Starfleet Veteran
Join Date: Jun 2012
Posts: 220
# 21
06-30-2012, 01:10 PM
I thought STF Raiders had ceased as an outfit ? they were recruiting through the old forums but then without any word just ceased (well their website did) and no explanation was given. Are they still an active outfit anymore ?
Commander
Join Date: Jun 2012
Posts: 273
# 22
06-30-2012, 05:18 PM
3 Borg are the quintessential Tanking arrangement, paired with a Mk XI-XII faction STF shield (MACO Resilient or KHG Covariat) shield.

Why 3 Borg pieces (Usually Deflector, Engine, and Console)? It is as Mustrum "I always put something hilariously awesome here" Ridcully pointed out, they have very powerful heals.

The Borg auto-hull heal is very powerful, and on quite a reasonable recharge for being roughly equivalent to Hazard Emitters 2's healing and fully automated to boot. When you lose a shield facing, you don't just get a second shield bubble which, by the way, exists entirely separate of your own shield, you also get an automatic Hazard scrub to go with it.

All in all, it's like having your very own fully-automated Mini-Miracle Worker. If you have a ship with a really powerful shield modifier and are running really high in Shield Power, the Borg Shield is pretty great, too, and lets you shoe-horn a Tractor Beam into a ship that might not otherwise be able to use one without significant opportunity cost (say, something like an Assault Cruiser, Gal-R, or Gal-X).
Career Officer
Join Date: Jun 2012
Posts: 883
# 23
06-30-2012, 07:08 PM
Quote:
Originally Posted by nynik View Post
Great writeup!

*remember to change Fleet Escort to Patrol Escort (or whatever Geko said it was changing to in the future).
Oh, I know. I have done hundreds of stf's and with a good team they are most definitely fun, so much so I do not do pugs any more.
Just a waste to go through the extra annoyance of being one shotted and then not getting anything towards the MK12 stuff.
Not much of an incentive for me to do them any more since I have all the MK11 sets including enough tech, edc's and salvage for many more if needed, yet cannot get MK12
Career Officer
Join Date: Jun 2012
Posts: 118
# 24
06-30-2012, 07:33 PM
Quote:
Originally Posted by pointedears View Post
I thought STF Raiders had ceased as an outfit ? they were recruiting through the old forums but then without any word just ceased (well their website did) and no explanation was given. Are they still an active outfit anymore ?
Nope, it's still alive and kicking ass!!!

http://scfleet.enjin.com/
Lt. Commander
Join Date: Jun 2012
Posts: 194
# 25
06-30-2012, 07:35 PM
It's been stated elsewhere that the Tactical Reports are 4 months old and were brought over from the old forums wholesale.

That said, regardless of what you choose to use on any given stf, you really do need to carry a pulsewave and a sniper, one for cure, one for infected.

As to the Borg set, I believe general concensus is still that MACO/HG shields + 3 piece borg are remarkable effective in STFs.
Having trouble with ground STFs? Looking for help?

Join the STFHelp channel
Rihannsu
Join Date: Jun 2012
Posts: 804
# 26
06-30-2012, 07:44 PM
I just hope people read this
Lt. Commander
Join Date: Jun 2012
Posts: 101
# 27
06-30-2012, 08:50 PM
Quote:
Originally Posted by linyive View Post
Most of what was said in this article is based upon a subjective opinion.

Example #1:

If there are only two affective weapons to deal with STFs, why did Cryptic bother making an entire armory to select from? Everyone is going to create their own arsenal, which they will use to develop their own fighting style. No one solution is better than the other.
They made an armoury so that there are different weapons for different situations. The situations are you in when playing ground STFs mean that most of the time most people want a pulsewave and a sniper, (or 2 pulsewaves or occasionally 2 snipers). Simply put, pulsewaves clear the groups of borg fastest, and the snipers deal the most damage in one shot from that distance for pulling elite drones or against becky.

Take a poll of people that regularly run the elite grounds and you will find many of them use those two weapons.
Cassie Lynn@Achlyssa
12th Fleet
MACO CO: Lieutenant General
Valhalla Vanguard: the 12th Fleet Magazine and Blog Editor
Captain
Join Date: Jun 2012
Posts: 1,332
# 28
06-30-2012, 09:01 PM
However not everyone likes using Pulsewave or Sniper rifles. I for one also prefered using a Sniper rifle due to the range seeming longer than any other rifle so I could alt fire on a enemy from further away before changing normally to a phaser but then I began facing the borg on ground STF's and although other weapons are effective pulsewave is better in facing the borg. However other weapons are more effective against other factions IMO
Career Officer
Join Date: Jun 2012
Posts: 5,425
# 29
07-01-2012, 04:49 PM
Quote:
Originally Posted by cassielyna View Post
They made an armoury so that there are different weapons for different situations. The situations are you in when playing ground STFs mean that most of the time most people want a pulsewave and a sniper, (or 2 pulsewaves or occasionally 2 snipers). Simply put, pulsewaves clear the groups of borg fastest, and the snipers deal the most damage in one shot from that distance for pulling elite drones or against becky.

Take a poll of people that regularly run the elite grounds and you will find many of them use those two weapons.
One thing with regards to the conventional wisdom:

Melee has changed dramatically as a result of the latest DOff expansion.

Three purple Security variant DOffs give you 75% added crit severity and 26% crit chance.

It's dramatic but melee needed it in large measure because survivability is low.

In general, considering Borg do not adapt to melee, I'd say a fast weapon is better than slow. I recommend a purple Damage x3 Falchion or Tegolar.

These have a built in charge that will have you pinballing around like Batman from the Arkham games and is great for crowd melee. Damage is normally a bad modifier (it adds a flat amount of damage) but I think it's ideal with a fast weapon. Accuracy isn't a big deal with melee. Fast weapons hit more. That means more dicerolls for a crit which means more crits on average and crits multiply off of damage. (Think about it this way: you have around a 50% total melee crit rate here as a Tac. However, every attack is random. Burst melee like a bat'leth is more prone to sampling error. One failure to crit affects you more. Whereas more attacks is less likely to penalize you for a failure to crit.) Also, use the sword attacks to change targets and for mobile enemies since it will automatically move you between targets. For stationary enemies or when an enemy is down, switch to palm strike for more damage. Save your drop kicks for exposed enemies.

Trial and error has shown me that you generally want to pick off Heavy and Elite drones from a distance. Once they are down, switch to melee if you have three Security variant DOffs. Most bosses are okay to melee except for Rebecca Simmons. (I will use a charge/thrust if she's at 1 HP or if I'm about to die but it's a suicide move and mainly for the lols.)

Melee is actually great as your back-up weapon (again, if you have the DOff support) but the survivability means you have no terrain protection and will pop a consumable almost every cooldown. But against non-Elites/Heavies, it's better than any ranged weapon for pure damage WITH the right DOff support and especially if you factor in lack of remods. (I find even instant remods don't time with weapon cooldowns well.)

SINCE you will pop a consumable every cooldown... I'd advise getting your three Security variant DOffs for the melee boost and using your two remaining ground slots for nurse DOffs. Since you will be popping hypos like candy, you can have up to three medics on you.

Frankly, I think all melee weapons could probably use a bonus HPPx2 modifier (ie. adrenal stimulator -- for swords, +HP for heavy melee weapons like lirpas and bat'leths) to deal with the costs associated (it's a fortune spent on hypos) but if EC is no object and you can get your hands on some Security variant DOffs, I'd strongly advise making your secondary weapon a sword.

Last edited by stoleviathan99; 07-01-2012 at 04:56 PM.
Career Officer
Join Date: Jun 2012
Posts: 5,425
# 30
07-01-2012, 04:51 PM
I will add. Melee will get you killed more with bad groups or at the end of fights. You need regenerators and hypos.

On the whole, though, you will see a some DPS edge over most weapons if you have the relevant DOffs.
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