Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Fun with Bat'leths
03-08-2010, 08:03 AM
Lately I've been running around just using a bat'leth instead of a beam weapon. At first i thought it was kinda bland, but then I found that you could perform combos.

There are 3 attacks, left right and cross strike. I've only found two combos. Anyone know if theres any more? just curious.

left right left or right left right makes you do whirling slashes spinning the batleth in front of you

left right right or right left left does a strong side attack that knocks your opponent down like the cross strike

Also hitting left left or right right makes your second strike a cross strike


Now to find a decent close combat kit.....
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-08-2010, 08:36 AM
Read this:
http://forums.startrekonline.com/showthread.php?t=97085

Very helpful.

If you're tactical doing PvP I suggest using the Squad Leader kit because of the buffs for your team. The Close Combat kit is okay but leg sweep and lunge don't really add much and Motion Acceleration does not apparently break holds, even though you'd think it would since you can use it while held... Kits with Ambush or weapon buffs like Suppression Fire don't really help the bat'leth much.

For science I personally think the hold kits are best. I can see where healing can be useful too, and there's that melee buff ability from the heal kits but if you're going to melee, it's hard to beat the ability to root your opponent.

For engineer, snare mines and weapon malfunction are both good abilities to have.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-08-2010, 09:16 AM
Actually use the Bat'Leth on the Captain on the infected raid , works great . Lots of fun , works pretty well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-08-2010, 01:09 PM
Quote:
Originally Posted by Slamz
Read this:
http://forums.startrekonline.com/showthread.php?t=97085

Very helpful.

If you're tactical doing PvP I suggest using the Squad Leader kit because of the buffs for your team. The Close Combat kit is okay but leg sweep and lunge don't really add much and Motion Acceleration does not apparently break holds, even though you'd think it would since you can use it while held... Kits with Ambush or weapon buffs like Suppression Fire don't really help the bat'leth much.

For science I personally think the hold kits are best. I can see where healing can be useful too, and there's that melee buff ability from the heal kits but if you're going to melee, it's hard to beat the ability to root your opponent.

For engineer, snare mines and weapon malfunction are both good abilities to have.
Motion accelerator actually does work, and often, just not every time. Lunge is an exploit attack which is also good because the bat'leth has a good shot at getting exposes. Leg sweep works fine for interrupting someone but I've never gotten an expose with it, even though it is supposed to have a chance (just bad luck I think). Ambush does work with the bat'leth as well, it's the landing it before taking damage yourself that's hard, not to mention ambush is better served with a split beam or sniper shot, and then follow up with the bat'leth to get the expose, etc.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-08-2010, 01:21 PM
Motion Accelerator saves you from holds while it's running but it almost never seems to break me out of them. Maybe it's not supposed to but then why let us use it while held?

Lunge is an exploit but it's so low damage I think it's a waste of an expose to use it. (Ditto for the Gorn "Bite" attack, while we're on the subject of melee stuff. It's an exploit but the base damage is low enough that it's kind of a waste to use it unless you have absolutely no other exploit attacks available -- and with a bat'leth, you ALWAYS have your combo available.) In my opinion, Lunge should apply a 6 second snare to the target. Then it would be great.

And yeah, ambush works with anything but ambushing someone on a regular bat'leth strike would be silly. I'm not sure if you can ambush mid-way through a combo of it that will interrupt the combo. If you can get off a "122" as a "12 ambush 2" then maybe that would work nicely. I haven't tried that.
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 08:25 PM.