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Archived Post 02-10-2010 10:37 PM

Defeating the Fedball?
Im in T3 at the moment and ive had to deal with this problem for over a week now.

How do you defeat a Fedball?

This problem is most prevalent in 5v5 arenas.

Im no noob when it comes to klingon combat effectiveness and my groups arent stupid either.

I just cannot see any viable solution to this tactic.

The Fedball always has 1-3 engineers in it which spam heals on whoever is taking hits.

The tactics i have tried with my group are:
  • Attack the weakest link - the lowest level in the group
  • Attack the engineer so the Fedball loses a healer
  • Bait and switch to draw out a Fed to waste away from his healers
  • Gathering all of my team to one spot, popping all cooldowns (and a blood vessel) nuking one down hard and fast.
  • Nuking one then OMGWTFBBQ the hell out in full nitro
  • Sitting in cloak and waiting them out hoping they will get bored and attack
  • Going full afterburner the second i spawn hoping to catch them off balance or when their entire team hasnt arrived yet

As soon as the feds enter the arena, they group up in their Fedball and just sit there. They dont attack, they dont move, they dont do anything except heal and attack without ever straying from the group.

EDIT - just in case someone does not know... a Fedball is a solid closed sphere of federation ships with 1-3 healer engineers at its core. The reason it is indestructible is because the healers can simply outheal the dps of 5 klingon attacks with all cooldowns used. Most attacks against this sphere ends with the result being 2-5 losses for a single federation ship.

Archived Post 02-10-2010 10:49 PM

It's all about coordinated strikes. Every klingon needs to be notified of the kill order. Ideally you need to be killing cruisers by the time the first escort shows up on the scene again. The problem is when people focus on one escort, then switch to random targets, splitting up damage, which is the main KDF advantage.

It would also help if more BoP captains used scramble sensors, or if we just got a solid science ship.

Archived Post 02-10-2010 10:51 PM

JUst wait a little to T4 and check your own klingonball...

Archived Post 02-10-2010 10:52 PM

Yeah you missed what i said. All my groups do is coordinated strikes in a strictly specified kill order. NOBODY attacks any other ship except the one designated as the first kill. This is easy to see as most T3 players have beams which shows a dirty great line from them to the target.

Archived Post 02-10-2010 10:59 PM

If the fed side losses the first "encounter" it is all over for them. They get strung out and easily piked off. I think it comes down to the dynamic of the group. There is no way to know what group you'll get put into if you go in as a single player, and the klingon's cloak always allow them to attack in a pack.

This tactic is useful for the feds to counter that ability, and even then if all 5 players are fairly weak it wont work.

Archived Post 02-10-2010 11:05 PM

Yeah ive been in groups where everyone was 4 5 and 6 levels below ALL of us. The fedball was STILL impregnable. At most, we could manage 1 kill for 2-4 deaths with 1 of us maybe managing to limp away into cloak.

Archived Post 02-10-2010 11:09 PM

As the tiers get higher its all about debuffing, pure dps will not work.

Pick your target and use a science guy to sub nuc him and sensor scan him. He will insta pop. If you need to you can get a tac guy to attack patten beta him and an eng guy to direct energy modulate him.

Archived Post 02-10-2010 11:11 PM

Against less coordinated Fedball teams, you can often split them up by trolling a decloaked cruiser 30km or so away from the edge of the ball and hoping some of them take the bait. Sometimes you can also get them to split by killing a single one, then going after the one that died when they respawn and very slowly killing them - ideally some of the Feds will Full Impulse off to save their buddy, others will be more conservative and hang back, and their whole team will string out. Heck, sometimes you can just wait in cloak a minute or two and they'll spread out enough to be vulnerable.

If they're really tight (premade on vent, or whatever) you probably won't have any luck doing things like that, though.

Archived Post 02-10-2010 11:26 PM

Yeah, you do get lucky sometimes, with a good group vs a disorganised fed group. But those are as rare as hens teeth.

Archived Post 02-11-2010 03:16 AM

The fedball is a joke man, your whole problem is this -

Primary target : JamesTPicardJanewaySisko , you decloak start shooting said fed noob and what do you know he pops reverse shield polarity and is thereafter supported with shield extends, science teams, engineering teams and the like.

The key is switching targets, and doing so very quickly. Sadly without voice communication the "very fast" part is not easy to achieve.

Imagine "Primary target : JamesTPicardJanewaySisko" only getting primaried for 5 seconds, once you see the green, its time to switch. Do note reverse only lasts 15 seconds and be ready to switch back to him after that time. Of course he might pop green again or have an extend on him. This is why the target caller will make or break the match.

You have to be on the ball and know what each one of your opponents are doing.

Aside of all this meaningless easy stuff to do. You have the same abilities available to you to counter being focused. Not only that but you know who they are going to primary , duh the first guy decloaking. Most fedballs don't switch targets and will lemming at that target until they all die.

I might add the first decloaker to be deflectors/field specced and use feedback pulse as well,please abuse the hell out of this skill as it really needs balanced. I can run my carrier into 5 beam using feds and kill them all with general ease with one shot of level II of this ability.

Either way killing the fedball is mostly mindless and boring, its the skilled grouped feds that actually make pvp enjoyable and not a slaughterfest.


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