Exposing Ground Combat | STOked 38

Exposing Ground Combat | STOked 38

Jeremy and Chris show you the mechanics you need to know to master the expose game play of Star Trek Online’s ground combat and give you a real advantage in ground combat based missions.

Then We run down the latest Engineering report, discuss “Holo Leeta”, an update on the Federation Diplomatic Corps, Galaxy Class start ship art work update, and much much more!

Plus + We’ll ask you for you ground combat improvements, as well as share our radical ideas on the subject!

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Cryptic Q&A – Fluff, Fluff, More Fluff


    * Trait Re-spec coming in a future update for Captains.  No plans to do so for Boffs.

    * Fleet logo system coming soon to Tribble

Engineering Report Update!  June 11, 2010


    * Primarily a list of “things that need to be fixed”

    * 2.0 Feature List (Rough Draft)

        – Ship Interiors with “Make Consumables” mini-game (sick bay?)

        – Dabo w/ “Holo Leeta” (community effort paying off — grats guys!)

        – Federation Diplomatic Corps — “earn FDC-XP”??

        – 8 new Klingon missions, 4 new Diplomatic missions, 5 new “Tier 6” missions + Weekly Missions for all levels (scalable)    


Ship art updates – Courtesy of “CapnLogan”

Intrepid:  http://forums.startrekonline.com/showthread.php?t=161807

    * Various fixes, and moving nacelles!

    * Also includes hints/confirmation of a REFIT idea being hammered out.

Galaxy:  http://forums.startrekonline.com/showthread.php?t=155142&page=17

    * Saucer corrections.

Galaxy X pics & vids:  http://forums.startrekonline.com/showthread.php?t=162143

TenTonHammer – Deflector Dish Drilldown

    * Walks you through understanding your Def Dish

Massively – Basics of Ground Combat


    * Stuff we already know, but you might find a gem inside.

Consolidated list of recent mechanic changes


    * Included in show notes by request.


Ground weapon types / pros & cons


    * Bat’leth will win every time.  Much higher damage, better combos.

    * There’s more to it than that, but that’s a Math segment unto itself.

Damage Type Review

    * Phaser – Chance to Stun.  (good vs. all enemies)

    * Disruptor – Chance to apply damage resistance debuff, enhancing all incoming damage on target.  (great vs. all enemies)

    * Plasma – Chance to apply small DoT that is not mitigated by shields, stacks.  Can be cured.  (good vs. shielded enemies)

    * Tetryon – Chance to apply a debuff to enemy’s shields, enhancing shield damage dealt to target.  (good vs. shielded enemies, bad vs. all else)

    * Polaron – Chance to apply weapon malfunction. (good vs. enemies with ranged weapons, bad vs. all else)

    * Anti-Proton – Various, depends on style purchased, no innate bonus just better stats.

Weapon Types, sorted by Refresh (lowest to highest)

* Stun Beam: Single Target, Expose + Hold

    – Ideal = CONTROLLER.  2x Stun Beams = Hold/Expose every ~3sec

* Compression Bolt:  Single Target, Exploit + minor KB

    – Ideal = BOSS or SECONDARY WEAPON.  Fast refresh (~7sec) allows for many Exploits, highest DPS over time.  Also interrupts.

* Bolt Spray:  Cone AOE, Expose

    – Ideal = EXPOSER.  Can expose up to 5 targets every ~9sec. (Every ~5sec if two equipped)

* Wide Beam Pistol:  Cone AOE, Expose

    – Ideal = TANK.  High damage and easy to spread out – gains threat from large # of targets quickly.

* Sniper Shot:  Single Target, Exploit + KB

    – Ideal = BOSS.  Highest single-target damage per shot.

* High Density Beam:  Cylinder AOE, Expose + Repel

        – Ideal = ENVIRONMENTAL HAZARDS.  Repel is guaranteed, push targets into hazards.

* Full Auto Sweep:  Wide Cone AOE, Expose

    – Ideal = EXPOSER.  vs Bolt Spray = Higher damage, fewer targets, slower recharge. (not recommended)

* Split Beam:  15-degree Cone AOE, Exploit

    – Ideal = DPS/TANK.  Among the highest potential damage per use, but low over time.  Compromise between Auto-Target and Sniper.

* Arc Wave:  Cylinder AOE, Expose

   – Ideal = ENVIRONMENTAL HAZARDS.  High knockback potential, throw targets into hazards.  Can also interrupt skills/attacks.  Unlimited # targets.

* Pulse Wave:  Cylinder AOE, Exploit

   – Ideal = CHOKE POINTS.  Highest single-use damage potential plus high knockback potential, but very slow recharge (~14sec)

* Auto-Target Beam:  30-degree Cone AOE, Exploit

    – Ideal = DPS/TANK.  Wide beam, decent damage.  Good for spreading out damage. (not recommended – recharge too slow)

* Energy Blast:  Targeted AOE, Expose + KB

   – Ideal = CHOKE POINTS.  Unlimited # targets + knockback potential (but KB cannot be aimed – radiates outward from impact)

Away Team Recommendations:

* NEEDLES OF DEATH = Three with Bolt Spray, Non-Healer+Captain with Compression Bolt.

    REASON = Many exposes, quick refresh on Exploits.

    ALT = Rotate in Split Beam for Captain, to allow occasional multi-Exploit shots.

* ALPHA STRIKE = Two Energy Blast, One Full Auto Sweep, One+Captain with Split-Beam.

    REASON = E-Blasts and Auto should Expose almost full group (if tightly packed), Split Beams will mow them down.

    NOTE:  Best if used by Science Captain that uses Tricorder Scan before engaging, and Away Team that doesn’t summon turrets (wasted Alpha Strike time spent beaming in equipment).  Not ideal for prolonged engagements, as all are on long refresh timers.

Group Recommendations:

* BE PREPARED.  Bring more than your two favorite weapons.  Be ready to fill various roles (Exposer, Knockback, Tank, Boss Killer, etc)

* KNOW YOUR ROLE.  If you are asked to be the dedicated Exposer on a team, don’t equip two E-Blast weapons.

* DON’T SPAM EXPLOITS.  Exploit specials are up to 20x more effective when used on Exposed targets.



Next week’s question — give us your suggestions for Ground Combat improvements.

Chris’ suggestion:

1) faster combat

2) fewer badguys, but let me die/fail

3) shield quadrants

4) camera shake option 


Jeremy’s suggestion:  Revamp into 3rd person Cover Shooter.  (yes, it’s far-fetched and incredibly unlikely.)

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12 Responses to “Exposing Ground Combat | STOked 38”

  1. Jonathan Heslop Says:

    “Anti Lizard nacelle” 😛

  2. Zorena Says:

    steal crytek2 engine and build a total new ground experience :)

  3. Jimjim Says:

    I love the scalable mission idea.

  4. Jimjim Says:

    Wow that ground combat segment was really helpful, thanks!

  5. Peter Thomas Says:

    nice ideas from chris about ground. was always lead to belive that ground was going to be fast, but its just not atm (infact im alt-tabed out in the middle of a away team mission atm)

    other ideas could be:
    -(for space as well) make some missions that force grouping before end game STF, ie the 'instances' in other games. This will allow more of the multi player aspect in the mmo
    – link us more to our ship, maybe see it in the background when in docks or somethings
    – increase the sheild recharge time, at the moment its 3 seconds, make it around 10 (for both pc AND npcs, notice a lot of changes dont effect npcs)

  6. Yorton Martinez Says:

    I would like to see a missions that use both ground and space combat at the same time. For example you have to protect a colony that is being invaded by the Borg. You have 2 team members beam down with there full away team. While the other 3 are in space trying to stop the ship beaming down drones. The two that beam down ships turn to NPC ship that aide you. Every time a ship makes it passed the ships and beams down reinforcement another wave of drones attack the colony. You have to protect some many colonist to protect. If the number goes below it you fail.

  7. CapnLogan Says:

    Haha great podcast! However ya got one thing wrong – I'm not the ship lead. That's Papa Mark. Cheers!


  8. Picardalpha2clearance ( Joe ) Says:

    The only ground revamp I would like to see and the most canon would be similar to Rainbow six 2 Las Vegas edition where you can crouch and cover, pop out from behind items and return fire. and not so many NPC run at you all the time. Head shots should be fatal.This would speed up the combat and extend our shield recharge. I hate big shoot outs in broad day light with no cover. Npc's would have to stop if hit and not be able to run at you. Let cover mean something that is Canon. Also with this type you can select your shooter view point.

  9. Picardalpha2clearance Says:

    I do not agree with any loss of away team member permanently during missions. you should be able to revive them and keep going. I would like to see away teams expanded to 6 Boff and a captain for ground missions this would also speed them up. This is canon, because the main away team was always communicating with other details on the ground in most episodes. or a toggle between 4 or 6 depending on the Captains discretion.

    I would also like to activate more boffs for better ground and space rotation as many as 25 to feel as if I have a real crew and not bunch of ensign rickys. This being said at all levels.

  10. Picardalpha2Clearance Says:

    great show guys you have come a long way!

  11. Joemanfoo Says:

    What's in the background … is that EVE Online? Doesn't look like its STO.

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