Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
10-25-2010, 02:27 AM
great thread!

another tip:
Go to your options, and change them so you can see the healt bar off all your enemies and friendlies! Makes it a LOT easier to pick target, and is also very useful when PUGing without teaming up!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
10-25-2010, 06:16 AM
Quote:
Quote:
Originally Posted by MustrumRidcully View Post
One thing that helps situation awareness is zooming out far. You see less of your sweet and well designed ship costume, but a lot more of what the enemy is doing.
True, it helps alot and increases one's awareness.

Quote:
I am still struggling with Escorts and their small firing arcs, though. And I definitely have no mastery over my speed yet, either.
If you belong to a fleet get a buddy and do a few 1vs1 dogfights to gets used to doing tight turns. The pratice helps alot as well as showing you what the ship can and can't do.
The biggest thing I have to remember is to not get caught in always turning the same direction to bring my cannons to bear on a target.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
10-25-2010, 07:16 AM
Quote:
Originally Posted by Andor View Post
Yes this is a great one.

Unfortunately it only works for powers you have. If there is a site that does the same thing so I could plan out future builds that would be really awesome.
Fortunately, there is!

http://sto-builder.binarybit.ch/

It's geared toward space but it's great. It requires Java.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
10-26-2010, 05:18 AM
Quote:
Originally Posted by Dassem_Ultor
great thread!

another tip:
Go to your options, and change them so you can see the healt bar off all your enemies and friendlies! Makes it a LOT easier to pick target, and is also very useful when PUGing without teaming up!

This is the best advice in this thread. May I also suggest you select it to show health only for "recently damaged" enemies. That's the only way of getting the clutter of info from fighters removed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
10-26-2010, 07:10 AM
vs Bum-loving escorts.

Reverse throttle, switch to full engine power (or pop an engine batt), hit evasive manoeuvres. You will be on HIS ass in seconds, and there isn't anything he can do to stop it if you are quick enough (probably a useful move to bind actually).

Really useful of getting out of the front arc quickly, especially useful if you have something up front you are trying but failing to get on target, like VM, Cannons or the deflector based skills.

Also, some skills are worth using pro-actively BEFORE you think you need them. Skills that grant resists and HoT are better used before you are at 50% hull/shields. Save your insta-heals for those moments.

Lastly, learn to recognise when you are in a pickle, and get your **** the hell outta there! Feds especially seem to love taking a beating till they die. Learn from the klinks. RUN!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
10-26-2010, 09:36 AM
I'll add in some ground PvP advice though there have been some other threads out there on it. I'll start off with some basic ground pound 101.

Consumables:

1)Hypos: Self heal and will remove fragile holds for 3 seconds (30 sec cooldown 15 sec global)

2)Shield Charge: Self shield heal and removes "expose" for 3 seconds (30 sec cooldown 15 sec global)

3)Power cell: Self damage buff and removes weapons malfunction (30 sec cooldown 15 sec global)


Equipment:

1) WEAPONS: Too many to list them all here but they all fall into 2 categories, either "expose" or "exploit". hat is "expose" and "exploit"? read on I will talk about this in the next section. In general Rifles are long range, assault has mid range and pistols have short range. right click on a weapon and select info to get detailed information about it, also in the info you will see in yellow either "expose" or "exploit" to the side of the secondary attack letting you know which kind of attack it is. I will leave it to you to decide what weapons you want to use since there are so many to choose from.

2) ARMOR: Pretty basic, armor will reduce incoming dmg to your health (not shields) by a % amount but like all resists in this game it has a diminishing return. This means that for instance if you had armor with 25% resist you may only see your character resist go up about 13%. The biggest part of armor are the different mods on them if they are green/blue/purple. Again not going to list all the armor or the mods here, use your head and get something that works to your play style.

3) SHIELDS: Have a set amount of damage they will absorb before failing and then allowing all incoming damage to hit your health directly. A small amount of damage will go through your shields while they are up.
You must be out of combat and taking no damage for 3 seconds before your shields will begin to recharge.
Again mods from the quality level of the shields are what can make or break your play stayle so find what works for you.

4)KITS: Each class has its own array of kits and each kit is directed at a certain role in a group be it support healing, support utility, damage, crowd control etc. I won't list them all here as the kit is what makes your class and you need to get to know it and there are specific forum threads for this.

"Expose" and Exploit":

O.K. first "expose" doesn't mean going into combat naked and "exploit" doesn't mean cheating

Remember what I said about weapons either being expose or exploit ( also you have expose powers from kits and racial traits ), well here is where that comes into play. An expose attack will put an orange target on an opposing player's body ( has a % chance to work ). This has both an audible notification as well as the visual to let you know someone is "exposed" and now you want to use an "exploit" attack to finish them fast. When you use an "exploit" attack on someone that is "exposed" it will do massive damage and often will kill them in 1 shot. Having trouble targeting someone that is "exposed" to get that "exploit" shot off? Hit the "G" key by default to target the nearest "exposed" object/player.

Sprint / Crouch / Roll:

1) Sprint ( shift by default ) will not only make you run faster but it also gives you a dodge and avoidance % bonus.

2) Crouch ( "C" by default ) not only gives a dodge and avoidance % bonus but also gives a damage buff

3) Roll ( double tap direction by default ) also gives a dodge and avoidance % bonus.

What is dodge and what is avoidance? You know the right questions to ask

1) DODGE: Reduces incoming damage by a % amount

2)) AVOIDANCE: Has a % chance to completely make an attack miss you.

Crouch gives the lowest dodge/avoidance bonus but it lasts as long as you are crouched and you get the damage buff. Sprint has a higher dodge/avoid chance than crouch and lasts so long as you are sprinting. Roll has the highest dodge/avoid chance but only is in effect during the roll.

Combat tactics:

COVER: Quite simply, you aren't rambo so don't stand out in the open for too long. Take a shot or 2 then duck behind a wall or other object to break line of sight ( LOS ). This will allow your shields to regen so you aren't letting the enemy attack your health directly.

FLANKING: Attacking someone from the side or behind greatly increases the damage you deal to them so use it whenever ya can and don't forget to use cover!

TEAMWORK: Stick together, don't go wandering off thinking you are going to flank the other team alone and be a hero. Know what other professions can do and what their kits do, this will allow you to be a better team player.

Well time for me to go put some of this info to practical use, may expand on this more on another day. If any upcoming ground pvp'er wants to chat pm me here or in game @couladin.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
10-26-2010, 09:42 AM
Great post Couladin,

For those of you that dont know Couladin is one if the best pvp ground and pounders I have seen in this game.
Take his words on ground pvp very seriously because he can ruin your day faster then just about anyone.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
10-26-2010, 11:06 AM
Quote:
Originally Posted by Andor View Post
Great post Couladin,

For those of you that dont know Couladin is one if the best pvp ground and pounders I have seen in this game.
Take his words on ground pvp very seriously because he can ruin your day faster then just about anyone.
Thanks man but trust me there are many more out there that know what they are doing that are as good or better than I am. I am terrible in space for the same reason many people seem to be terrible on ground, I havent taken the time to learn all the mechanics/abilities of space, mainly because I love the feel of being able to look my opponent in the eye so to speak.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
10-26-2010, 06:31 PM
This just occurred to me...don't skimp on the batteries! They're cheap and easily replaced (especially if you have a Klink toon to funnel them to your Fed). Not only do they provide a short power and skill boost...but they repair disabled subsystems as well.

Engine batteries might generally be best for most people - especially when combined with evasive maneuvers. You can fly 20km away in just a couple seconds.

Weapon batteries are great for a temporary boost to damage but I find them most useful either when I'm on a defensive power setting or if I full impulse to catch someone and I immediately need full weapon power.

Auxiliary batteries are great for if you can't afford to run high aux power but still have abilities that depend on it (this is especially true for science captains).

Shield batteries obviously give you that extra survival boost that might be critical while your defensive BO powers recharge...but I've found them more useful to clear a target subsystem or phaser proc on your shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
10-27-2010, 01:18 AM
Quote:
Originally Posted by BobTheYak
This just occurred to me...don't skimp on the batteries! .
wish i had more device slots... sigh...
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