Post by William Carson on May 25, 2012 10:03:16 GMT -8
The following guide was created by Matt_Dravis for the STO Forums.
forums.startrekonline.com/showthread.php?t=115814
Preface
If you are completely new to space PVP, the first thing to remember is that human opponents are FAR more intelligent than the computer AI in PVE. The sheer ease of space PVE in T1 and T2 is the primary contributing factor for the steep learning curve that new PVPers face. Furthermore, all PVE content can be completed while playing solo, and this lack of teamwork-oriented play contributes to failure in PVP. So remember that PVP will be unlike anything you have ever faced in PVE.
The second thing to remember is that Klingon players not only have twice (exaggeration) the playing experience as Federation players, but they also have twice (not an exaggeration) the PVP experience as Federation players. This is by game design -- all players must start as Federation before being allowed to play as Klingon.
Furthermore, the Klingon faction at the time of this post only has PVP content (for the most part). They are therefore forced to PVP almost 100% of the time they play, which means they almost never solo anything. Premade teams are far more common for Klingons, and their advantage is in knowing how to work with each other. It is always easier to play on the strengths of people you know than to coordinate on-the-fly with complete strangers.
A note about game balance. We all must accept that STO is an evolving game, and there will likely be balance issues once min/max teams have started pushing the limits of what they are given in-game. My advice to newcomers is to ignore these for now, until you have experienced PVP in all Tiers. The only way to know if there is a balance issue is if both opposing teams are of relatively equal prowess yet the win:loss ratio invariably favours one side over the other. Until you can reasonably say that your team and the opposing team are of the same skill yet one side -always- wins, there is no balance issue.
If, after all this consideration, you do feel there might be a balance issue, then please by all means post your experience. When posting about a balance issue, it is much more likely to be taken seriously (objectively) if -both- sides can post the same results about the same issue, along with the win:loss ratio that resulted from that issue.
Lastly, always remember that the point of playing a game is to have fun. Victory in PVP is decided primarily on teamwork and support: the side that has the better teamwork and support will win. And that is where the fun is -- working together with friends (or strangers) under challenging conditions to achieve a goal. It is always more fun with friends, so get a bunch of friends together and join the queues as a team.
These are some general guidelines only, not detailed analyses of ship-specific or career-specific loadouts.
***Game Settings***
Keybinds
Make sure you group and keybind all your abilities in easy-to-reach and easy-to-remember places. Also keybind your power level presets. Most importantly, get to know your self-target and team-target keybinds (F1 through F5), which can be re-mapped in the Key Binds game options menu.
Target-announce keybind, to announce focus fire targets to your team:
/bind <key> <chat channel> <msg> $target
/bind t team TARGET: $target
Assist keybind, to target your target's current target:
/bind <key> assist
/bind g assist
Target-by-name keybind, to target a specific player by name:
/bind <key> target <player full 'short name', including spaces>
/bind F1 target Matt Dravis
For more info on keybinds, visit: starfleetreserve.proboards.com/index.cgi?board=general&action=display&thread=6
Disable Auto-Fire
Auto-fire is a certain way to kill your allies if the enemy uses Scramble Sensors. It will also lower overall DPS if you load many beams. Rely on manual fire in PVP.
Disable Auto-Assist
Auto-assist is a certain way to buff your enemies if the enemy uses Scramble Sensors. It can also result in accidental waste of buffs, since auto-assist automatically targets the target of your current target. Rely on explicit targeting, using keybinds or mouse-clicks, before applying a buff.
Disable Object Auto-Target
If you use auto-target, turn off object auto-targeting so that it will safely ignore non-player objects. You need to be able to target enemy players quickly; if you want to target an object for whatever reason, use your mouse. Note that this currently does not prevent TAB targeting from cycling through non-player objects, so mouse-click targeting (or name-explicit keybinding) is still preferred.
CombatLog
Enable your CombatLog before going into battle. This creates an open file in \Star Trek Online\Live\logs\GameClient\ named combat.log, which you can review later. A text parser is recommended, such as the open-source CombatLogParser created by another player.
To enable CombatLog, enter the following console command into the Chat window:
/combatlog 1
The disable logging, enter the following console command into the Chat window:
/combatlog 0
Bridge Officer Loadout
Survival Loadout: Every single member of your team must have at least one self-survival ability. Most important is a shield regeneration ability, such as Emergency Power to Shields, Transfer Shield Strength, or Reverse Shield Polarity. Be sure to load a hull regeneration ability as well, such as Hazard Emitters or AUX to SIF (Structural Integrity Field). Other useful survival abilities include: Engineering Team, Science Team, Attack Pattern Omega.
Support Loadout: Every single member of your team must have at least one heal-ally or buff ability. These include: Extend Shields, Transfer Shields, Engineering Team, Science Team, Hazard Emitters, Attack Pattern Delta. Learn what systems they use, their cooldown timers, and what to use/rotate when. Remember that some abilities have shorter ranges than others.
DPS/CC Loadout: Torpedo High Yield is a must. If you can support AOE, go for energy draining or movement impairing abilities, such as Tyken's Rift and Gravity Well. If you find enemies on low hull escaping regularly, pick up Tractor Beam. For cloak detection/counter, pick up Sensor Scan (Science captain ability), Charged Particle Burst, Eject Warp Plasma.
It is useful to have several bridge officers in reserve with different abilities, to adapt to different enemy teams. For example, keep Charged Particle Burst on a backup Science officer, in case you find the enemy team using primarily carrier deployables.
Lastly, check out faithborn's Comprehensive List of Counters [ forums.startrekonline.com/showthread.php?t=113118 ] to see what abilities you might want to slot. If you find yourself being hit with Viral Matrix all the time, for example, this list will point you to Science Team and Attack Pattern Omega.
Console Loadout
At least 1 EPS Flow Regulator (for weapon recharge and quick power preset switching). RCS for turn rate if you have a problem with maneuverability (cruisers!). Resistance if you do not have as many survival abilities. Tactical consoles that play to your weapon skill strengths. Science consoles -- be sure to boost points in whatever ability you primarily use (e.g., +Emitters/Hazard for Hazard Emitters; +Deflectors/Deflector Field for Feedback Pulse; etc.).
Again, keep some backup consoles in Inventory, in case you want to switch your loadout mid-match.
Weapons Loadout
Initially, go with whatever you are skilled in. In general, plasma (High Yield) and tricobalt torpedoes seem to be the worst choices due to their destructibility, but there are tactics revolving around point-blank bomber strafing runs.
Think carefully about what firing arcs you will be using most of the time, based on your ship type, style of play, group complement, and expected enemy complement. Also give careful consideration to the energy drain of certain weapons. If you find enemies on your tail more often than not, loading heavy weapons (e.g., aforementioned tricobalt) in your aft slots might be a good deterrent and great surprise for your assailants.
Lastly, it is a good idea to keep different weapons in Inventory, in case your enemy is stacking resistance specific to your weapon type.
Power Level Presets
Customise power levels (frequently referred to as 'subsystems') in order to play to your strengths or augment your weaknesses. Weapon power affects energy weapon damage output, and it provides a buffer against power consumption from energy weapons. Shield power affects regeneration rate (one tick per 6 seconds) and, more importantly, shield damage resistance (bonus = current shield power / 5). Engine power affects speed rating (which, in turn, affects Defense rating against enemy Accuracy) and turn rate. AUX power affects stealth and stealth detection ratings, and certain abilities (mostly Science).
Load EPS Flow Regulator consoles so you can switch quickly between power presets mid-combat when needed. For example, enemy subsystem warfare will drain power from subsystems, requiring you to divert power to the affected subsystem in order to keep its power above 0; once power reaches 0, the subsystem is disabled.
Another need to change power levels mid-combat, arises from the effect that certain power levels have on certain abilities. Some abilities' magnitude and/or duration can be dynamically modified by power throughout their duration, while other abilities' magnitude and/or duration are modified by the power level only at initial activation of the ability. Get to know the different bridge officer abilities (as stated above), so that you can plan and modify your power levels accordingly.
Player Career Balance
If you find yourself in very imbalanced random teams (aka 'PUGs' or pick-up groups), then team up with other PVPers before joining a queue. Ensure you have at least 1 of each career. More often than not, this means Science captains and science vessels are in highest demand due to their cloak detection/counters.
Communication
Text (Team chat) works fine against most teams, but against well-organised premades who use voice chat, this may not be sufficient, especially at higher tiers when you will encounter heavy crowd-control (e.g., Viral Matrix, Subnucleonic Beam). Consider using voice chat. Mumble is the best quality voice chat currently available, and it is completely free and open-source.
Remember that the more often you play with the same team, the less explicit communication you will need to coordinate and work effectively. So your best bet is to get a group of friends together and play together as much as possible. It's fun.
Etiquette
These guidelines might seem like common sense, but it is surprising how many players forget that they are playing with and against fellow players (paying subscribers), who have as much stake in the game as they do.
Wait for Even Population
Until the PVP queues are fixed to populate maps evenly -- or delay the start of match until populations are even -- there will often be mismatched numbers of players on either side. If you want to maximise your fun and the fun of your opponent, wait until both teams have even numbers.
You can check this by clicking the Report button in your PVP UI window (which lists all players ever to have entered your map instance), and then match those names to a local Search in the Social window (O key).
It is a good idea to confirm that this is your plan in Zone chat, so an outnumbered enemy won't leave or solo zerg in frustration (which would prematurely end the match before it even starts).
Do Not Spawn Camp
Spawn camping is when one team sits at the Zone entrance and kills newcomers as soon as they enter the instance. Everyone hates when this is done to them, yet some still inflict it upon others. As above, until the PVP queues are fixed to populate maps evenly, or safety is provided for spawn points, spawn camping can still happen.
So if you encounter this, you can either accept that the enemy team will most likely win due to gaining an early lead in points, or you can leave the map and queue for a different PVP map.
Joining queues as a full team helps minimize the damage. Otherwise, if you want to avoid this happening to you, then show common courtesy: respect your fellow players and do not spawn camp. The cycle must end somewhere, set a higher standard, this is what separates us from them, etc. etc.
Or, petition the DEVs to change the game mechanics so that spawn camping becomes impossible.
Accept Victory with Grace, Defeat with Dignity
Many will claim they earned their bragging rights, and many more will claim they deserve to cry about their loss. Just remember that you are speaking to fellow players who can influence the development of the game. Also remember that antagonised players will leave the game (or simply stop PVPing), depriving you of your precious food supply.
Compliment your enemy, learn from them, do better. Who knows: some of the people you play with/against might prove a potential candidate for your team or Fleet.
forums.startrekonline.com/showthread.php?t=115814
Preface
If you are completely new to space PVP, the first thing to remember is that human opponents are FAR more intelligent than the computer AI in PVE. The sheer ease of space PVE in T1 and T2 is the primary contributing factor for the steep learning curve that new PVPers face. Furthermore, all PVE content can be completed while playing solo, and this lack of teamwork-oriented play contributes to failure in PVP. So remember that PVP will be unlike anything you have ever faced in PVE.
The second thing to remember is that Klingon players not only have twice (exaggeration) the playing experience as Federation players, but they also have twice (not an exaggeration) the PVP experience as Federation players. This is by game design -- all players must start as Federation before being allowed to play as Klingon.
Furthermore, the Klingon faction at the time of this post only has PVP content (for the most part). They are therefore forced to PVP almost 100% of the time they play, which means they almost never solo anything. Premade teams are far more common for Klingons, and their advantage is in knowing how to work with each other. It is always easier to play on the strengths of people you know than to coordinate on-the-fly with complete strangers.
A note about game balance. We all must accept that STO is an evolving game, and there will likely be balance issues once min/max teams have started pushing the limits of what they are given in-game. My advice to newcomers is to ignore these for now, until you have experienced PVP in all Tiers. The only way to know if there is a balance issue is if both opposing teams are of relatively equal prowess yet the win:loss ratio invariably favours one side over the other. Until you can reasonably say that your team and the opposing team are of the same skill yet one side -always- wins, there is no balance issue.
If, after all this consideration, you do feel there might be a balance issue, then please by all means post your experience. When posting about a balance issue, it is much more likely to be taken seriously (objectively) if -both- sides can post the same results about the same issue, along with the win:loss ratio that resulted from that issue.
Lastly, always remember that the point of playing a game is to have fun. Victory in PVP is decided primarily on teamwork and support: the side that has the better teamwork and support will win. And that is where the fun is -- working together with friends (or strangers) under challenging conditions to achieve a goal. It is always more fun with friends, so get a bunch of friends together and join the queues as a team.
These are some general guidelines only, not detailed analyses of ship-specific or career-specific loadouts.
***Game Settings***
Keybinds
Make sure you group and keybind all your abilities in easy-to-reach and easy-to-remember places. Also keybind your power level presets. Most importantly, get to know your self-target and team-target keybinds (F1 through F5), which can be re-mapped in the Key Binds game options menu.
Target-announce keybind, to announce focus fire targets to your team:
/bind <key> <chat channel> <msg> $target
/bind t team TARGET: $target
Assist keybind, to target your target's current target:
/bind <key> assist
/bind g assist
Target-by-name keybind, to target a specific player by name:
/bind <key> target <player full 'short name', including spaces>
/bind F1 target Matt Dravis
For more info on keybinds, visit: starfleetreserve.proboards.com/index.cgi?board=general&action=display&thread=6
Disable Auto-Fire
Auto-fire is a certain way to kill your allies if the enemy uses Scramble Sensors. It will also lower overall DPS if you load many beams. Rely on manual fire in PVP.
Disable Auto-Assist
Auto-assist is a certain way to buff your enemies if the enemy uses Scramble Sensors. It can also result in accidental waste of buffs, since auto-assist automatically targets the target of your current target. Rely on explicit targeting, using keybinds or mouse-clicks, before applying a buff.
Disable Object Auto-Target
If you use auto-target, turn off object auto-targeting so that it will safely ignore non-player objects. You need to be able to target enemy players quickly; if you want to target an object for whatever reason, use your mouse. Note that this currently does not prevent TAB targeting from cycling through non-player objects, so mouse-click targeting (or name-explicit keybinding) is still preferred.
CombatLog
Enable your CombatLog before going into battle. This creates an open file in \Star Trek Online\Live\logs\GameClient\ named combat.log, which you can review later. A text parser is recommended, such as the open-source CombatLogParser created by another player.
To enable CombatLog, enter the following console command into the Chat window:
/combatlog 1
The disable logging, enter the following console command into the Chat window:
/combatlog 0
Bridge Officer Loadout
Survival Loadout: Every single member of your team must have at least one self-survival ability. Most important is a shield regeneration ability, such as Emergency Power to Shields, Transfer Shield Strength, or Reverse Shield Polarity. Be sure to load a hull regeneration ability as well, such as Hazard Emitters or AUX to SIF (Structural Integrity Field). Other useful survival abilities include: Engineering Team, Science Team, Attack Pattern Omega.
Support Loadout: Every single member of your team must have at least one heal-ally or buff ability. These include: Extend Shields, Transfer Shields, Engineering Team, Science Team, Hazard Emitters, Attack Pattern Delta. Learn what systems they use, their cooldown timers, and what to use/rotate when. Remember that some abilities have shorter ranges than others.
DPS/CC Loadout: Torpedo High Yield is a must. If you can support AOE, go for energy draining or movement impairing abilities, such as Tyken's Rift and Gravity Well. If you find enemies on low hull escaping regularly, pick up Tractor Beam. For cloak detection/counter, pick up Sensor Scan (Science captain ability), Charged Particle Burst, Eject Warp Plasma.
It is useful to have several bridge officers in reserve with different abilities, to adapt to different enemy teams. For example, keep Charged Particle Burst on a backup Science officer, in case you find the enemy team using primarily carrier deployables.
Lastly, check out faithborn's Comprehensive List of Counters [ forums.startrekonline.com/showthread.php?t=113118 ] to see what abilities you might want to slot. If you find yourself being hit with Viral Matrix all the time, for example, this list will point you to Science Team and Attack Pattern Omega.
Console Loadout
At least 1 EPS Flow Regulator (for weapon recharge and quick power preset switching). RCS for turn rate if you have a problem with maneuverability (cruisers!). Resistance if you do not have as many survival abilities. Tactical consoles that play to your weapon skill strengths. Science consoles -- be sure to boost points in whatever ability you primarily use (e.g., +Emitters/Hazard for Hazard Emitters; +Deflectors/Deflector Field for Feedback Pulse; etc.).
Again, keep some backup consoles in Inventory, in case you want to switch your loadout mid-match.
Weapons Loadout
Initially, go with whatever you are skilled in. In general, plasma (High Yield) and tricobalt torpedoes seem to be the worst choices due to their destructibility, but there are tactics revolving around point-blank bomber strafing runs.
Think carefully about what firing arcs you will be using most of the time, based on your ship type, style of play, group complement, and expected enemy complement. Also give careful consideration to the energy drain of certain weapons. If you find enemies on your tail more often than not, loading heavy weapons (e.g., aforementioned tricobalt) in your aft slots might be a good deterrent and great surprise for your assailants.
Lastly, it is a good idea to keep different weapons in Inventory, in case your enemy is stacking resistance specific to your weapon type.
Power Level Presets
Customise power levels (frequently referred to as 'subsystems') in order to play to your strengths or augment your weaknesses. Weapon power affects energy weapon damage output, and it provides a buffer against power consumption from energy weapons. Shield power affects regeneration rate (one tick per 6 seconds) and, more importantly, shield damage resistance (bonus = current shield power / 5). Engine power affects speed rating (which, in turn, affects Defense rating against enemy Accuracy) and turn rate. AUX power affects stealth and stealth detection ratings, and certain abilities (mostly Science).
Load EPS Flow Regulator consoles so you can switch quickly between power presets mid-combat when needed. For example, enemy subsystem warfare will drain power from subsystems, requiring you to divert power to the affected subsystem in order to keep its power above 0; once power reaches 0, the subsystem is disabled.
Another need to change power levels mid-combat, arises from the effect that certain power levels have on certain abilities. Some abilities' magnitude and/or duration can be dynamically modified by power throughout their duration, while other abilities' magnitude and/or duration are modified by the power level only at initial activation of the ability. Get to know the different bridge officer abilities (as stated above), so that you can plan and modify your power levels accordingly.
Player Career Balance
If you find yourself in very imbalanced random teams (aka 'PUGs' or pick-up groups), then team up with other PVPers before joining a queue. Ensure you have at least 1 of each career. More often than not, this means Science captains and science vessels are in highest demand due to their cloak detection/counters.
Communication
Text (Team chat) works fine against most teams, but against well-organised premades who use voice chat, this may not be sufficient, especially at higher tiers when you will encounter heavy crowd-control (e.g., Viral Matrix, Subnucleonic Beam). Consider using voice chat. Mumble is the best quality voice chat currently available, and it is completely free and open-source.
Remember that the more often you play with the same team, the less explicit communication you will need to coordinate and work effectively. So your best bet is to get a group of friends together and play together as much as possible. It's fun.
Etiquette
These guidelines might seem like common sense, but it is surprising how many players forget that they are playing with and against fellow players (paying subscribers), who have as much stake in the game as they do.
Wait for Even Population
Until the PVP queues are fixed to populate maps evenly -- or delay the start of match until populations are even -- there will often be mismatched numbers of players on either side. If you want to maximise your fun and the fun of your opponent, wait until both teams have even numbers.
You can check this by clicking the Report button in your PVP UI window (which lists all players ever to have entered your map instance), and then match those names to a local Search in the Social window (O key).
It is a good idea to confirm that this is your plan in Zone chat, so an outnumbered enemy won't leave or solo zerg in frustration (which would prematurely end the match before it even starts).
Do Not Spawn Camp
Spawn camping is when one team sits at the Zone entrance and kills newcomers as soon as they enter the instance. Everyone hates when this is done to them, yet some still inflict it upon others. As above, until the PVP queues are fixed to populate maps evenly, or safety is provided for spawn points, spawn camping can still happen.
So if you encounter this, you can either accept that the enemy team will most likely win due to gaining an early lead in points, or you can leave the map and queue for a different PVP map.
Joining queues as a full team helps minimize the damage. Otherwise, if you want to avoid this happening to you, then show common courtesy: respect your fellow players and do not spawn camp. The cycle must end somewhere, set a higher standard, this is what separates us from them, etc. etc.
Or, petition the DEVs to change the game mechanics so that spawn camping becomes impossible.
Accept Victory with Grace, Defeat with Dignity
Many will claim they earned their bragging rights, and many more will claim they deserve to cry about their loss. Just remember that you are speaking to fellow players who can influence the development of the game. Also remember that antagonised players will leave the game (or simply stop PVPing), depriving you of your precious food supply.
Compliment your enemy, learn from them, do better. Who knows: some of the people you play with/against might prove a potential candidate for your team or Fleet.