Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Defeating the Fedball?
02-10-2010, 11:37 PM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-10-2010, 11:49 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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-10-2010, 11:51 PM
JUst wait a little to T4 and check your own klingonball...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-10-2010, 11:52 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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-10-2010, 11:59 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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-11-2010, 12:05 AM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-11-2010, 12:09 AM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-11-2010, 12:11 AM
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.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-11-2010, 12:26 AM
Yeah, you do get lucky sometimes, with a good group vs a disorganised fed group. But those are as rare as hens teeth.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-11-2010, 03:23 PM
The Fed Ball is fine, its valid...and rightfully so, hard to defeat. The issue is that as KDF, PvP forces us to have dismantle the Fed Ball. The problem is that "play date" engagements facilitate the Fed Ball by putting all battle readied Feds in the same place at the same time with a known contigent of KDF "out there" to engage in a tightly confined area.

The Fed Ball is hard to defeat because we shouldnt have to...the secet to defeatig the Fed Ball is the Fed Ball itself...the weak link is in the Fed Ball, the weak link is the players, the weakness in the playres is complaceny and complacency always ears its head with time and patience...something PvP does not encourage.

Basically we need another PvP avenue. One that is open and witout queues. One where the Fed Ball's strength will be forced to be maintaned though discipline and strong player will. Its when the individual(s) fail that the KDF receives its opening.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 09:14 AM.