

Klingon players have access to a Bat'leth right away. Using a Bat'leth offers similar attacks at considerably higher damage.

Without a weapon equipped, you'll have three melee attacks automatically mapped to the 1, 2 and 3 keys: a left punch, a right punch and a palm strike, respectively. But if you remove one of your phaser weapons, you'll open up a world of punchy possibilities. That means your melee capabilities are limited to smacking enemies with your phaser or rifle butt, which appears in the third slot on the default ability tray (mapped to your 3 key). If you follow the Federation tutorial's instructions, your character likely has two ranged weapons equipped. Just don't make a habit of punching everyone as a Science officer, because it's just not your specialty. If you run into the occasional shield-regenerating enemies, however, feel free to melee the heck out of them, no matter which class you are. So if you want to play a melee character, make a Tactical officer. Engineering and Science officers receive useful attacks and buffs, but they'll always be less effective at melee than their red-shirted comrades. Longer answer: The Tactical officer is the only class to receive melee-specific skills, such as Lunge and Leg Sweep, plus various kits and damage bonuses. So! It makes sense for you to use melee attacks on shielded enemies, particularly ones who like to regenerate shields. You know how Klingon Swordmasters can hack your Federation captain limb from limb in seemingly no time? That's because his Bat'leth goes straight for your face, whereas phasers have to cut through your shields first. The beauty of melee combat is that it bypasses personal shields. A few commenters on the ground-combat column suggested I cover melee combat, and they were so right! Phasers are pretty rad and all, but sometimes you just have to knuckle under and put fist to face.

Punching out a Borg invader might not seem very Trek-ish, but it sure gets the job done.

With the fundamentals of Exposing and Exploiting firmly in mind, we'll move on - by popular demand - to the exciting world of melee combat. When Captain's Log last discussed combat, we covered five of the most important basics of fists-and-phasers fighting in STO. Steel your nerves and ready your weapons, because we return this week to the front lines of ground combat. Captain to away team: Set fists to Obliterize! It's time again for Captain's Log, our weekly venture into the cosmos of Star Trek Online.
