Alex

alex284

Ground combat guide: Gear

August 23 2015
--Science kit modules--

Science captains have fewer options for damage output but more defensive and healing modules. Dathan the Vorta Biochemist DOFF (reward from the Facility 4028 episode) adds a damage resistance debuff to kit abilities.

I have a Science toon that I do a lot of ground combat with. He can't do the damage that my Tacticals and Engineers can, but he does more than what's needed to get through Elite ground content.

-Medical Tricorder - Heal with a few defensive buffs. A high enough mark/rarity can entirely heal your character. With a 10-second cooldown, this is a really nice heal to keep on tapping.

-Vascular Generator - Heal over time, clears debuffs, and has a bonus to damage resistance. Its heal is comparable to Medical Tricorder's (of a similar mark/rarity) but spread out over 10 seconds. It's like Hazard Emitters on the ground. 20-second cooldown.

-Nanite Medical Monitor - If your health drops below 75%, it heals you and gives you a damage resistance buff. It has 3 charges.

-Vaadwaur Shield Drone - Follows you around and reduces incoming damage by 90% for up to 30 seconds. It can be targeted by enemies.

-Exo/Endothermic Induction Field - AOE attack that produces a hazard that generates more damage, and a DOT that does more damage. The long activation time is a downside, but it's the best damage-inflicting kit module for Science captains. Endothermic Induction Field is available at the Winter Event. The Vun Kralla DOFF adds projectiles to this ability.

-Hyperonic Radiation - Small DOT that can be spread to other enemies. Geologist DOFFs can shorten the cooldown on Exothermic Induction Field and Hyperonic Radiation when these abilities are used.

-Seismic Agitation Field - Generates a 20-second hazard that deals mild kinetic damage and knocks enemies over.
Edited August 23 2015 by alex284
Alex

alex284

Ground combat guide: Gear

August 23 2015
--Engineering kit modules--

-Quantum Mortar - Engineers can use mortars, turrets, bombs, and mines to deal damage from their kits. From my parsing in NTTE and DRSE, mines and mortars deal much more damage than bombs and turrets can (the first time I parsed ground I saw that my Neutronic Mortar from the Delta reputation was doing over 15 times more damage than my Plasma Turret from the Fleet Embassy). Mortars have a longer range than turrets and don't require a line of sight.

-Chroniton Mine Barrier - In missions where the team has to move a lot, well-placed Chroniton Mines can deal more damage than turrets or mortars. This is probably why they're the most expensive kit module on the exchange for engineering captains (a Mk XII UR module is available at the Fleet Spire for a more reasonable price). The trick with Chroniton Mines is knowing where to place them, which comes with familiarity with the missions.

-Equipment Diagnostics - Shield and damage resistance buff. Not great by itself, but Diagnostic Engineer DOFFs add a damage bonus and you can equip 3 of those DOFFs.

-Biotech Turret - Turrets aren't great, but this is the best turret currently available in terms of damage output. It does about twice as much damage as the flame-thrower turret at the Fleet Embassy with a larger range, plus it repels enemies.

-Transphasic/Freeze bomb - Useful in some situations. It has a long activation time and then you have to wait a second or two before detonating it, which reduces its usefulness in fast-paced PVE queues, but if you can place it where it needs to be before enemies spawn then it's basically a Chroniton Mine that an enemy doesn't have to step on.

-Shield Pulse - This module heals shields. It heals more than Shield Recharge does and it heals your teammates around you.

-Quick Fix - A small bonus to damage and a heal to fabrications. The heal isn't useful in PVE queues because by the time your fabrications get destroyed, you've either moved on to another area or the cooldown is over and you can put up another one. But the bonus to damage is always good.

-Shield and health generators - These are worth a mention even though I don't use them and I don't see them in channel runs. The main problem in PVE queues is that people are moving too fast to be able to stand under them for long, and everyone is usually carrying a few heals and the enemies are dying quickly so there's no need.
Alex

alex284

Ground combat guide: Gear

August 23 2015
--Tactical kit modules--

There are so many kit modules at this point that I just wrote about some that stand out to me as being really good. Consider this a perpetually incomplete list of ideas on what to use.

Obviously, there are "bio" and "neutronic" and "tropical fruit flavor" versions of these modules from various fleet holdings and reputations; unless I specifically mention them then I'm considering them basically the same kit module.

Modules cannot be upgraded. The rarity and mark you buy them at is what they'll always stay at.

-Trajectory Bending - Causes all attacks to be flanking and gives a large CritD bonus. Less than 1-second activation time, 10 second duration, and a 30-second cooldown that can be reduced with the Commando specialization down to 24 seconds. This is my favorite kit module in the game, across all careers.

-Rally Cry - Heal over time (HOT), damage resistance bonus, and substantial CritH and CritD bonuses, for the whole team. The downside is the 2-minute cooldown and the slow activation animation.

-Motivation - Team damage buff and lets you absorb some damage as a heal. The damage buff is less useful than the critical buffs from Rally Cry but the cooldown is a more humane 35 seconds.

-Graviton Spike - On your first shot, it creates an anomaly that pulls enemies together and causes a lot of damage. According to my parses, graviton spike causes the most independently counted damage of any tactical kit ability, and grouping enemies gets them ready to be grenaded.

-Ambush - Stealth buff and big damage bonus (187% for Mk XIII VR) on your first shot. There are DOFFs that increase the damage bonus or turn it into a DOT. Also, if you throw a grenade before firing, it will get the Ambush damage bonus and your first shot will also get that bonus.

-Polaron Bombardment - Like a weak Orbital Strike for tactical captains. It sends 5 polaron strikes randomly centered around your target, so it's better as an AOE attack than to strike one enemy. It benefits from the grenade skill but doesn't share a cooldown with other grenades. The downsides are the lack of shield-penetrating damage, the long activation time (around 3 seconds), and the long cooldown. I was carrying it but never using it because 3 seconds of shooting did more damage than Polaron Bombardment could, and enemies were usually dead by the time Polaron Bombardment hit.

-Photon Grenade - I carry one grenade on my tactical captains, and this is that grenade. It does more damage than other grenades, has 50% shield penetration, and causes some knockback. Plasma and Stun Grenades are also decent choices, but I've found that having more than one grenade is too much (and having more than 2 just means that you're wasting kit slots because grenades share a cooldown).
Edited August 23 2015 by alex284
Alex

alex284

Ground combat guide: Gear

August 23 2015
--Kits--

There are lots of choices for kits. Here is what to look for:

-Mk XII or Mk XIII - Lower marks do not have a setup that allows for 2 of each type of kit module available to each career (assault/strategic, research/medical, fabrication/mechanic) with a slot that allows either. Kits cannot be upgraded and lockbox kits are available at a maximum of Mk XII, so Mk XII may be better than Mk XIII.

-Very Rare quality - Get bonuses to 3 skills instead of 2.

-A bonus to crith or exploit damage. These bonuses will help you move through content faster more than any other skill. CritH is the best mod, followed by ExpDMG and CritX.

There are cheap options on the exchange that fulfill the 3 requirements above (a VR Mk XII engineering kit with CritH is available for 22,000 EC right now, for example).

For the other 2 skill bonuses, just look at what abilities you use regularly and buff those. My tactical captain uses the [Combat] and [Spec] bonuses since the former gives a bigger bonus to critical chance and severity and the latter gives bonuses to a few abilities I use often.

The Romulan Imperial Navy Kit (reward from the "Uneasy Allies" episode) is a perfectly viable end-game kit that is completely free. It also buffs plasma weapons, so maybe pair it with a plasma split beam rifle....
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Gear

August 23 2015
--Primary weapons--

The weapons that I see in DPS channel runs are fairly limited, and I list them below. Here's what to look for:

-Exploit weapons are better than expose weapons because there are so many opportunities to exploit anyway. Many kit abilities will expose enemies.

-Bonuses to crit chance and crit damage are more useful than most other bonuses, even bonuses to damage. This is because of how Cryptic set up the damage formula.

-Armor penetration bonuses can be very powerful in this game because they a) often don't depend on the target's damage resistance rating and b) are multiplicative with all other bonuses to damage (not true for many pure damage bonuses).

-Shield penetration is less useful because ground shields are weaker than space shields and few enemies carry shield heals. Borg and Elachi enemies are the exceptions.

-I haven't seen anyone test the new DMG mod on ground yet, but before the change CRTD was king on ground.

-Weapons that work over long distances work better in most queues where enemies can appear at all distances. BHE, for instance, throws many Bluegills right next to you, but then you have to be able to shoot the Delvers and Ravagers on the cliffs and flying above you, farther than the shotgun can shoot. You can't change weapons fast enough for this.

Here are some great weapons:

-Antiproton Split Beam Rifle Mk XIV [critd]x4 [dm/crh] - This is what I see the most in DPS runs. It's really expensive, but it is the best weapon for most PVE queues. A version with different mods (maybe a CritH in there or an ACC) will be substantially cheaper.

-Other Split Beam Rifles - Split Beam Rifles work because they're exploit weapons, can hit long distances, and their secondary attack does more damage to the main target and hits up to 2 other targets. There are internet posts going back several years with players saying that these weapons are overpowered, but here they still are, still overpowered. Use a different energy type or other mods if you want; you can find lots of cheap MkXII VR split beam rifles on the exchange that can be upgraded to Mk XIV to make powerful weapons.

-TR-116B sniper rifle - This is popular because it has 100% shield penetration. This makes it useful against the Borg (because they adapt to energy weapons) or Elachi (because they have thick shields), but not that useful for enemies with weaker shields because its damage isn't the best. If you're looking for one gun for everything, I'd start with a TR-116b because the Elachi and Borg are important ground enemies.

-Zephram Cochran shotgun - Very powerful at close range, an even more powerful AOE secondary mode, and 100% shield penetration. On the downside is that it has a steep damage drop-off as distance increases, its shield penetration is useless against unshielded enemies, and it was a reward for a Mirror Universe event last year so if you don't already have it, you can't get it.

*****MORE TO COME****
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Gear

August 23 2015
--Armor, shield, and secondary weapon--

There are lots of ways to go when it comes to ground gear. But consider:

-Not all set bonuses are useful. For example, if you have 2 pieces of the Undine reputation set, then you get a nice 5% bonus to critical chance. But the third piece gives you a radiation damage-over-time (DOT) ability that you can use every 3 minutes. Is that really worth giving up fleet armor for, fleet armor that can give you a 70% critical severity bonus?

-You might plan to use X set for one enemy and Y set for another queue and Z set for a battlezone, but, in reality, I've noticed that players (me especially) are a lot lazier than that. Look for gear that works well in all situations (except for the weapon and an EV suit) unless you're sure you're going to keep all that gear in your inventory and switch every time.

--What to buy--

My favorite combination and the one that most elite ground farmers use is: the Undine reputation rifle (for a secondary weapon), the Undine reputation shield, and the Advanced Fleet Recoil Compensating Armor.

Some people use the Omega/Klingon Honor Guard weapon and personal shield instead. That 2-piece bonus is defensive.

For maps that need an EV suit, the Shattering Harmonics Environmental Suit is useful for its bonus to critical severity along with its decent damage resistance bonuses. Otherwise, any of those EV suits that you get while working on the Nukara reputation can work.

The shield and armor should be upgraded to Mk XIV. The secondary weapon doesn't need to be upgraded. Raising this gear to Epic quality isn't necessary.
Unknown Person liked this
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Gear

August 23 2015
--Traits--

Traits either come from your character's race and career, as mission rewards, or as lockbox rewards. Currently, you have to take out space traits to use ground traits, which is useful if you're doing a few ground queues in a row.

Some stand-out racial traits include: Covert, Lucky, Resilient, Teamwork, Soldier, and Aggressive. Creative and Peak Health can be useful sometimes.

For other traits, some useful ones are Vicious, Sniper, Orbital Devastation (from the profession-specific trait box; it makes Orbital Strike follow enemies and find new targets), Bombadier, Adrenal Release, Up Close and Personal, Penetrating Rounds (from the Ground R&D school), and Overcharging.

For reputation traits, Deadly Aim, Lethality, and Armor Penetration are the best for damage output. I usually use Energized Nanites for a heal. Omega Graviton Pulse Module inflicts a small amount of damage but also greatly increases the time you can fire energy weapons on the Borg without have to remodulate frequency.

There are currently 3 ground active reputation traits, and all three are worth equipping on a toon that does a lot of ground combat.

--Skills--

You can put 66,000 to 100,000 skill points into ground skills. Most people put in 66,000 in order to use the most possible in space.

Each career can access Weapons Proficiency, PS Generator, Threat Control, Willpower, and Combat Armor. Weapons Proficiency is worth 9 points, PS Generator should get around 6 points, and Combat Armor should get 0 to 3 points (because it's an expensive skill and damage resistance has diminishing returns).

Each career also gets 5 other skills that relate to kit abilities. Speccing into these depends on what's in your kit.

Combat Specialist for tactical captains does not relate to any kit ability; instead it increases critical chance and severity. I put 9 points into it.

--Specializations--

Intelligence is better than Command Officer, but if you already have more points in Command Officer then it would make a better choice.

Commando provides many useful bonuses and is worth filling. Even if you haven't put any points into it, it still provides a decent damage bonus in ground combat.
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Gear

August 23 2015
--Starting a ground character--

(Skip this if you already have a toon you want to do ground on)

Faction is less important on ground than it is in space. All factions can access almost all the same gear. Teaming is the only thing affected by faction as cross-faction teams are not allowed in battlezones and a few PVE queues are faction-specific (but all the queues discussed here are cross-faction).

Each race gets an innate bonus on ground. They range from completely useless to marginally useful but not noticeable. If you're creating a new character for ground, pick the pretty one.

Career, on the other hand, makes an enormous difference for ground. Four of the captain abilities, the team abilities, kit modules, and half the ground skill tree are career-specific.

Engineers are better at AOE attacks and can use turrets, mines, generators, and mortars. Tactical captains can use grenades and buffs. Science captains can use a few debuffs and heals in their kits as well as a couple of AOE attacks. Engineers and tactical captains tend to do substantially more damage than science captains, but each career is fully capable of beating any ground content in this game.
Edited August 23 2015 by alex284
Alex

alex284

Ground combat guide: Gear

August 23 2015
This part of the guide is about setting yourself up for success. All the best intentions and knowledge of the missions won't help if you don't have the right tools.

Obviously, I have not tried everything so maybe I left something out that you find awesome. There's just too much gear in the game at the moment to really get to know everything. Instead, I focused on what I see in Elite Ground Tours formed in the DPS-Ground channels, because those folks, collectively, have tried everything.

This section has the following structure:

1. Starting a ground character

2. Traits, skills, and specializations

3. Armor, shield, and secondary weapon

4. Primary weapons

5. Kit Frames

6. Tactical Kit Modules

7. Engineering Kit Modules

8. Science Kit Modules

9. The 10 best non-kit, non-weapon abilities in the game... a count-down!

10. BOFFs

11. DOFFs

There are also parts 1 (Basics) and 3 (Walkthrus).
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Basics

August 23 2015
--Keybinds--

Just like with space combat, setting up your keyboard and your power tray properly can turn these missions into a cakewalk.

Below are my ground keybinds (slightly different from what I use in space). Feel free to use them if you don't have ground keybinds; if you do, then they're just an idea.

Space bar uses the left-most power on Row 10 of your power tray, "," is Row 9, H is Row 8, and G is Row 7 of the power tray. In Row 10, I put short-cooldown buffs and debuffs (Rally Cry, Equipment Diagnostics, Tricorder Scan, etc.). In Row 9 I put my Frosted Boots (because I'm impatient... you can use it for something more useful). Row 8 is for health heals and Row 7 is for shield heals.

I moved jump to "/", right next to shift, and holster to ".". The right side of the keyboard is for various UI's - don't feel obligated to use that part if you're doing something different in space.

I then put my most commonly used abilities in Row 1, less commonly used abilities in Row 2, and in Row 3 I put a few abilities that I have in Rows 7-10 so that I can watch their cooldowns.

To set up a keybind, copy the text in between the asterisks (without the asterisks!) into a .txt file and save it as "groundkeys.txt". Copy it into the main folder for STO that includes the GameClient.exe file (for me, this is C:\Program Files (x86)\Star Trek Online_en\Star Trek Online\Live). In game (while on a ground map), write "/bind_load_file groundkeys.txt" in the chat field, and you're done!

These keybinds are set up for a US QWERTY keyboard. You might have to adjust them if you have a different keyboard.

*************

space "TrayExecByTray 9 0$$+TrayExecByTray 9 1$$+TrayExecByTray 9 2$$+TrayExecByTray 9 3$$+TrayExecByTray 9 4$$+TrayExecByTray 9 5$$+TrayExecByTray 9 6$$+TrayExecByTray 9 7$$+TrayExecByTray 9 8$$+TrayExecByTray 9 9$$+TrayExecByTray 9 9$$+TrayExecByTray 9 8$$+TrayExecByTray 9 7$$+TrayExecByTray 9 6$$+TrayExecByTray 9 5$$+TrayExecByTray 9 4$$+TrayExecByTray 9 3$$+TrayExecByTray 9 2$$+TrayExecByTray 9 1$$+TrayExecByTray 9 0$$+"

, "TrayExecByTray 8 0$$+TrayExecByTray 8 1$$+TrayExecByTray 8 2$$+TrayExecByTray 8 3$$+TrayExecByTray 8 4$$+TrayExecByTray 8 5$$+TrayExecByTray 8 6$$+TrayExecByTray 8 7$$+TrayExecByTray 8 8$$+TrayExecByTray 8 9$$+TrayExecByTray 8 9$$+TrayExecByTray 8 8$$+TrayExecByTray 8 7$$+TrayExecByTray 8 6$$+TrayExecByTray 8 5$$+TrayExecByTray 8 4$$+TrayExecByTray 8 3$$+TrayExecByTray 8 2$$+TrayExecByTray 8 1$$+TrayExecByTray 8 0"

h "TrayExecByTray 7 0$$+TrayExecByTray 7 1$$+TrayExecByTray 7 2$$+TrayExecByTray 7 3$$+TrayExecByTray 7 4$$+TrayExecByTray 7 5$$+TrayExecByTray 7 6$$+TrayExecByTray 7 7$$+TrayExecByTray 7 8$$+TrayExecByTray 7 9$$+TrayExecByTray 7 9$$+TrayExecByTray 7 8$$+TrayExecByTray 7 7$$+TrayExecByTray 7 6$$+TrayExecByTray 7 5$$+TrayExecByTray 7 4$$+TrayExecByTray 7 3$$+TrayExecByTray 7 2$$+TrayExecByTray 7 1$$+TrayExecByTray 7 0"

g "$$+TrayExecByTray 6 0$$+TrayExecByTray 6 1$$+TrayExecByTray 6 2$$+TrayExecByTray 6 3$$+TrayExecByTray 6 4$$+TrayExecByTray 6 5$$+TrayExecByTray 6 6$$+TrayExecByTray 6 7$$+TrayExecByTray 6 8$$+TrayExecByTray 6 9$$+TrayExecByTray 6 9$$+TrayExecByTray 6 8$$+TrayExecByTray 6 7$$+TrayExecByTray 6 6$$+TrayExecByTray 6 5$$+TrayExecByTray 6 4$$+TrayExecByTray 6 3$$+TrayExecByTray 6 2$$+TrayExecByTray 6 1$$+TrayExecByTray 6 0$$"

. "holstertoggle"
/ "+up"
home "killme"
delete "logout"

shift+0 "combatlog 0"
shift+1 "combatlog 1"
shift+2 "walk 1"
shift+3 "walk 0"

o "options"
p "dutyofficer"
[ "costume"
j "journal"
k "PvEQueues"
l "fleetwindow"
n "lootrollneed"
shift+n "lootrollgreed"

****************
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Basics

August 23 2015
--Autofire and other options--

Autofire is much better than clicking to fire each time. The computer will fire precisely when the weapon is ready, it will find a new target faster than you can, and you can focus on things other than firing.

1. Open the options menu (click the gear to the right of your mini-map, and it's the second choice on the menu) while on a ground map.

2. Go to the "Controls" tab.

3. Scroll down to the bottom. There's a drop-menu for "Auto attack." Choose "Toggle, non-combat cancels."

4. Click OK.

5. Right-click your weapon's primary attack in your power tray. It will have a green outline around it, showing that autofire is enabled.

While in the Options menu, you can also change whether you want to use a First-Person Shooter mode for ground combat instead of the default RPG mode. It depends on your machine and your personal preference.

Under the "Basic" tab, you can turn on auto-loot, which also makes the game go faster.
3 people liked this
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Basics

August 23 2015
--Why Ground is the best place to farm--

Ground is great for getting dilithium, crafting materials, salvaged tech, reputation marks, or elite reputation marks (like Borg Neural Processors). Elite ground PVE queues give the same rewards as elite space PVE queues (salvaged tech, an elite crafting materials package, some specialization XP, multiple elite reputation marks, and 1440 dilithium) but with one-tenth the effort.

Here's why ground is better for farming than space:

1. Ground is faster: NTTE and DRSE can be completed in less than 5 minutes with a good team. NSDTE takes exactly 5 minutes of play-time if it's successful, less if it fails. UIE and BOTSE take around 10 minutes, and BHE can be beaten in less than 10 minutes with a good team although it may take a bit longer with a PUG team.

2. Ground is easier: If I use a toon with the best gear in an elite space PUG, I will probably fail. In a DPS channel run, failing is still a possibility.

With a completely geared toon in a elite ground PUG, we will probably succeed. In a ground DPS channel run, we will definitely succeed.

Even if money is no issue and I can have the best gear for both ground and space, ground will still be more likely to succeed.

3. Ground is cheaper: To get top gear for space elite queues, you'll need tens to hundreds of millions of EC to get 6 to 8 crafted weapons with the right mods; hundreds of thousands of fleet credits for tactical consoles and elite carrier pets; thousands of reputation marks or more fleet credits and dilithium for a fleet or reputation deflector, shield, engine, and core; more space moneys for science and engineering consoles, like tens of millions of EC for lockbox consoles, hundreds of lobi for lobi consoles, or more fleet credits or reputation marks and dilithium for fleet or reputation consoles. Then you need to upgrade all that to MK XIV *at least*, preferably to epic quality for some of the pieces of gear, for a cost of more millions of EC and hundreds of thousands of refined dilithium.

If you want to get fancy, you'll get space traits (for millions of EC) and starship traits (for thousands of Zen... do you want All Hands On Deck or not???).

And of course you need a nice ship, which costs thousands of Zen.

For ground, you need a weapon, an armor, and a shield. The better ones are from the reputation system or the fleet (some are crafted), and cost less than their space counterparts. You might want an extra weapon for a set bonus, maybe a third depending on what missions you're doing, and an EV suit. You can also get a kit and some modules, but some of those are free mission rewards that are viable end-game options, and the not-free ones are cheaper than any individual piece of space gear anyway. You'll want to upgrade the weapon, armor, and shield to Mk XIV, but going gold is really beyond what's needed for any of these missions. And your kit and modules can't be upgraded.

Oh, and you don't have to buy a ship, you don't need starship traits, you have more innate ground traits than innate space traits, and lockbox ground traits cost a fraction of what space traits cost on the exchange.
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Basics

August 23 2015
--Concepts and terms--

NTTE - Nukara Prime: Transdimensional Tactics (Elite), a PVE queue with Tholian enemies

DRSE - Defend Rh'Ihho Station (Elite), a PVE queue with Elachi enemies

UIE - Undine Infiltration (Elite), a PVE queue with Undine enemies

BHE - Bug Hunt (Elite), a PVE queue with Bluegill enemies

BOTSE/BOSE - Brotherhood of the Sword (Elite), a PVE queue with Herald enemies

NSDTE - Nukara Prime: Self-Destructive Tendencies (Elite), a PVE queue with Tholian enemies

HGE - Into the Hive (Elite), a PVE queue with Borg enemies, and the hardest ground PVE queue in the game

Elite ground tour - NTTE, DRSE, UIE, BHE, BOTSE, and sometimes NSDTE. A player proposing an elite ground tour in a channel will likely have a private queue of NTTE or DRSE open. At the end of each queue, players say "X" in chat instead of "gg" to sign up for the next queue. The 6-mission tour rewards 8640 dilithium, 6 Salvaged Tech, 16638 specialization XP, R&D materials from 6 elite R&D reward packs, at least 30 fleet marks, and several hundred fleet and reputation marks. The tour takes between 40 and 80 minutes to complete.

Voth BZ - Voth Battlezone, an open-world-style ground battlezone accessible through the Salonae Dyson Sphere (near New Romulus in the Beta Quadrant). It's the most efficient source of dilithium in the galaxy, and it also rewards Dyson reputation marks and Voth Cybernetic Implants.

Defera - Borg Invasion of Defera Adventure Zone, an open-world-style ground battlezone accessible through Defera (north of DS9 in the Alpha Quadrant)

Defera hards - The 4 "hard" missions available on Defera: Temple, Probe, Power Plant, and City. They reward 240 fleet marks, 40 Omega marks, some dilithium, and 4 Borg Neural Processors. But like how the silk worm is not really a worm and the guinea pig is not really a pig, the Defera hards are not really hard at all.

Set or Reputation set - Weapon, armor, shield, and sometimes kit from a single reputation that grant bonuses for equipping two or more pieces from that reputation

2-pc, 2-piece, 2-piece bonus - The bonus a reputation set gives for having 2 pieces of it. e.g., "the dyson 2-pc is an ap buff" means "Having 2 pieces of the Dyson Joint Command Reputation ground set increases your damage from Antiproton weapons." There are also 3-pc and 4-pc bonuses.

DPS - Damage per second. The average points of damage a player generates measured in a round of NTTE on ground

SCM - STO Combat Meter. A third-party program that calculates a player's DPS. It's free.

Flanking - Attacking an enemy from the rear 180-degree flank of a target on ground. This results in 50% more damage. If a team surrounds the enemies, then some flanking is guaranteed.

Melee combat - Attacks involving fists or weapons that make direct contact with the enemy (like a sword or a lirpa). These attacks produce physical damage, which is different from kinetic damage (which comes from fabrications, grenades, the TR-116b, or the Zephram Cochran shotgun). I won't discuss these attacks because they're less efficient than ranged weapon attacks, and this guide is about efficiently moving through ground content.

Aim - Aim ("X" by default) increases damage by 33%. For ranged weapons only.

Crouch - Crouch ("C" by default) increases dodge by 50% for ranged weapons but *decreases* resistance to physical/melee attacks.

Expose/exploit - Enemies can be exposed by certain attacks. When exposed, an exploit attack will get a +200% damage strength bonus. If that is enough to kill the enemy, then they will be vaporized.

If an enemy is exposed and you have an exploit weapon, then the secondary feature will start blinking in yellow.

All the standard weapons and most special weapons come with a expose or exploit secondary attack. Dual pistol, stun pistol, wide beam pistol, full auto rifle, assault minigun, blast assault, and pulsewave assault weapons all expose; compression pistol, high density beam rifle, sniper rifle, and split beam rifle weapons all exploit. Additionally, melee combinations can both expose and exploit. Certain kit abilities can expose.
2 people liked this
Edited August 24 2015 by alex284
Alex

alex284

Ground combat guide: Basics

August 23 2015
Hello, fleeties!

This is a guide to farming ground missions in Star Trek Online. The information here is intended to help you learn how to do ground well enough to amass a fortune of dilithium, energy credits, and crafting materials without ever having to pilot a ship.

My guide is limited by my experiences in the game, my preferred play-style, and the online and in-game resources I have access to. It's also limited by time. I wrote all this in August 2015, and in a few months parts will be out of date. I'll try to maintain it here on LCARS.

Last, the focus of the gear section is maximizing damage output, which includes both offensive and defensive components (dying lowers your DPS... but only to a point). Since farming is about *efficiently* getting through content to get rewards, and since most ground mission objectives involve killing enemies quickly, focusing on DPS is the best way to optimize your ground build for farming.

(This isn't to say that you can't have fun abilities and still get through content. By all means, if you love your Ricossa tribble, use it. But I'm not going to tell anyone what's fun and what's not, because nothing makes something un-fun like being told that it's the correct way to have fun.)

The guide is set up in 3 forum posts. This one focuses on basics:

1. Concepts and Terms

2. Why farming ground is awesome

3. Autofire and other options

4. Keybinds and your power tray

5. Parsing

The second part is about gear and the third part is walkthrus.

If you have any questions, feel free ask me in-game: @alex284
3 people liked this
Edited August 24 2015 by alex284
Mic Spicer

Pinkscarab

Game Crashing

August 23 2015
Hi everyone

My game keeps crashing. Is there a way to verify the files or something I can do to try and fix it?

thanks
Martin McCann

Ergonal

[Stonewall Events] Please take this very quick, 3-question survey

August 23 2015
All done....now where is my prize!! :woohoo: :P :woohoo:
Unknown Person liked this
Liam

williamjaneway

A blast from the past (2010)... and do we dare do it again?

August 23 2015
This needs reviving!
Unknown Person liked this
Mark

sparkz88

A blast from the past (2010)... and do we dare do it again?

August 23 2015
I thought all of that was lost to the internet?! Oh, was so much fun doing it...but I still cringe at the sound of my voice, haha :D

Going the style of the X-Factor or America's Got Talent? I'd offer up to be a guest judge if there is a buzzer!

(And no...no former contestant performance from me...before you ask...I know how you think!)
Cal

calx

A blast from the past (2010)... and do we dare do it again?

August 23 2015
wow this is a part of stonewall i have never known!

thanks bran :woohoo: