Deck Eight ep9

Deck 8 ep9

Opening chat and intro
News (1) Tom to read.

 

http://sto.perfectworld.com/news/?p=662831

 

From Thursday, September 6th, STO players who have joined Raptr and linked their Facebook account will begin earning awesome in-game rewards as they move through the Raptr ranks.

Raptr Rewards
Players ranked ‘Newbie’ or above will earn the Holodeck Bundle for one of their characters. It contains:
Consumable item that grants 2,500 EXP
Pack of 5000 Raw Dilithium
Random Rare ‘Purple’ tiered weapon (space or ground)
Pack of random ‘self’ dual consumables
Pack of random ‘team’ dual consumables
Players ranked ‘Experienced’ or above will earn the Captain’s Critter pet for all existing and future characters – this pet is an exclusive non-combat Mugato named “Gumato”.
New items (2) Colin

http://sto.perfectworld.com/news/?p=663801

The Lobi Crystal Consortium (a wholly-owned subsidiary of Quark Enterprises) has announced that they are no longer going to be offering the Tholian Lock Box as in-game drops and rewards as of Thursday, September 20th, around 10am PDT. Which basically means a new in game promotion is coming.
News items (3) Colin
The next special feature for your upcoming starbase is, “History and Movement”. While the Federation has been moving steadily into the future, they’ve always found it important to stop and take a look at the past, remembering the important events along the way that lead them to where they are today. Klingons also find great honor in their advances and celebrate with glorious banners and symbols of the Empire.
Upon completion of this special project, your starbase’s interior decoration will be improved. Klingons will hang banners and upgrade the transporter area, while members of Starfleet will acquire panels depicting the history of the Enterprise. This special project will be available around 10AM PDT on September 6, 2012, until around 10AM PDT on September 20, 2012.
news item (4)

http://sto.perfectworld.com/news/?p=656191

New in game racer uniforms discuss .

Ground combat
The Basics
(Tom )
Ground combat is somewhat of a hybrid between MMOG-standard fighting and a first person shooter. First and foremost though, this game is more strategic, not twitchy. Choosing targets and attacks is strategic, jumping around like your on fire while spinning in the air and shooting in every direction is wrong!. It’s an important distinction because sometimes the battles get pretty hairy. When things get a bit insane, simmer down and logically progress through the choices and hand them their heads!
(Colin)
So what weapons are?
Well first up there is the StarTrek standard issue pistol, favoured by everyone from Kirk to Archer with of course Klingons partaking of them as well.
Pistols are strong in that the pistols available are versatile in their effect and have short cooldown times. They are weak in that the AoE Expose pistols are short range. So let’s run through pistols;
Stun Pistol (EXPOSE, damage: low, cooldown:about 6 seconds, range: long, not AoE): Shot is a guaranteed 2 second stun (unless the target has resistance or immunity active). Good for controlling difficult enemies and could be useful in PvP as part of a team strategy.
Compression Bolt Pistol (EXPLOIT, damage: very high, cooldown: 6 seconds, range: long, not AoE): Shot has 66% chance of knocking the target down and back 1 foot. It’s comparable in function to a sniper rifle except you can use it while moving. Probably the best gun for taking advantage of exposes as they happen around you.
Wide Beam Pistol (EXPOSE, damage: high, cooldown: 9 seconds, range: short, arc: moderate): Will hit up to four targets but is short range. Does slightly more damage than Dual Pistols at the expense of hitting one less target at maximum.
Dual Pistols (EXPOSE, damage: high, cooldown: 9 seconds, range: short, arc: moderate): Will hit up to five targets but is short range. Probably the best gun for getting exposes, provided you can afford to be close to enemy lines.
Next up Rifles
Rifles are strong in that they have long ranges, do a lot of damage and have decent cooldown times. They are weak in that they do not have good firing arcs on their AoE attack and, overall, do not hit a lot of targets.
Sniper Rifle (EXPLOIT, damage: extreme, cooldown: 9 seconds, range: long, not AoE): Shot has a 66% chance of knocking the target down and back 8 feet. It only affects one target at a time . Useful against boss characters or in PvP; if you can deal with having to stop moving this is the most devastating single-target ground weapon attack available.
High Density Beam Rifle (EXPLOIT, damage: moderate, cooldown: 9 seconds, range: long, arc: narrow): Will hit up to four enemies and is guaranteed to push affected enemies back up to 25 feet. Note that it does NOT knock down your enemies and has a narrow firing arc. This rifle is situationally useful as a crowd control device for when you absolutely have to get an enemy away from you.
Pulse Rifle (EXPOSE, damage: very high, cooldown: 12 seconds, range: long, arc: narrow): Will hit up to four enemies and has a 33% chance of knocking the affected targets down and back 16 feet. The main drawback is that your enemies need to be close together for the AoE to be effective.
Split Beam Rifle (EXPLOIT, damage: very high, cooldown: 12 seconds, range: long, arc: moderate): Will hit up to three enemies and has a good firing arc. If you’re looking to go for AoE damage this is probably the rifle to use. But it’s not so good against end game Borg unless you want to draw aggro.
Next up Assault weapons
Assault Miniguns . Their primary fire method shoots a series of bolts of energy at a target.
They also have a secondary fire mode that shoots a large number of bolts that damage several enemies in front of the player. These shots have the chance of causing a target to become exposed, which can be useful if someone else is armed with an Exploit weapon.Both attacks have a spool-up time, but are very high in damage. Its secondary attack fire an extremely long burst that can be swept across multiple targets.
Depending on the type of energy used, these weapons usually come with a 2.5% chance of applying a specific effect to the target, unless otherwise stated.
Blast Assault
Blast Assaults are a type of Ground Weapon. Their primary fire method shoots a bolt of energy at a target.
They also have a secondary fire mode that shoots a concentrated bolt of energy at a single target, which explodes causing damage to enemies within a certain radius with a good chance to knock back. These shots have the chance of causing a target to become exposed, which can be useful if someone else is armed with an Exploit weapon.
Depending on the type of energy used, these weapons usually come with a 2.5% chance of applying a specific effect to the target, unless otherwise stated.
Pulsewave Assaults are a type of Ground Weapon. Their primary fire method shoots a cone of energy at a target, which can also damage enemies behind the target.
They also have a secondary fire mode that shoots a wide cone of energy, which can damage multiple targets, and has a good chance to knock back. These shots have the chance of causing a target to become exposed, which can be useful if someone else is armed with an Exploit weapon.
The Pulsewave is now effectively an energy shotgun. Its fast and powerful, and both attacks do more damage the closer you are to the target.
Depending on the type of energy used, these weapons usually come with a 2.5% chance of applying a specific effect to the target, unless otherwise stated.
Assault Rapid sweep – Is now a Full Auto Rifle, and now uses Soldier skill instead of Special Forces. Its much faster and responsive, and its secondary attack can be swept across targets. Note the Dual Pistol secondary attack can also be swept.
Ground weapons have six damage types. Each one has its own unique ability.
DAMAGE TYPEDESCRIPTION
AntiprotonCan cause more critical damage than other types.
DisruptorChance to weaken an enemy’s resistance to damage.
PhaserChance to stun your enemy.
PlasmaChance to cause plasma damage over a period of time.
PolaronChance to disable enemy weapon.
TetryonChance to weaken enemy shields.
when it comes to guns a combination of wide beam pistols + split beam rifles will rip apart mobs at lower levels.
Sniper rifles work best for single target kills even at high level.
wide beam pistol (or any conical expose weapon) combined with either split beams or sniper will work best.
I would avoid cylindrical specials and targeted AOE as they tend to be a pain to hit optimally with. cylindrical you need the enemy in a single file line and targetted AoE tend to do tiny damage and while good for the first shot the moment they split up its lost.
All weapons have certain types of energy this is a general overview
Phaser: 5% chance of +2 hold. This means 2 seconds of hold. This is useful but is difficult to take focused advantage of because you can’t plan for when it takes effect. Also, hypos remove the stun.
Disruptor: 5% chance of 10% lowered damage resistance. Quite useful but it is not known if this affects a target whose shields are still active.
Plasma: 5% chance of the target getting a plasma fire damage over time effect. Not very effective against someone who can cure it (science officers) but very useful against targets who have no such cure.
Tetryon: 5% chance of the target losing an extra 45 shields. Not especially valuable since this is not a lot of damage and doesn’t affect targets whose shields are already down.
Polaron: 5% chance of the enemy having a weapons malfunction for 5 seconds. This is useful but is difficult to take focused advantage of because you can’t plan when it takes effect. Also, weapon power cells remove the malfunction effect and enemies using melee attacks (including martial arts and Bat’leth attacks) are completely unaffected.
Antiproton: 20% extra critical damage on all attacks. This is probably the most useful damage type effect but antiproton weapons are not common. For the most part you will find them only as badge-only purple items.
Now when you decide what weapon to buy sell or chuck then look at the top bar for the abbreviations, then covert them like this;
CritD Critical Damage +20 Critical Severity.
CrtH Critical Hit +2% Critical Chance.
Dmg Extra Damage +X Damage.
DoT1 Damage over Time 5% chance: X Radiation Damage over 15 sec.
DoT2 Damage over Time 10% chance: X Radiation Damage over 15 sec.
DoT3 Damage over Time 10% chance: X Radiation Damage over 15 sec.
Applies Explosive Impact: Knocks back +5 feet.
KB1 Knock Back 5% chance: Knock back +5 feet.
KB2 Knock Back 10% chance: Knock back +5 feet.
KB3 Knock Back 10% chance: Knock back +5 feet.
Applies Explosive Impact: Knocks back +5 feet.
Rch Recharge -2.5 sec recharge.
Borg Borg Damage Buff X% Chance: X Radiation Damage vs Borg NPCs.
Next up Grenades!
Plasma Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and plasma damage over time. It is possible for the target to move away from the blast radius while the grenade is in transit. A burning plasma patch lingers in the explosion area, damaging any enemies that enter. Shields drastically reudce the effects of kinetic damage.
Smoke Grenade creates a smoke cloud at the target’s location that reduces enemy perception and improves ally stealth for any within the cloud effect.
Photon Grenade throws a grenade at the target. The grenade explodes on contact, dealing area of effect kinetic damage and knockback. It is possible for the target to move away from the blast radius while the grenade is in transit. Shields drastically reduce the effects of kinetic damage.
Tips
While potentially dangerous, an extremely aggressive strategy can include closing to melee against your enemy or enemies and using your melee attack to knock them down and possibly stun them. This makes for a powerful setup for a strong special attack, particularly if the enemy or enemies were already wounded and are likely to die from the special attack.
Another extremely aggressive strategy is to close with an enemy and repeatedly palm strike or rifle butt them until they’re exposed and then shoot them with an Exploit special attack. This works especially well with compression pistols. If you really like this you probably should consider using a melee weapon with a firearm for backup.
High Density Beam Rifles are very important in certain STF scenarios in order to keep enemies at bay. For those purposes you will probably want to bring two High Density Rifles and switch to them for that portion of the STF; they aren’t very effective for other uses due to their low damage and poor firing arc.
hypos remove hold effects, weapon power cells remove malfunction effects and shield recharges remove expose effects. Using these at the right time could spell the difference between victory and defeat.
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