I've decided to make a whole new thread, as my previous one got dead.
Anyways the link to the original one is here: http://sto-forum.perfectworld.com/sh...71#post7720071
Basically, what's the problem?
Well, I'm quite a novice, a noob if you want, however I want to learn.
This thread helped me to, but still it is not enough as when it comes to playing nothing goes as planned.
This is more a helping request from some skilled ground PvPers that want to share some of their experience with me, playing the game, challenging me.
Now, I know PvP Ground Boot Camp is here to do exactly this. Unfortunately as said in the previous thread too my life and timezone don't allow me to partecipate on any session.
I can't complain about this because there's no way to get everyone who wants to online. Instead, I really wish to thank Sargon and the other coaches for bringing PvP back alive (or, at least, less dead than before).
So if someone can give a good contribution, just send me a forum PM, answer here, or even send a mail to @guglif.
Everything I might learn I'll share it with you here, in this thread.
That's what I've learned so far.
1 - The Kit
Sadly, the Medic kit is just not enough for me to resist a "tac-attack" (lol). Granted I'm a newbie/noob, but I haven't managed to get help from anyone after finishing a PvP run. So I couldn't understand what goes wrong, and how to fix it. However I've noticed I were doing a small error:
Originally Posted by guriphu
1: Damage mitigation to survive the superbuff
Secure this by wearing good armor (polyalloy or STF armor), maximizing your dodge (crouch, gambling device, Omega shield if possible), and pre-buffing against the attack (nanites to heal you up if you're knocked and can't heal with your other powers, vascular regenerator, even a precisely timed Medical Tricorder if you can work it in. Note that your heals all boost resistance. Use double-tap roll or sprint to keep your dodge high while evading the worst of the pulsewave shot (if you take a pulsewave shot from 5 meters, it does about half the damage it does at 0 meters). Avoid flank damage.
If your opponent uses pets (shard clones, security escorts) keep the fight on the move, use cover to space out your timings, and focus your fire on the pets, not your opponent. You cannot sustain the combined damage and procs of his pets and him at the same time.
Note that you can hear a cloaker coming if your ambient and music sounds are turned off. As they pass the 25 meter mark, you'll hear a whoosh sound like the sound of somebody activating a cloak. You can also hear them as they buff up. Hit your tricorder scan to try to reveal them before they're ready, and run Vascular Regenerator to keep your resists high.
That one in red. I've managed to turn the music off, but I forgot to turn off the ambient sound. Might this one change things?
Then, for what I've understood, you're recommending me to use the Omega set, BUT... for me the MACO one seems just... better. The 2-piece bonus gives you a free PSG heal (that doesn't share cd with any other consumable if I'm not wrong) which is very nice for extra tanking capabilities - especially for tacs and scis, and the 3-piece set gives you +100 resistance to stun etc... (again, if I'm not wrong). Sure, the omega gives you the increased dodge, but that's just a +2.5%...
Oh, I didn't understand why the stun pistol too! It's so close to unuseful, as it only lasts 2 seconds, AND if you use it when the tac is going to reveal himself you might find it very nice, but as a matter of fact you lose a slot for the type 3 rifle... which is very nice.
I'm sure I have a lot to learn, in fact I've met a PvP Boot Camp coach, called Emergency Medical Hologram or something like that - was that you guriphu? - who tanked everything we could throw at him.
Obviously, there are sooo many variables that can compromise a fight that theory can't explain. That's why I'm asking you for some help. I don't need a boot camp coach, I bet they're already very busy, I just need an experienced ground PvPer that wants to share his skillness with me.
Then, for what I've understood, you're recommending me to use the Omega set, BUT... for me the MACO one seems just... better. The 2-piece bonus gives you a free PSG heal (that doesn't share cd with any other consumable if I'm not wrong) which is very nice for extra tanking capabilities.
I'll chime in here to explain why Omega is the superior choice, at least for medics:
1. Look at the amount of dodge on the shield. 27% on the mk xi shield last I checked. That is *huge* for personal survivability. When stacked with crouch (50%) and the gambling device (10%), you're at 87% dodge. If you're a Caitian or a Faresean, that's another 10% to get to 97% dodge.
2. The Omega Force 2 piece set bonus is nice if you have the covert trait. If you do, you can effectively disappear when you're getting hammered from range, though I've yet to test it from point blank. Even if not, that extra damage resistance from the distortion field is always helpful.
3. The three piece bonus boosts your dodge further. It's +12.5% dodge chance on mk xi, not sure about mk xii.
4. The gun can root people. Even against targets with 9 points in willpower, that split second root can literally mean the difference between life and death. It's a short range gun, but it's also quite painful. If you've managed to survive a oneshot and the Tac isn't stupid, he'll try to regroup by running away. Shoot him in the back, it might slow him down enough for your team to assist in taking him out.
I've noticed that the MACO set is more useful only for engineers who are doing shield tanking or against opponents who tickle you with feathers rather than blast you to bits in two shots. However, I am not some supreme expert, so I'll save that for someone else to go over.
Now, granted, the Omega shield is broken at the moment and exposes the wearer rather than the person shooting at the wearer, but when it does get fixed, it will sail right back up to the top. I still use the shield because most people run pulsewave/omega gun, exploits are not as big a danger as they should be due to this but it has bitten me in the ass multiple times. I've heard the Tholian shield is a suitable replacement, as are some of the elite fleet shields, but I can't imagine the omega shield will be broken for much longer, considering it's the most popular in both PvP and PvE.
As far as ambient sounds/music go, I've found that knowing a cloaker is around only makes me more nervous. I put a lot of focus into waiting for them to pop out, which could be minutes away, all the while I could be focusing fire on a target. I still have to work on my reaction time, but I've been getting better with quick reacting to cloakers who pop up unexpectedly. Turning off the ambient sounds/music may work for you, but it doesn't for me.
The medic kit requires timing to survive massive oneshot attacks. And the thing that sucks about it is that if you're buffing up and your opponent notices it, they'll probably switch to something else if they aren't a knuckledragging ingrate. You won't be able to heal that team mate due to cooldowns. Your best bet when you see a Tac charging in is to try to catch as many of your team mates in Triage as you can. If the Tac has used Fire on My Mark on someone (the big bright orange column of light), dump your resistances and heals onto him. Otherwise, try to buff up yourself, as Tacs love to go after medics.
I'm sure I have a lot to learn, in fact I've met a PvP Boot Camp coach, called Emergency Medical Hologram or something like that
Ah yes, EMH. He must be shaking his rust off, I usually turn him into wall stains.
Joined: January 2010
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A stun pistol allows you to slow a fleeing tac to achieve the kill in the 45 seconds between his rotations when his tac init is down. The omega gun is better for this, but harder to get. If you have the omega gun, don't use a stun pistol. If you have no way to slow your opponent, you will never beat a skilled tac.
This is only for 1v1. In team fights, stun pistols have little use.
If you have the omega gun, don't use a stun pistol. If you have no way to slow your opponent, you will never beat a skilled tac.
...OMG... that's what I was doing wrong!!!!!
Anyway, I think it will be very very very hard to understand how things works, if noone helps me practicing. Unfortunately, no one I've ground pvped with has given its availability to give me a hand
What about duty officers???
As a medic, you will want three purple doctors. They will randomly increase your target's max HP when you heal them.
The remaining two are up to you. You can use nurses to beam down healing support when you use a hypo, you can use a counselor to boost willpower when healing your targets (I'm not sure if this even works, I've never noticed it), certain biochemists (I think) increase the length of the debuff provided by tricorder scan, and there's a duty officer out there that reduces the cooldown on hypos, energy cells and shield charges.
If you ever feel like switching to the physicist kit, purple geologists will be the way to go.
Also, as far as practice goes, you can get some in the ground STFs, at least in terms of timing your resistances, your cooldowns, getting a feel for aim/crouch, etc. They won't show you anything advanced, but it's a start. I imagine if you're into ground pvp you're at least getting into the queues every now and then. Healing idiots who don't know what they're doing is the best practice, I've found.
Joined: January 2010
Fanfiction! ZOMG! Read it now!
Awesome! Thank you!
I had a crazy idea... why not using a pulse as second gun? One of my fleetmates has a "native" instinct when it comes to ground PvP and he says it works with a sci... I don't know if this is viable or not. I just know he has got a tac too and he has beaten me every time I challenged him (although I've Always managed to kill him two or three times per match)
I'll assume you mean pulsewave. Pulsewaves can be good under certain circumstances, but first and foremost, they're a close combat gun. You never want to be in close combat as a medic if you can help it. Even if you get a Tac running up into your face, trying to blast him back with a pulsewave probably wouldn't be as effective as hitting him quickly with the secondary fire from a [CritH]x2 [KB3] compression pistol.
Joined: January 2010
Fanfiction! ZOMG! Read it now!
Compression Pistol huh? Things are getting interesting... VERY interesting.
Anything else I should know?
Anyways, we have three choices as secondary weapon until now:
Solution A: Phaser Type 3 Rifle (from "Night of the Comet")
Solution B: Polaron/Phaser Pulsewave Assault
Solution C: Phaser Compression Pistol Mk XII [CritH]x2 [KB3]