Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
10-26-2011, 10:30 PM
Thanks for the compliments and pointing out the blonde moments chaps.

At the moment, I'm not really working on this, there are a few changes on the test server so assuming I don't rage quit after F2P, I will do a major update then.

Also, because mojor STF changes are in the works I won't be putting up the boss strategies I was working on until after F2P as well.

Please keep the comments coming, I'll need them when I get around to updating the guide.

Finally, not one person has sent me a joke that might work in this guide, either you're not trying hard enough to find the funny or I'm the funniest person ever, which isn't likely.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
11-10-2011, 11:26 PM
I have found that a health generator behind a shield barrier works well, just like a Mortar Turret does. Phaser turrets require LOS to do any damage, so it won't work with those.

Also, secondary fire on the Type 3 Phaser Rifle is Eploit.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
11-11-2011, 12:22 AM
*You might want to consider setting mortars at a distance for Engineers.
*Use Ambush to melt your enemies with Tacs.
*Setting up your turrets at off angles for flanking.
*Security Team is one of the best bits of mitigation a Tactical has.
*Physics kit is cool, try it out.
*There are good Medics out there... just not many. The Crossfire pacing has made what was apparently already a difficult job, impossible for most. Nanite Health Monitor goes a long way for this though.
*Chroniton mines and Transphasic bomb also do excellent damage.

Just some quick thoughts off the top of my head.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
11-12-2011, 02:57 AM
Devs should use this thread to encourage players go to ground and shoot things up.
Great job.
Since S4 all of my tac boffs have at least phot granade 1 ,it become a great ensign power now.
I personally recommend to all the captains to equip the full auto rifle,its just awesome because it's fire faster than a mini gun(the secondary mode don't last long but will still can walk faster to look for a better position and you don't have that initial delay from the mini gun charging up.)
The anti-proton weapon from devidian series could be very good if you set your team to have expose debuffs in quantity,from weapons to abilities,the secondary shoot when hits an exposed target not only deal a great dmg but it jumps to the other enemy dealing a dmg based on the first jump and the hit always is considered a flank because it hits the side of the target(most of the case,since if you're well geared enemies will die fast preventing them to scatter around),my suggestion like yours is keep that weapon with some boff,someone with a crit sev trait to boost the "chain light"dmg output.
Just my two cents.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
01-19-2012, 04:22 PM
Okay, here's a question:

I started off with a mix of armor types - sometimes just "whatever dropped" - but lately I've been outfitting everyone with Energy Dampening armor, on the theory that (at Normal level, post-Season 4) most of the incoming damage is going to be energy, as NPCs tend to die before they can close to melee. Comments on the thread about rebalancing the STF armor, however, seem to suggest that most people who grind the endgame content prefer Polyalloy as superior.

So... is there such a preference, and if so, why? Or am I reading them wrong, and I'm right to stick with Energy armor?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
01-19-2012, 06:36 PM
Quote:
Originally Posted by HF_Mudd
Comments on the thread about rebalancing the STF armor, however, seem to suggest that most people who grind the endgame content prefer Polyalloy as superior.

So... is there such a preference, and if so, why? Or am I reading them wrong, and I'm right to stick with Energy armor?
Stick with Energy Armor for now if that's your preference. When you get to the Endgame, especially the STFs, Polyalloy is going to be better in the long run. You'll be coming across a huge amount of mobs where you won't be able to clear all of them all at one time. When the Borg close, especially the Heavys and Elites, do a lot of physical damage with their attacks. Drones in particular will try to rush you and beat upon you. The greater Kinetic resistance lends it self being better in the long run against such attacks. However it all comes down to preference.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
01-24-2012, 11:14 AM
Quote:
Originally Posted by nPoon
Stick with Energy Armor for now if that's your preference. When you get to the Endgame, especially the STFs, Polyalloy is going to be better in the long run. You'll be coming across a huge amount of mobs where you won't be able to clear all of them all at one time. When the Borg close, especially the Heavys and Elites, do a lot of physical damage with their attacks. Drones in particular will try to rush you and beat upon you. The greater Kinetic resistance lends it self being better in the long run against such attacks. However it all comes down to preference.
I'd say this with some additions. When fighting Borg, you will also want plasma resistance on your personal shield and armour. This will give you enough resistance to their energy attacks and allow you to use Pollyalloy aginst them, which is more effective in that situation.

For the rest of the game, it really depends what you're fighting but on the whole energy weapons will be more of a threat in the majority of your play. Personally I prefer Energy Dampening armour and kit out most of my Boffs with it, however I also keep the other types on unused Boffs (great for gear storage) should a situation arise when I need somehting different.

I'll add this to the Q&A if/when I get round to updating this.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
02-04-2012, 03:02 PM
Finally some minor updates.

- Updated information on stances in General Tips: Crouching Sehlat, Hidden Targ section
- Updated some Enemy Analysis information
- Fixed a couple of typo's (propbably put a few new ones in though)
- Added Armour Question to Q&A section
- Yes ABM, I listed the Type 3 as Exploit now :p

As always, keep the advice coming and point out my mistakes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
02-06-2012, 08:46 PM
Me again, some more updates.

- I've been fighting the new Dominion enemies in anticipation of the upcoming Feature Series. They're a really nasty bunch now, better know what you'll be facing, good thing I've put my findings in the Enemy Analysis section. Although if anyone else has some information I may have missed, please do send it to me.
- Added some more carer specific advice to that section.
- Some typo's fixed, some typo's added.

Th-th-th-th-thats all folks! For now.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
02-14-2012, 03:00 PM
Thanks for the write up Cpt Collier! I have some nooby questions about expose/exploit specifics that I haven't been able to find in game or on the wiki. Specifically:

1) Is it known how much more dmg an exploit attack does on an exposed person? Can this be increased/decreased by offensive/defensive skills?

2) How long does the expose last? Is the time the expose "window" is open the same across the board, or can it vary on the type of weapon or be increased by offensive skills? (or have expose's on you be decreased by defensive skills)

3) Is there some thing like "enemies successfully exposed and exploited cannot be exposed again for another X seconds" to prevent "chaining"/spamming exposes/exploits?

I think that's all I had. Thanks again for the extremely helpful info!
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