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Quick and dirty ground mission help

sonnikkusonnikku Member Posts: 77 Arc User
edited July 2013 in The Academy
I see a ton of guides around here for ships, but not a whole lot for ground missions. What abilities are best for your away team? What weapons are best for your away team? (Pulsewave assault for the aoe?) Can I stick with the bridge officers that have been by my side with the beginning, or do I need to include rare/very rare blue and purple quality officers for my team? What kind of armor and shields can I pick up off the exchange for my crew represents the best value?
Post edited by sonnikku on

Comments

  • gavinrunebladegavinruneblade Member Posts: 3,894 Arc User
    edited July 2013
    It depends on how you play and your expectations.

    Excellent Expose Weapons:
    * Pulsewave
    * Full Auto

    Excellent Exploit Weapons:
    * Split Beam
    * Sniper
    * Compression Pistol

    "Best" Armor:
    * Polyalloy Weave Armor

    Shields don't really matter, just get whatever has the highest value.

    I do like to have my captain's armor with the point-blank-damage proc because it often breaks holds, especially against the salt vampires in Mine Trap.

    In general, I like to have 3 expose and 2 exploit weapons on my team. There are a good number of people who enjoy the all melee team and the all pulsewave with knockback mod team.

    You can use the standard officers you get levelling up. There are reasons to get purple-quality officers with specific superior traits, but there is no part of the game where that is "needed" except space PvP, certainly nothing on the ground is so hard that it matters.

    Do pay attention to anything that involves a bonus to exploit or expose damage in your officers' traits and be sure to give them appropriate weapons.

    Team makeup and ground power choice are really flexible. There's a million ways to do ground combat and nearly all work. I personally enjoy 1 science officer 2 engineers and 2 tacticals, including my captain. But I've teamed with friends who do amazing things with very different groups and builds.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    It depends on how you play and your expectations.

    Excellent Expose Weapons:
    * Pulsewave
    * Full Auto

    Excellent Exploit Weapons:
    * Split Beam
    * Sniper
    * Compression Pistol

    "Best" Armor:
    * Polyalloy Weave Armor

    Shields don't really matter, just get whatever has the highest value.

    I do like to have my captain's armor with the point-blank-damage proc because it often breaks holds, especially against the salt vampires in Mine Trap.

    In general, I like to have 3 expose and 2 exploit weapons on my team. There are a good number of people who enjoy the all melee team and the all pulsewave with knockback mod team.

    You can use the standard officers you get levelling up. There are reasons to get purple-quality officers with specific superior traits, but there is no part of the game where that is "needed" except space PvP, certainly nothing on the ground is so hard that it matters.

    Do pay attention to anything that involves a bonus to exploit or expose damage in your officers' traits and be sure to give them appropriate weapons.

    Team makeup and ground power choice are really flexible. There's a million ways to do ground combat and nearly all work. I personally enjoy 1 science officer 2 engineers and 2 tacticals, including my captain. But I've teamed with friends who do amazing things with very different groups and builds.

    One problem with Full auto is it does horrible against the borg since they adapt depending on shots fired, allowing them to adapt much more quickly to a full-auto weapon. The Proton pack rifle you get for in the devidian arc is also good as it levels with you, it is powerful even at endgame stuff plus it makes you a ghostbuster :)
  • sonnikkusonnikku Member Posts: 77 Arc User
    edited July 2013
    What kinds of abilities are best for training your officers in that don't require a lot of input from me? Like turrets for engineers, or mines?
  • jekhar1234jekhar1234 Member Posts: 0 Arc User
    edited July 2013
    My Engineer captain has been running with 4 engineer BOffs and the skills I gave them were mines + turrets. It has been pretty effective thus far. If I have a Sci BOff I usually give them nothing but heals.

    I find two BOffs with assault miniguns and two with split beam rifles works pretty decent. I have yet to fight Borg much though but keep some melee weapons around for when I do. Pulsewave are fun weapons course I tend to use Blast assaults just because I like the sound of them haha.
  • thelastlegatethelastlegate Member Posts: 84 Arc User
    edited July 2013
    Advice given to me by my tac friend.
    Get a melee weapon.
    Learn the combos and you can pretty much lay waste to most bosses
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    I have 2 BO's of each class and i bring whatever i think i need for the mission. one Science has healing stuff while the other has control stuff like tachyon harmonics. One Engi has shield healing and buffs, other has "summoning" stuff like turrets and mines. Both tacs have buffs.
  • doklardoklar Member Posts: 12 Arc User
    edited July 2013
    As with most things, it is down to personal choice; that said, I find that having an engineer with shield/medical/phaser turrets is extremely useful (in order from least- to most-advantageous). The tier 1 skill is fluid, although mines are good. I _always_ take a science officer with a full set of 4 healing abilities, as they can keep you alive in many situations that otherwise would kill you. Beyond that, it's very much situational and depends on which class my main character is, but I do tend to prefer to fill the rest of the team with tacs.

    Hope this helps, along with everyone else's comments and advice.
    Jeera D'Voth T'Kaillian, Rihannsu and ally of the United Federation of Planets, Commander of the R.R.W. Susse-Thrai and Fleet Admiral of the Romulan Republic
  • shockwave85shockwave85 Member Posts: 1,040 Arc User
    edited July 2013
    My typical team is my Captain (Tactical) running the Fire Team kit. One Tactical Boff kitted out similarly to myself (but not exactly). Two "bunker" engineers that each have 1 mine, 1 turret, and 1 mortar. One will then have a Medical Generator, and the other a Shield Generator. Finally, one dedicated Sci healer.

    Most common mobs, I just buff up on my captain, run in, and Rambo them. Somewhat tougher mobs I'll call in my Security Team and Shard of Possibilities, then hit Strike Team to buff them up. Really tough jobs like the Tholian bosses in the New Romulus reputation missions (Overgrown Cave, Underground Ruins), that's when I "bunker down". Plant my Boffs in an advantageous spot, have the engineers set up the generators, turrets and mortars. Then, aggro the enemies and lure them back there.
    ssog-maco-sig.jpg
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