouble finding these abilities on the exchange (and you will), head to the bridge officer trainer on Earth Space Dock, just past the shipyard section. He'll get your crew set up. You can have your space guys set up to be effective on ground and vice versa.

    And always, the most important thing you can do in ground combat is aim and crouch. Aim is defaulted to the x key/middle mouse button, while crouch is defaulted to the C key. Aiming increases you and your bridge officers' ranged damage by 33%, and crouching pretty much cuts the damage you take in half.
    Joined: January 2010

    Fanfiction! ZOMG! Read it now!
    kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
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    aspheasphe Member Posts: 0 Arc User
    edited April 2013
    Crouching reduces incoming ranged damage but increases incoming melee damage right?

    Shots that hit the target's flank or rear do bonus damage (and this applies to yourself too).

    Check in Options/Keybinding and learn to set AND clear 'Rally Points'.
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    radkipradkip Member Posts: 0 Arc User
    edited April 2013
    asphe wrote: »
    Crouching reduces incoming ranged damage but increases incoming melee damage right?
    It does. However, the damage resistance you get from crouching counteracts and overcomes the increased melee damage you take.

    This is supposed to change in the future, but I'm not sure how they'll do it. They should just disable dodging of melee attacks while crouched, rather than TRIBBLE with the damage.
    Joined: January 2010

    Fanfiction! ZOMG! Read it now!
    kate-wintersbite.deviantart.com/art/0x01-Treachery-293641403
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    fleetadmcassityfleetadmcassity Member Posts: 0 Arc User
    edited April 2013
    :cool:

    Best and most helpful description :
    Ground combat happens to be my favorite part of Star Trek Online. I'd be more than happy to help you out. I don't know your profession, so I will tell you what works best for each class.

    Omega Reputation Set Gear:
    Sets are pieces of gear that add special bonuses when you use two or more pieces on one character/ship. In the case of ground, this means a weapon, a personal shield, and the armor. There are several sets in the game from the reputation system. All of the sets work well with all classes, but some sets work best with a specific class:

    Omega Force Mk XII - This set is great for dodge chance (halves incoming damage) and for the damage boost. The set is geared toward boosting damage, so it's an ideal choice for Tactical Officers.
    Starfleet M.A.C.O. Mk XII - This set is very good at healing shields. Ideal for engineers, as they have several other shield heal abilities.
    Adapted M.A.C.O. Mk XII - This set is very good at healing the health of the wearer. Ideal for science officers, as they have many different health heals.

    Secondary Weapon:
    If you have a set, your secondary weapon should be an [EnergyType] Pulsewave Assault weapon. The only exception is the Adapted M.A.C.O. set, as the set weapon is a pulsewave. If you don't have a set, then a sniper rifle or split beam rifle paired with a pulsewave will serve you well.

    Armor:
    If you don't have a set, then the best armor in the game is polyalloy weave armor with the [HP] (Hit point boost), [RegSH] (Shield regen boost), and [RegHP] (Passive healing boost). If you are part of a fleet, you can get some very nice advanced polyalloy weave armor with the [HP] mod at Tier I and a very powerful automatic health heal at Tier III when you can select Elite polyalloy weave armor with the [HP] [Nanite] mods.

    Shields:
    Again, if you don't have set gear, then there are a few options. There is a shield called a "Personal Mobility Shield MK XI" that can be found on the exchange under the personal shields section. It's perhaps the best non-set shield obtainable. If you are in a fleet, any personal shield with the [ResA], [ResB], or [Rev] will work very well for you. Elite shields are better than the advanced shields despite the lower capacity.

    Kits:
    Engineers work best with Enemy Neutralization Mk X, Equipment Technician Mk X, and Fabrication Specialist Mk XII*.

    Tactical officers work best with Operative Mk X, Fire Team Mk XII*, and Squad Leader Mk X

    Science officers work best with Medic Mk X (easiest to learn), Physicist Mk X, or Analyst Mk X

    *Note, Mk XII kits are obtained from a fleet embassy. If you don't have a fleet embassy the Mk X version will suffice.

    Primary Bridge Officers:
    Engineering officer:
    Weapon/Shield/Armor - Use the Starfleet M.A.C.O. gear if you have it. If you don't, then use polyalloy weave armor, a personal mobility shield, and a sniper rifle.
    Ideal traits -(Any in the list) Creative, Peak health, Stubborn, Sure footed, Resiliency, Acute senses
    Skill abilities - Weapon Malfunction I, Shield Recharge II, Reroute Power to Shields II, Equipment Diagnostics II

    Science officer:
    Weapon/Shield/Armor - Use the Adapted M.A.C.O. gear if you have it. If you don't, then use polyalloy weave armor, a personal mobility shield, and a Compression Pistol.
    Note: Bajorans and Betazoids are ideal science officers for their healing
    Ideal traits - (Any in the list) Creative, Spiritual, Peak health, Empathic, Mental discipline, Sure footed, Acute senses
    Skill abilities - Hypospray Dylovene I, Medical Tricorder II, Vascular Regenerator II, Nanite Health Monitor I

    Tactical officer:
    Weapon/Shield/Armor - Use the Omega Force gear if you have it. If you don't, then use polyalloy weave armor, a personal mobility shield, and a Split Beam rifle.
    Ideal traits - (Any in the list) Aggressive, Soldier, Warrior, Peak health, Covert, Sure Footed, Acute senses.
    Skill abilities - Battle Strategies I, Suppressing Fire I, Target Optics II, Fire on my Mark II

    Secondary Class Bridge officer:
    Because your away team can handle four bridge officers, you will have two of a specific class. What you chose is up to you, but here are some gear suggestions.

    Secondary Engineering officer:
    Weapon/Shield/Armor - Same as before with one exception. Slot a pulsewave assault weapon even if you have set gear on your secondary engineer.(Meaning set armor/shield with a different weapon)
    Skill abilities - Mine Barrier I, Quick Fix II, Reroute Power to Shields II, Support Drone I

    Secondary Science officer:
    Weapon/Shield/Armor - Same as before with one exception. Slot a pulsewave assault weapon even if you have set gear on your secondary science officer.(Yes, the set weapon is a pulsewave, but it's secondary attack is on a long cooldown.)
    Skill abilities - Medical Tricorder I, Tachyon Harmonics II, Tricorder Scan II, Damper Field I

    Secondary Tactical officer:
    Weapon/Shield/Armor - Same as before, slot the Omega set if you have it. If you don't, then slot a pulsewave assault weapon on your secondary tactical officer. (Note that because the 3 piece omega bonus affects the whole team it can be worthwhile to run 2-3 copies of the bonus).
    Skill abilities - Battle Strategies I, Photon Grenade II, Suppressing Fire II, Overwatch II

    That's the basic overview of how to set up your away team. If you have any questions, or if you'd like me to go into the ground duty officers, I would be more than happy to help.
    Fleet Admiral Cassity
    Delta Fleet
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    tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited April 2013
    I'm not going to beat around the bush..I absolutely hate ground combat. I don't know why, and I'm not here to beat it into the ground. It's a necessary evil and I've got 0 clue about it.

    I'm looking for recommendations for boff diversification(their abilities, etc) and weapons/equipment that I should get everyone with. Right now ive got everyone using different XI weapons and random armor. And frankly..I don't have a clue what abilities they have on ground.

    I intend to have a 5 boffs for space and 4 for ground so I'll be able to cherry pick their abilties from the exchange. So any help greatly appreciated...
    If you are playing an engineer, use a Bunker kit then take three engineer BOffs each with Turret Fabrication III, Shield Recharge III, Weapons Malfunction II, and whatever ensign skills you choose; add a science BOff with Nanite Health Monitor I, Medical Tricorder III, Vascular Regenerator I, and Hypospray - Dylovene I. Always set a rally point and stand in the center of the formation.

    Don't bother with tactical BOffs on the ground.
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    f9thaceshighf9thaceshigh Member Posts: 1 Arc User
    edited April 2013
    I would give yourself and your boffs a mix of expose and exploit weapons, that maximizes your chance for exploit crits, which deal extra damage.
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    aspheasphe Member Posts: 0 Arc User
    edited April 2013
    radkip wrote: »
    It does. However, the damage resistance you get from crouching counteracts and overcomes the increased melee damage you take.

    This is supposed to change in the future, but I'm not sure how they'll do it. They should just disable dodging of melee attacks while crouched, rather than TRIBBLE with the damage.

    When I started STFs a long time ago, veterans kept saying to crouch nd stayed crouched in combat (to avoid getting hit by incoming fire). With some help from other players, we tested this and found out that crouching seems to reduce the % of a successful ranged hit but increases the % of a melee strike AND also the damage, crth and crtd of a melee strike. Since then, I'd crouch when in ranged combat but stand up when I'm about to get hit by a melee strike. Although you don't normally carry melee weapons in PvP, getting a 2-3k hit on a crouching player is a lot of fun ^-^.

    Crouching does reduce the % of a successful knockback/knockdown though, so for bosses, I'd remain crouched. Or when I'm expecting a mortar hit (assuming for some reason, I'm not running the heck out of there).
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    soundwisdomsoundwisdom Member Posts: 248 Arc User
    edited April 2013
    Thanks for the great responses guys!
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    gerwalk0769gerwalk0769 Member Posts: 1,095 Arc User
    edited April 2013
    If you are a Kirk Fu (melee) fighter than best to use the Adapted Set in my opinion. As a defensive Sci I found the Adapted set melee bonuses worthless, since I use weapons, and the HP boost weak.

    I prompted went back to using my MACO XII set (with a shield recharge) and incorporated the Adapted weapon.
    Joined STO in September 2010.
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