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Intro to Ground STF primer

Started By:
Bill, Wed 15 May, 2013 3:48 PM
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    #1
     –  Last edited by Bill; Mon 29 Jun, 2015 4:51 PM.
    Hello Fleetmates:

    This primer covers the essentials to have you ready to run ground Special Task Force missions. The material covered here applies to all ground missions in general. The are numerous threads and videos that cover the specifics of each individual mission.

    Basics:

    First off, you need to be at least level 44 to run normal STF missions and lvl 60 for elite missions. Its always preferable to do the mission on normal until you are comfortable with it, then move on to advanced and then later to elite. Make sure to have plenty of large hypos and shield charges. You can't kill the Borg if you're dead eek!. On normal you won't suffer injuries, but on advanced and elite you will. If your doing advanced and elite missions, carry lots of major and minor regenerators and critical as well if you have them. If you die (and you will die) check for injuries and heal them before you respawn. Injuries weaken your health and efficency, so don't let them hang around. You will also get yelled at by your teammates, so remember to heal your injuries.

    Gear:

    You will want at least MK XII gear and the higher the quality the better. The best choice is variable depending on the mission involved. A complete set of Honor Guard, MACO, adapted or Omega gear gives you the integral remodulator which is highly recommended for Borg missions unless you have a TR-116B and/or Zephram shotgun.
    Obviously it takes time to work up the reputation system to get the best stuff, so in the mean time go for the best energy and physical damage resistance you can find to stay alive. Also some items can provide a boost to hit points or crit chance and severity of toxic and psych resistance. The list of mods just grows and grows so it's always best to ask you team leader what gear the would recommend for a particular run.

    Weapons:

    Go for two different energy types and ranges. A sniper rifle and a pulsewave (shotgun) are the best choices typically. You will need to remodulate as the Borg adapt to a particular energy type. Switching to a weapon with a different energy type will buy you some time, especially if you are using the free remodulator from the replicator. A remodulator is a must and as stated above, the integral remodulator is the best option, but requires a complete set. Finally, no melee weapons unless you are tanking Armek.
    There are also numerous traits that can be very useful. Again, these will vary with profession and mission so ask the team leader for suggestions. Finally, be sure to chose the appropriate traits and specs for ground!

    Kits and Modules:

    The specific attributes and use of each kit and module are well covered elsewhere and the team leader will typically go over what he or she wants prior to each run. Additionally, new kits and modules are appearing frequently making it difficult to keep up with the latest and greatest. The Kit frames will provide various bonuses and will also vary in the number and type of modules that can be epuiped. I will only list the most important modules you should be able to equiped here and leave the rest up to personal preference. As with everything else, you want to have the best quality kits and modules you can afford. And remember, when not in combat you can switch kits and modules depending on what the situation ma require.

    SCI:

    Sonic pulse, Electro-gravitic field, Exothermic induction, Tachyon Harmonic and use all the healing modules if acting as a tank. Depending on the run, the team leader will let you know which modules he/she would like you to equip.

    ENG:

    Turrets, Mines, Mortars, Transphasic bombs, Health/Shield generators

    TAC:

    Grenades, Ambush, Battle strategies, Motion accelerator, Rally cry, Motivation

    Always remember to select GROUND TRAITS BEFORE starting the run. These will boost your damage and/or health. Some are very, very useful such as orbital devastation Smile.

    Your Doffs are also very, very important and can give a chance for bonuses such as extra security escorts, extra turrets and mortars, decreased cool downs, medics, phasic instability, etc. Its all a lot to keep up with, so be sure to pick your team leaders brain for tips and info

    Finally, remember to crouch (C) for extra defense (except in melee), aim (X) for extra damage and take cover if you need time for your shield and hit points to regenerate. Have fun, and kills lots of Borg, Heralds, Iconians and any other enemies that cross your path.!
    Bill
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    #2
    Nice post here Bill, very well put together, all the basics required to get a head start on the Borg.

    A Must Read for all those embarking on their ground STF career. :icon_twisted:
    JakeTyler

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    #3
    Thanks for this, and for the run yesterday. It was my first ground STF and a great learning experience!
    Kaladin
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    #4
    Great post Bill! A great intro and briefing for those new to STFs. Should be required reading at the Academy... Smile
    Silynn
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    #5
    Great info. I have some MACO and OMEGA Mk XI; almost at tier V. Is there also primer info for the Space STFs?
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    #6
    I do not think there is. But if you need some "space school" hit me up in game @Shakken or just pm me here on the boards and I would be happy to answer any questions you have about space STF's
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    #7
    Same here, if I'm on just poke me, and I'll help answer if I can. Of course if there's enough folks on we could also do an STF run Smile
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    #8
    Updated for Season 9.5
    Bill
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