Captain
Join Date: Jul 2012
Posts: 2,387
# 1 seeking Advice: GROUND PvP.
12-25-2012, 01:59 AM
Yah, Ground. What are the best kit/weapon combos you've found for the following:

KDF Tactical officer, Orion (basic) L50
KDF Science officer, Orion L50
KDF Engineer, Joined Trill, post-S7 (no STF/Rep gear or passives), Level 50 toon.

I'm looking for general pointers and things to avoid doing/using in PuG matches (since I'm not dedicated enough to get into Organized PvP at this point.)
"when you're out of Birds of Prey, you're out of ships."
Commander
Join Date: Jun 2012
Posts: 372
# 2
12-25-2012, 04:27 AM
Prioritize the tac and the sci for grinding. Engineers are the weakest class in PvP right now, and have little to offer a team that a tac or sci cannot provide more efficiently.

For gear, the Omega shield is a must-have. The best three shields in the game are the Omega mk12, mk11, and mk10, because of the Dodge bonus they grant and their expose proc.

You will want the full Omega set for your sci. For your tac, you can either use the omega full set, or the omega shield and the armor and weapon of one of the other sets.

For your remaining weapon, the Federation Type 3 Phaser Rifle, a Compression Pistol, or a Pulsewave are the best choices for most purposes. Split Beam Rifles are occasionally superior in different situations. High Density Beam Rifles are occasionally useful. You should have a sniper rifle available in case you need its range, but it is not a good weapon for general use. Stun pistols can be effective but take a lot of practice and a coordinated team to get much use out of. CritD is the best weapon modifier for ground damage. KB3 and DoT3 are sometimes useful.

Never use: dual pistols, miniguns, blast assaults, melee weapons, full autos other than the Omega gun, 'borg prosthetic arms'.

For devices, you will want Large Hypos, Large Power Cells, a Gambling Device, the Shard of Possibilities, possibly the Ophidian Cane, and possibly Shield Batteries. Pay to Win devices purchased from the Lobi store are viable but not cost effective. The Cryo Grenades available from Cold Call in the Breen chain are effective, especially if paired with a Compressed Cryo Launcher (cold damage Pulsewave).

Run Fire Team primarily on your Tac. If you have the passive Covert, Operative can be an occasionally useful kit, but Fire Team is generally superior. Don't bother with Operative without Covert. Squad Leader provides powerful team buffs but is a weak solo kit. Only use it if there is an effective Medic and an effective Fire Team Tac on your team.

Use Medic primarily on your sci. Physicist can be very powerful in the right situation, but Medic is more versatile. Every team should have at least one Medic.

Don't use Shooter Mode. Disable zoom on aim mode in your settings. Disable 'auto target pets' and 'auto target objects'. Bind a convenient key for 'target nearest enemy'.

Aim and crouch. Sprint to move. Avoid Flank damage. Stay with your team. Fight one step from hard cover. Step or dive to cover if you come under heavy fire.

Aim and crouch.
If you are shooting, you should be aiming and crouching. Never jog.

Aim and crouch. Roll or sprint between places with cover, then aim and crouch and open fire.

Aim and crouch.

Aim and crouch.

Last edited by guriphu; 12-25-2012 at 04:33 AM.
Lieutenant
Join Date: Jul 2012
Posts: 94
# 3
12-25-2012, 06:31 AM
Quote:
Originally Posted by guriphu View Post
Prioritize the tac and the sci for grinding. Engineers are the weakest class in PvP right now, and have little to offer a team that a tac or sci cannot provide more efficiently.

For gear, the Omega shield is a must-have. The best three shields in the game are the Omega mk12, mk11, and mk10, because of the Dodge bonus they grant and their expose proc.

You will want the full Omega set for your sci. For your tac, you can either use the omega full set, or the omega shield and the armor and weapon of one of the other sets.

For your remaining weapon, the Federation Type 3 Phaser Rifle, a Compression Pistol, or a Pulsewave are the best choices for most purposes. Split Beam Rifles are occasionally superior in different situations. High Density Beam Rifles are occasionally useful. You should have a sniper rifle available in case you need its range, but it is not a good weapon for general use. Stun pistols can be effective but take a lot of practice and a coordinated team to get much use out of. CritD is the best weapon modifier for ground damage. KB3 and DoT3 are sometimes useful.

Never use: dual pistols, miniguns, blast assaults, melee weapons, full autos other than the Omega gun, 'borg prosthetic arms'.

For devices, you will want Large Hypos, Large Power Cells, a Gambling Device, the Shard of Possibilities, possibly the Ophidian Cane, and possibly Shield Batteries. Pay to Win devices purchased from the Lobi store are viable but not cost effective. The Cryo Grenades available from Cold Call in the Breen chain are effective, especially if paired with a Compressed Cryo Launcher (cold damage Pulsewave).

Run Fire Team primarily on your Tac. If you have the passive Covert, Operative can be an occasionally useful kit, but Fire Team is generally superior. Don't bother with Operative without Covert. Squad Leader provides powerful team buffs but is a weak solo kit. Only use it if there is an effective Medic and an effective Fire Team Tac on your team.

Use Medic primarily on your sci. Physicist can be very powerful in the right situation, but Medic is more versatile. Every team should have at least one Medic.

Don't use Shooter Mode. Disable zoom on aim mode in your settings. Disable 'auto target pets' and 'auto target objects'. Bind a convenient key for 'target nearest enemy'.

Aim and crouch. Sprint to move. Avoid Flank damage. Stay with your team. Fight one step from hard cover. Step or dive to cover if you come under heavy fire.

Aim and crouch.
If you are shooting, you should be aiming and crouching. Never jog.

Aim and crouch. Roll or sprint between places with cover, then aim and crouch and open fire.

Aim and crouch.

Aim and crouch.

Good guide but do you really need to tell them to use the cheese gear (cryo pulsewave and cryo nades) I mean ground is getting worse and worse because of tacts that can 1 shot you with the cryo pulsewave because NO armor has a resist to it, so its like your not wearing armor at all, heck even my sci on medic kit can 1 shot with the cryo pulsewave and we all know sci is the lowest damage class in this game.

now im not saying to not get the gun, but use it wisely, when the game starts use a normal gun, and if you see someone on the other side with it switch to yours as well this way it will make things kinda even.

and yea, Aim and crouch. and keep moving if there are cloakers in the area, mainly the cats that can go completely invisabe where even a sci cant see them cuz of covert and they hurt when they decloak
Lt. Commander
Join Date: Jul 2012
Posts: 242
# 4
12-25-2012, 09:40 AM
i read this before and thought i'd give a go at pvp assault ground first time besides me and a friend messing around with pvp maps months ago ...result won one lost one match. weapons plasma compression pistol, maco battle rifle xi, poloron stun pistol, plasma assault minigun, energy whip(worked pretty good against the guy using the federation type 3 phaser rifle on the ramp killing us from spawn point), cryo launcher and anti proton pulsewave xii borg.
armor xi maco xi shield officer science kit medic x from old stf store
fantastic fun apart from the cryo launcher both personal and enemy easy to kill quick match no fun at all very little time to use other stuff and have fun or enjoy it after a few seconds the cryo uses usally had everyone dead but besides that pretty easy to use any thing you can get and win or lose in a good fight
Career Officer
Join Date: Jun 2012
Posts: 119
# 5
12-25-2012, 03:34 PM
I'll keep it simple.

Tac: Go with either Fire Team Kit or Operative Kit. . Both offer a lot of damage dealing but in unique ways. Take a Gamma Quadrant Tribble if you're going to be a dirty, no good ganker. But if you've got a pair, take a gambling device to go with your Fire Team Kit. Either way, an Omega Force kit is handy to have for it's great with crit severity (Fireteam) and with stealth (Ops Kit).

Eng: Enemy Neutralization Kit. You can disable your enemy's weapon, freeze them to the ground, and drop an Orbital Strike on them. Nothing brings more grief than that! Fabrication Specialist is also handy for PvP assault since your towers heal and quantum mortars make it damn hard for the enemy team to gather up or stay put in a hard to attack position, but you'll be mincemeat if you ever have to fight up close.

Sci: Not my specialty. But I heard that healtanks use Physician or Borg Medical Analyzer Kit to great effect. In fact, a good healtank will outheal even the best damage dealers.


As for general advice:
  • One long range weapon (sniper rifle, Type III TOS Rifle, etc), and one pulsewave rifle.
  • Omega Force Personal Shield and Armor are great go-to equipment.
  • Pack plenty of consumables. Hypos are obvious, but power cells and shield batteries are handy for countering negative effects (such as weapons malfunction and fuse armor).
  • Know where to spend your points on skills. They make the difference between a mediocre grounder and a near invincible grounder.
  • Research your DOffs! Look up what doffs will maximize your ground abilities and use them! It's the reason why some engineers can summon an ungodly amount of turrets, and why tacs can literally send a redshirt army after you.


There's also some tacit rules with PvP. For example:
-Nobody likes a ganker.
-Relativity pistols will get you ganged up upon.
-Same for cryo shotguns.
-And most importantly... be respectful and kind. There's lots of smacktalk, but most of those players aren't well respected no matter how good they are.

Last edited by onenonlydrock; 12-25-2012 at 03:38 PM.
Republic Veteran
Join Date: Jun 2012
Posts: 535
# 6
12-27-2012, 07:37 AM
Engineers being the weakest is a myth.
Lt. Commander
Join Date: Jun 2012
Posts: 139
# 7
12-27-2012, 08:33 AM
Engineers are fantastic at ground pvp. They most likely won't lead a match in healing or damage, but will rock out a combination of both.

Learn to use both kits that don't have turrets, and you will kill lots of folks and be damn hard to kill.

Highly recommend fleet gear for ground PvP.
Commander
Join Date: Jun 2012
Posts: 372
# 8
12-27-2012, 10:06 AM
Note. The following is my interpretation based on what I have seen and what I can predict. If somebody has a team that incorporates engineers as a major component and would like to prove me wrong in a premade vs premade (3v3, 4v4, or 5v5), I would be delighted to fight you, and even more delighted if you crushed us with tactics I didn't think would work.

A sizeable percentage of the engineer's powers are directly neutralized by Motion Accelerator, which is available on the new Fire Team kits (mk11 and mk12) in the Embassy. The slow effect of mines, fuze armor, and the ability to set up kills with team or personal Holds and Orbital Bombardment or Bomb, are mostly lost. Engineers will remain somewhat effective at breaching fixed positions using Equipment Technician and supported by a medic and a tactical initiative, but fixed positions can be assaulted by other means, and a team with no engineers will be more successful at repelling or absorbing an assault on a fixed position, and bunkered-in fixed positions themselves are rare now that kitswitching from fabrication specialist to a combat kit is no longer available. Engineers are already uncommon. When FS runs a true premade, they favor three scis and two tacs; FES favors either that or three tacs and two scis, and this is before taking motion accelerator into consideration. The days when two tacs, two engineers, and one sci was the go-to build for a premade ground team are long gone. Balance changes month to month, and engineers will be back someday, assuming STO PvP lasts. But for now they have one truly effective kit for premade vs premade (Equipment Tec), and even that kit contains three powers (fuze, orbital, cover shield) that are all but useless in the current ground pvp environment.

Of course, a good engineer will still contribute more to a team than a less skilled sci or tac. My contention is not that engineers are useless, but that a team with an extra tac or sci is better than a team with one or more engineers.
Career Officer
Join Date: Sep 2012
Posts: 186
# 9
12-28-2012, 06:11 PM
Quote:
Originally Posted by guriphu View Post
Balance changes month to month, and engineers will be back someday, assuming STO PvP lasts. But for now they have one truly effective kit for premade vs premade (Equipment Tec), and even that kit contains three powers (fuze, orbital, cover shield) that are all but useless in the current ground pvp environment.
Sorry but your post needs some fixing, the last two are not contained in that KIT, they are class powers.

Quote:
Originally Posted by buccaneerdtb View Post
Engineers being the weakest is a myth.
Quoted for truth.
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