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The Ground Starter Guide

Started By:
Kerry Malone, Sun 07 Dec, 2014 3:08 PM
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    #1
     –  Last edited by Kerry Malone; Sun 07 Dec, 2014 3:14 PM.
    H S E

    Fader est suae quisque fortunae
    Every man is the artisan of his own future

    separator
    The Ground Starter Guide

    Welcome to KerryMalone’s basic guide to Ground.

    Contained within this guide will be all you need to know to get you started on ground combat. There are other more comprehensive guides on such matters as ship builds, ship combat and weapons types, but very little out there on Ground.

    In order to proceed together, we’re going to have to cover the basics. So if this seems rather dull and tedious, I do apologise in advance - but we need to make sure everyone is singing from the same song-sheet as it were.

    GROUND WEAPONS

    Ground weapons come in various shapes, sizes and types. Each has a specific function and use, depending on your combat style. The four major groups are:

    • Pistols
    • Rifles
    • Assault
    • Melee
    • Special


    The Pistols, Rifles and Assault weapons come in a variety of different energy types, which are covered in Three Of Seven’s guide, that can be found here. Melee weapons do not have an energy type associated to them, as they deal physical damage (except the Winter event special ‘Nanopulse’ weapons, covered later).

    Ground weapons tend to be rather more complicated than their space counter-parts, which can be quite annoying. There are weapons that expose, weapons that exploit, weapons that provide AoE damage, and weapons that provide high damage to single targets. It will be my endeavour to cover as much of this as possible as we go.

    So, lets cover the weapon types.

    PISTOLS

    Within the Pistol family are four types:

    Stun Pistols
    Stun pistols are the most common and generic pistol type, available on all energy types to one degree or another. This weapon has a basic damage attack as its primary attack function, and as its secondary attack has a ‘stun’ setting, which will immobilize your foe for five to fifteen seconds. It provides a small damage as well, but crucially this attack has a chance to “Expose” your enemy, which will produce a spinning orange circle on them, thereby allowing weapons with an “Exploit” function to deal extra damage or even vaporise your foe.

    Wide Beam Pistols
    Wide Beam pistols are another common pistol type, which has a primary attack beam, but as its secondary attack fires an Area of Effect (AoE) pulse that does average damage to up to three targets in front of your character. This attack also has a chance to “Expose” your target for an “Exploit” attack.

    Compression Pistols
    Compression pistols are the more popular pistol types, as they provide the greatest ‘bang for your buck’. Unlike the first two pistol types, these pistols fire ‘bolts’ rather than beams, which do considerably more damage. The primary attack is a standard energy bolt, but the secondary attack fires a high damage dealing charged bolt - which when presented with an exposed target, will exploit that exposure to deal increased damage or even vaporise that target.

    Dual Pistols
    Dual Pistols tend to be extremely popular due to a misconception about what they do. It will look as if you are dual wielding two compression pistols, which in visual terms - you are. In terms of its primary firing mode, you are firing two energy bolts at the same time at a single target. However, the secondary attack is an AoE bolt spray in random directions - with the chance to expose your targets.

    RIFLES

    Within the Rifle family, there are three types:

    High Density Beam Rifles
    High Density Beam Rifles are very handy weapons, and sorely underrated. These rifles offer the player a standard beam attack of average damage as its primary attack, and as its secondary attack will fire a beam of heavier weight that will deal considerable damage, and will exploit exposed targets.

    Split Beam Rifles
    The Split Beam Rifle is one that is used a fair amount, as it is an AoE weapon that provides an exploit function. Typically, a Split Beam Rifle has a traditional average damage primary attack, but its secondary attack will ‘split’ the beam between up to three enemies, and if any of those enemies are exposed, it will activate its exploit feature on up to three of them at one time.

    Sniper Rifles
    The Sniper Rifle is by far and a way the most popular rifle type of the group. Sniper Rifles have the highest damage output of all ground weapons, but at a considerable cost. The sniper rifle has a high damage primary attack of energy bolts rather than a beam, but its secondary attack is its party piece - providing an extremely damaging power bolt fired at the enemy with devastating effect. This weapon also utilizes the exploit feature, and will do even more damage to an exposed target. The downside to this weapon is that the cool-down on the sniper shot attack is longer than any of the other weapons, and the response from hitting the sniper shot attack is a five second delay as the weapon ‘aims’ at its target. This leaves you not firing for five seconds against your enemies. However, the upshot of this is that your sniper rifle has an exceedingly long range, and the secondary attack can be used well out of range of your enemies firing arc. This is particularly useful if you do not wish to pull massive amounts of ‘agro’.

    ASSAULT

    Assault weapons come in four types:

    Full Auto Rifle
    The Full Auto rifle is a relatively cheap weapon that provides considerable AoE effects. The standard attack will rapid-fire bolts of energy at a target in a concentrated fashion. The secondary attack will simply spray the room with bolts of energy for less damage overall. However, it does have the chance to expose multiple targets.

    Blast Assault
    The Blast Assault weapon is another high-damage weapon type, but unlike other weapons, this is a big cumbersome weapon that is carried as such. Runspeed is reduced whilst carrying this weapon. The primary attack fires high charge bolts of energy at the enemy for quite decent damage figures, and its secondary attack fires a massive blast of energy that has an AoE and Knockback effect, and offers a chance to expose.

    Mini-Gun
    Mini-Guns are rather popular with players because of the effect they give off whilst firing, although they are fairly mediocre weapons. As another ‘heavy’ weapon, these are carried as such, and runspeed is reduced. This weapon as its primary attack will fire beams in a rapid spray pattern against a single target, and the secondary attack will fire a cone of beams in a large fan, causing AoE damage and the potential to expose.

    Pulsewave Assault
    Pulsewave Assault weapons are the king of the assault class, taking on the characteristics of a shotgun for Star Trek. No bigger than a combat rifle, these weapons don’t encumber the character using them, and fire high damage blasts of energy at the enemy - the closer the better. The primary attack fires a high damage blast, that has an AoE and knockback effect against enemies, usually the closer you are to that enemy, the better your damage. The secondary attack fires a massive blast that covers an even wider area of attack than your primary, and will knock down multiple foes at the same time. As with all assault types, this weapon exposes your foes to exploit attacks.

    MELEE

    Melee weapons are very special weapon types, in that they don’t have an energy type - but rather do physical damage against an opponent. Naturally, you have to be close up to your enemy to use it, but melee weapons ignore shields, and deal damage direct to the enemy. With combos, you can improve that damage ten-fold.

    Melee weapons have three types;

    Bat’leths
    The Bat’leth is the symbol of the Klingon warrior, and a superb melee weapon. Although quite large, they are superb attack weapons. Unlike energy weapons, both the primary and secondary attack do the same thing, and both have the chance to expose your target. If done in a certain pattern, activating your primary then secondary attack in sequence will activate a fancy move combo, that will do considerable damage.

    Lirpas
    Lirpas are the Vulcan melee weapon of choice, and are extremely good compared to Bat’leths. The differences here are mostly visual, and attack combo visuals.

    Swords
    Swords are different again, only in terms of visuals, although these tend to be far more popular with players as when holstered, they appear on the hip, rather than the back. This isn’t always true however. Sword combos tend to look remarkably flamboyant, and very impressive.

    SPECIAL

    True to most MMO’s, Star Trek Online offers some truly unique weapons that don’t really fit into any of the above general categories, and as such, can be classed as ‘special’. This won’t cover the extremely special weapons used only in Q’s Winter Wonderland, as they can only be used there.

    Ferengi Energy Whip
    The Ferengi Energy Whip is a classic weapon from TNG, and can be purchased through the Lobi Store.The Energy Whip used to be more of a cosmetic costume piece, rather than a useful weapon, but it does have its benefits. The primary attack does average damage, but the secondary attack is a stun/expose attack, which can be quite handy if you have someone with an exploit weapon.

    Undine Wrist Lance
    The Undine Wrist Lance is a very special weapon, available only from the Lobi Store. The primary attack fires a good damage dealing beam of anti-protons at your target, with the chance to push them back. The secondary attack deals a massive AoE effect blast, which infects the ground with anti-proton damage, dealing high damage to multiple targets as the effect lasts.

    COMBAT ARMOR

    Combat armor is where you’ll find your characters primary defense, pretty much. These hold your damage resistance types, and other fancy modifiers that all add up to make a considerable difference on the ground. I’m not going to go into detail on them here, but I will discuss the fsix basic types of armor.

    Energy Dampening
    This armor provides considerable energy damage resistance.

    Energy Harness
    This armor provides basic energy damage resistance, but augments your own energy weapon attack damage considerably.

    Integrated Targeting
    This armor provides basic protection against incoming damage, whilst providing a significant chance to land a critical hit against your enemy.

    Recoil Compensating
    This armor provides basic protection against incoming damage, whilst providing a significant chance to increase the damage your critical hits have against your target.

    Physical Augmentation
    This armor provides basic protection against attacks, but a considerable boost to your melee damage.

    PolyAlloy
    The ‘jack of all trades’ armor, providing the most resistance for your money, although no special benefit. This armor provides average energy and physical damage resistance.

    PERSONAL SHIELDS

    Unlike with space shields, there are no various types of ground shield, just a standard shield with different modifiers depending on the rarity. Most people would be tempted to go with shields that have [Cap]x3, but what you really want are shields that have energy resistance as well, so [Cap][Pha][Dis] or something similar. [Rev] is a relatively new modifier but its quite handy, as it reverses energy damage applied to the shield against the attacker dealing it.

    Generally, personal shields on ground don’t last very long, so having a high [Cap] is somewhat irrelevant, but the choice is yours.

    CONSUMABLES

    Something else that is easily overlooked, but is of vital importance to a successful ground build are consumables. Typically, these are your Hyposprays, Shield Charges, Power Cells and Regenerators. All consumables come in small, medium and large sizes.

    UFP recommends that for dealing with all ground missions, large Hypos are a must. They provide the best health regen of the three, and additionally, will remove any hold effect placed upon your captain character. This is most effective against the Borg. Large Shield Charges are also extremely useful as they enable you to quickly recharge your shields in combat, allowing additional defense. Power cells provide a short boost to your weapon damage, depending on its size. Generally, these are not suggested for ground builds, but can be of use to creative captains.

    Regenerators come in three different types, Minor, Major and Critical. Each is used based on the injury sustained in combat. You really only need to worry about these if you’re doing Advanced or Elite content, which is where injuries are sustained when you’re killed in ground combat. Minor and Major can be purchased from a consumable vendor, whereas Criticals can only be sourced from loot drops and the exchange. Ideally, if you treat the injury at the minor/major stage, you will not have to worry about criticals.

    Hypos and Shield Charges need to be placed on your character in the devices slot, but Regenerators do not. They don’t even need to be on your person. You can store them in your bank, and they’ll still be available to you in ground combat. All in all, these are vital pieces of gear that you’ll need.

    THAT'S ALL WELL AND GOOD, BUT WHAT DO I *NEED* FOR GROUND?

    Well, by now, you have some idea of what weapons you’re likely to want, what armor and shield setup you’re going to want. If you’re playing through the lower levels, you’re focusing on the basics of above. Once you get to level 50 and start the reputations, you open up ground sets, and that’s a completely different issue entirely.

    My advice to players who either don’t want to go through the reputation, haven’t opened them yet, or can’t afford the gear (it can be bloody expensive), is to pick equipment that works for your style of play.

    Typically, Elite Strike Force advises players who take part in the Ground STFs to have a Sniper Rifle for ranged attack and a Pulsewave for close in work. This combination is quite popular, as it features the two highest damage dealing weapons in the game at the moment. Also, if facing the Borg, its best to have two different energy types for your weapons - so a Phaser Sniper and a Disruptor Pulsewave as an example.

    I would avoid the heavy assault weapons on your character, as they’re not worth the effort, and will slow you down. Pistols can be fun, and I wouldn’t dismiss them entirely, as they can really make for fast combat. Melee weapons are also considerably fun, especially against the Borg, as they don’t adapt to them. That being said, if you do a ground run with Begotten - don’t use a melee weapon, or he will moan at you. That’s practical advice that can save your life.

    Its also advisable to equip your away team with different energy types as well, so that you’re getting the broad spectrum of Procs available from the energy types. Experiment with different weapon types until you find a mix that works for you, although I personally tend to avoid the big heavy assault weapons as having a slow firing rate.

    For combat armor, I usually stick to PolyAlloy Weave because it covers both Physical and Energy damage in equal measure. Since your shields will likely drop very quickly, having good damage resistance at the HP level is of considerable advantage.

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    KerryMalone
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    #2
    The sniper rifle is NOT among the "the two highest damage dealing weapons in the game at the moment". It has some of the highest (single target) alpha, but the DPS is exceeded by a few weapons including the other rifles due to the low rate of fire (also note damage numbers may be further skewed by the fact some other weapon types such as the split beam apply damage more than once during a firing cycle, but each individual shot is of lower damage). The reason to take a sniper rifle is for the range; high density and split beam rifles do better damage, but can't shoot as far, so, for instance, in Infected Ground, they have trouble taking on enemies from behind the trigger lines. A secondary benefit in Borg STFs is that borg adapt per damage application which benefits the low fire rate.

    Also, note the High Density Rifle's secondary fire is a linear AOE (actually a cone but something like half a degree), so it can potentially hit multiple targets if they are lined up.
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    #3
    Very, very nice and well done guide. A must read for those looking to get into ground combat. Who wants to just hide in a ship all the time anyway Klingon Grin
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    #4
    Very comprehensive guide there Kerry! Must read!
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    #5
     –  Last edited by Farron; Sun 07 Dec, 2014 8:45 PM.
    I often use a stun pistol for a few reasons; the primary fire mode has higher DPS than the majority of other weapons I carry. I quick DPS comparison (as per tool tips):-

    Elite Stun Pistol: 134.1
    MACO Rifle: 99.4
    Adapted MACO Pulsewave: 123.0
    Omega Autocarbine: 194.7
    Undine Rifle: 128.1
    Nukara Cryo Full Auto: 129.6
    Nukara Cryo Pulsewave: 139.4
    Nukara Sword: 89.1
    Delta Compression Rifle: 99.4
    Dyson Experimental Rifle: 98.3

    Of course, this is only the primary fire mode and DPS wise, the secondary lets it down but then that's not the point of the stun setting. The way I have my kit set up I'm loaded with expose powers (most featuring additional debuffs thanks to Doffs) so I see my role as debuffer/exposer/secondary damage. Exposing often lets my team capitalise with their much more impressive exploits (I havn't put full points into ground weapon damage) and when I'm solo, I have a second weapon slot Tongue Out.

    Anyways, I guess my point is that I wouldn't describe a stun pistol's primary attack damage as "basic". The real trade off with them is range so it's very dependent on a persons play style. A sniper rifle's range wouldn't be much good to me, for example, as my entire kit set up targets the enemy with a range of 30m. It's also worth noting that the stun setting (and stun proc for phasers) has a 50% runspeed debuff.

    Sorry bout that, this is a good starter guide for ground but I wanted to defend one of my favourite weapons Tongue Out

    Another point; Pollyalloy isn't a Jack of all trades armour but one of the few that provides significant physical resistance (as well as kinetic) but you are right in that it generally gives more total resistance when you combine the various types than most. Physical differs from kinetic in that melee weapons deal physical damage while explosives deal kinetic damage. Conversely, Energy Dampening Armours don't resist physical.

    If you want to expand on it though, feel free to pick through something I wrote a while ago http://sto-forum.perfectworld.com/sh...d.php?t=224505 A lot has been added (rep gear, new enemies, dual energy types etc) since then but reading it over, I think there's some useful things still in there that you can expand upon.
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    #6
    This is a really nice guide Kerry, thank you for writing and sharing with the community. Thumbs up
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    #7
    No mention of the Piercing Plasma rifles? A constant stream of escalating damage, they're awesome.
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    #8
    Omega auto carbine my xiv UR stands around 300+ dps, that's on an engineer and without using any buffs,etc, I think they broke something else


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    #9
    Excellent info thanks for the write up