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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 31
03-10-2010, 06:08 PM
I back this post. It is mighty!
-lol a sarus
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 32
03-10-2010, 09:58 PM
I do adapt my loadout based on how well the enemy team is playing. Let's see...

Defcon 5 ("Pants-on-head retarded")
* Bare fists (primary)
* Bat'leth (secondary, in case they suddenly organize a bit)
* Close Combat or Grenade Satchel tactical kit

Defcon 4 (default)
* Bat'leth (primary)
* Stun pistol (secondary, to stop squirrelly people)
* Squad Leader kit

Defcon 3 (usually a team that's doing a lot of holds or dome shields)
* Bat'leth (primary)
* Split beam rifle (secondary, for exploit and to blow up equipment)
* Squad Leader kit

Defcon 2 (good team, getting ugly)
* Split beam (primary)
* Split beam (secondary)
* Squad Leader kit

Defcon 1 (amazing Fed team)
* Split beam (primary)
* Split beam (secondary)
* Security Protocol kit (better group buffs on this kit)



It's possible I've been underrating the Bat'leth, too. That melee guide says the bat'leth doesn't stun but I think it must because people don't fight back that much when we're all on them and the number of complaints about putting holds on people skyrocketed when we went all-bat'leth.

The 6 second standard melee stun ("3") is pretty ridiculous too. Maybe that's what's really doing it. I always try and mix that into my rotation, since it gives me a chance to land almost 2 full uninterrupted combos.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 33
03-10-2010, 10:03 PM
hitting one of the directional buttons twice (112 or 221) in the combo can either stun or knock back the opponent also.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 34
03-10-2010, 11:04 PM
Most Fed PvP groups fall into roughly three catagories.

Group 1 is, sadly, as Slamz labels us, the pant-on-head-retarded group. That's actually probably giving us too much credit. I have had the .. pleasure ... of going into battle with 4 Feds against 9 Klingons and realizing -- slowly -- that not a single one of us had

an exploit weapon
a snare or hold
healing of any kind

(Literally, it was 3 eng turret spammers and a tactical officer with the grenade kit!) Needless to say, not only were we slaughtered, but some of the Klingons stood around and apperantly were having fun taking bets on how quickly we'd die.

This group is mostly only ever really done PVE and hasn't even thought about optimizing for PVP.

Group 2 is "sorta skilled" -- they understand that weapons malfunction is actually useful, that fuse armor comes in handy, and that maybe you should invest in some mines or make sure you have a pair of expose-exploit weapons rather than , say, a tribble. I suspect the varying amounts of difficulty this presents depends more on teamwork than actual "skills".

The last group, the "good team getting ugly" and better level, probably have spent time PVPing as Klingons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 35
03-11-2010, 12:49 PM
If you want a real challenge try using bare fists against Feds, I assure you the majority of the Fed pugs are about as dangerous as Homeland Security's Threat Level Green or a rabid ****su. Heck even if we get to Threat level Orange our attack will never come, so just dally up and use your fists.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 36
03-11-2010, 05:27 PM
Klingons are overpowered in ground pvp, have you seen the damage they do with their gear? My split beam has base 199 damage and the klingon splitbeam has base 199 damage and they make this swirly wirly thing appear on me and then I take lots of damage and die, how do I defeat something like that? None of the NPCs did that, not even the Remans(hardest enemy in game).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 37
03-12-2010, 06:35 AM
Quote:
Originally Posted by Slamz
I do adapt my loadout based on how well the enemy team is playing. Let's see...

Defcon 5 ("Pants-on-head retarded")
* Bare fists (primary)
* Bat'leth (secondary, in case they suddenly organize a bit)
* Close Combat or Grenade Satchel tactical kit

Defcon 4 (default)
* Bat'leth (primary)
* Stun pistol (secondary, to stop squirrelly people)
* Squad Leader kit

Defcon 3 (usually a team that's doing a lot of holds or dome shields)
* Bat'leth (primary)
* Split beam rifle (secondary, for exploit and to blow up equipment)
* Squad Leader kit

Defcon 2 (good team, getting ugly)
* Split beam (primary)
* Split beam (secondary)
* Squad Leader kit

Defcon 1 (amazing Fed team)
* Split beam (primary)
* Split beam (secondary)
* Security Protocol kit (better group buffs on this kit)



It's possible I've been underrating the Bat'leth, too. That melee guide says the bat'leth doesn't stun but I think it must because people don't fight back that much when we're all on them and the number of complaints about putting holds on people skyrocketed when we went all-bat'leth.

The 6 second standard melee stun ("3") is pretty ridiculous too. Maybe that's what's really doing it. I always try and mix that into my rotation, since it gives me a chance to land almost 2 full uninterrupted combos.

Dude Klinks that were melee the crap out of me last night and I couldnt get off my med tri 3 at all or my hypos unless I sprinted away(then getting flanked in the ass is not always fun). I couldn't even cast my sonic pulses or anything. Melee was stunning me over and over. You just need one guy either fist or weapon butt knocking people around and then one running bat'leth.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 38
03-12-2010, 07:06 AM
Rifle butt them back. Remember that rifle butt stuns do not stack so after you stun one guy, move on to stun the next guy or use the chance to get some distance.

As science, you can also carry around a gravimetric kit for dealing with melee teams. Nothing screws up melee worse than gravimetric shift.

Stun pistol as your alt weapon is also great for getting distance on someone.

If you see someone meleeing your teammate, crouch and shoot him in the back, then run up and rifle butt him until he's stunned, then shoot him in the back some more.

The various science Holds are also good for countering melee.


If you need heals, use hypos. Available at any T1 ground vendor (cash). You can buy small hypos from your replicator but I'd suggest buying medium/large hypos from the vendor instead. I carry piles of the things all the time.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 39
03-12-2010, 07:13 AM
Quote:
Originally Posted by Chakotay317
Dude Klinks that were melee the crap out of me last night and I couldnt get off my med tri 3 at all or my hypos unless I sprinted away(then getting flanked in the ass is not always fun). I couldn't even cast my sonic pulses or anything. Melee was stunning me over and over. You just need one guy either fist or weapon butt knocking people around and then one running bat'leth.
using melee makes things easier for the other team as a group, but it often doesn't make things any easier for the specific target we happen to be on at the time. the idea here is that it takes us longer to beat you down using melee, which gives your teammates more time to take us out.

in your situation, where you find yourself permanently chain-stunned, there might be little you can do except wait to die, then run back and make an effort to kill some of us while we're busy meleeing somebody *else*.

-ken
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 40
03-16-2010, 10:31 AM
Quote:
Even if you never PvP, expose + exploit is a fundamental part of ground PvE. How can anyone make it to admiral without realizing what it means or how to do it?
I think the issue is that because PvE ground combat is generally so easy, most Fed players don't have the habit of holding their exploit attack in reserve for when someone is exposed. They use it whenever it's available for the extra damage or the secondary effects. And then when someone is exposed, they're stuck waiting on the cooldown on their exploit attack to run down. I aslo rarely see Fed players in PvE groups using two weapons -- they just pick one and stick with it.

I can't lie -- I often do the same stuff in ground PvE. The only times I really find it useful (in that it saves time) to wait on my exploit attack is when facing a Terran Empire combat engineer (or some kind of mind-controlled Fed NPC engineer). With their shield heals, they can take forever to kill without exploits. But I know enough about PvP that I try to change my tactics accordingly. (Which doesn't mean I don't die most of the time, because you're only as good as the rest of the group.)
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