Lt. Commander
Join Date: Dec 2007
Posts: 120
So, I've always hated ground combat. Since Day 1. Hate, hate, hate. Did I mention hate? With a big side dish of loathing?

I know, use Expose/Exploit. Equip your AT with all Expose weapons, and then use the Exploit yourself.

Yeah, I did that, it still sucks. I rarely get an Expose to Exploit anyway.

Can one of the "zomg ground combat is SOOOO EASY and fun" guys help me out a bit? Hating ground combat is keeping me from playing much.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-18-2012, 07:09 AM
I equip my away team with rifles/assualts (whatever I've picked up that has the highest DPS) and carry a sniper/tri-beam myself -- except for borg missions, where everyone gets a different kind of sniper rifle except the granade-throwing tactical who gets a single-shot pistol.

Relying on the derpy AI is iffy at best for expose/exploit.

Remember to fully promote any Boffs in your away team -- even if they won't use the full range of space powers due to ship limitations, they can use the full range of ground powers.

What's your boffs' skillsets -- maybe people can help you there.

What kit are you using?

Here's my Boffs (mind that this might not be optimal, but it works for me)

Tactical:
Supressing Fire/Target Optics/Photon Grenade/Plasma Grenade
Science:
Hypospray/Medical Tricorder/Tachyon Harmonic/Nanite Health Monitor
Engineer:
Turret Fab/Weapons Malfunction/Shield Recharge/Medical Regenerator
Engineer:
Shield Generator/Quick Fix/Chroniton Mine Barrier/Support Drone

I like the Physicist Kit for a Science commander, or Fabrication or Bunker for an Engineer. Don't know about tactical kits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-18-2012, 07:37 AM
Kit - good question. I'm Eng, I'm using a kit that gives me a Turret (which I do use, FWIW).

My Away Team is all Eng except for 1 Sci; I'd been advised a long time ago to do that. (Lots of turrets for extra damage). Maybe that doesn't work well anymore.

See, I never really "paid" attention to my Away Team's abilities. Back when I played more actively most people said "ground is easy, just give them all Expose attack weapons, and use Exploit yourself... nothing else matters."

Of course that never WORKED for me, but that's what everyone claimed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-18-2012, 07:50 AM
{doublepost}
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-18-2012, 07:51 AM
Quote:
Originally Posted by Sevok View Post
Kit - good question. I'm Eng, I'm using a kit that gives me a Turret (which I do use, FWIW).

My Away Team is all Eng except for 1 Sci; I'd been advised a long time ago to do that. (Lots of turrets for extra damage). Maybe that doesn't work well anymore.

See, I never really "paid" attention to my Away Team's abilities. Back when I played more actively most people said "ground is easy, just give them all Expose attack weapons, and use Exploit yourself... nothing else matters."

Of course that never WORKED for me, but that's what everyone claimed.
With no tactical you're missing out on grenades

Depends on the level of turret. At higher levels, all the level 1 turrets do is give the mobs something besides you to shoot at for a couple of seconds. You want at least level II -- and slot a couple of doffs that have the chance for an extra turret.

Mortar launcher is mostly useless because it fires so slow -- however it does work against slow-moving borg and it's a single aoe so they don't adapt to it as fast they do turrets.

I like drones way better than turrets -- both the support and seeker kind.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-18-2012, 10:57 PM
As Eng, I use the Fabrication specialist kit, mostly (solo). On teams, I like the Equipment Technician.
I almost always rock a High Density beam/Pulsewave combo. No real reason, just my personal preference.

My away team usually looks something like this:

Tac 1: Sniper Rifle
Photon Grenade 1, Battle Strat 2, Optics 2, FomM 2
Tac 2: Minigun or Full-Auto Rifle
Battle Strat 1, Photon Grenade 2, Supressing Fire 2, Overwatch 2 (this loadout varies a lot)
Sci: (Medic) Dual Pistol or Wide beam
Dylovene 1, Medical Tri 2, Vascular 2, NHM 2
Eng: Pulsewave
Malfunction 1, Recharge 2, Diagnostics 1, Fuse Armor 1

I find it to be pretty well-rounded. If I'm playing solo on elite difficulty, I'll switch out "Tac 2" for a 2nd Sci with 2x Tachyon Harmonic and Tricorder scan.
Makes it so much easier to take their shields down and the -dmg resist helps.
I try to set up ambushes by placing my team and turrets in formations.
Then pull, and if he fights me, my team flanks him for good damage. If he fights my team, then I flank him for good damage. It's win-win,lol. Takes a a few sec to set up, but is generally pretty safe and effective.
Hope that helps.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-18-2012, 11:57 PM
since you say you've hated ground combat from day one, i'm gonna assume the new shooter mode didn't do you any favors...

and i'm not sure what to say. sure changing your kit and using your powers effectively provide some variety, but if you hate the core gameplay of it... there's little that can change your mind
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-19-2012, 12:45 AM
Quote:
Originally Posted by Trek17
since you say you've hated ground combat from day one, i'm gonna assume the new shooter mode didn't do you any favors...

and i'm not sure what to say. sure changing your kit and using your powers effectively provide some variety, but if you hate the core gameplay of it... there's little that can change your mind
That's true.
If the OP finds it to not be fun, then tips to make it easier aren't really going to change that.
At best, it may become less tedious.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-19-2012, 05:07 AM
Quote:
Originally Posted by Trek17
since you say you've hated ground combat from day one, i'm gonna assume the new shooter mode didn't do you any favors...
Eh, I keep that turned off (toggle is "B" for anyone that doesn't know). I find it rather annoying to use -- especially when trying to micromanage Boffs. This game so isn't set up to be a FPS.

---

More random tips:

Boff powers can be force-used, just make sure the display is set up to show their powers, then click on the power on that boff's status on your hud, or drag that power to your tray. Very useful when you want them to place mines/turrets/generators in specific places rather than willy-nilly.

As mentioned, I like the "extra turret change" doffs, also the "additional medical support on use of hyposprays" can be handy as well.

Make sure Boff's have decent armor/shields -- I trickle down what I'm not using anymore to them.

The Jem'Hadar ground set is decent and can be gained through mission replay if you're not in the mood to grind STFs (I avoid the ground STF's out of personal preference), though I put the JH spray-and-pray in the secondary weapon spot (for the set bonuses) and mostly use a sniper. Better range with the sniper rifle for pulling.
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