Hello all. I've tried researching this subject but I can't find much information. I'd like to ask how you build your away teams, and what seems to work best throughout the mid-to-later levels. I have a Commander 1 (tactical) and now a Lt. Commander 1 (science) as my characters. For both of them, I've been doing 2 tactical, 2 science, and one engineer as the standard away team makeup.
I like this for my Commander, because I play one of the tactical officers, and I use Focus Fire, Target Optics, Plasma Grenade (if my science officer manages to root a group), etc. But for my science Lt. Commander, I don't know if this is the best setup. Here's what I am doing:
1 science officer is straight heals (bridge officer)
1 science officer for debuffs/control (which is me)
1 engineer with Mine Barrier and Phaser Turret
1 tactical with Photon Grenade and Target Optics (seems to work okay) 1 tactical with Draw Fire and Suppressing Fire <<<<not so sure about this guy
I should say that, so far anyway, I don't have much trouble with ground combat. I tend to order my team to focus fire on one target at a time, I use Mind Meld on the swordmasters and the tough mobs...it's working fine and I rather enjoy ground missions. I just feel that the last tactical officer doesn't do much for the team. He uses Draw Fire randomly, it doesn't pull aggro from my healer, or from me for that matter. I wonder if I'd be better off with a second engineer, or even a third science officer. But I do think Overwatch could be useful when I get to tier 3.
So if my last tactical guy doesn't seem to do a whole lot, but doesn't hurt either, would you suggest I stick with him till the higher levels? Or do you have any other recommendations for group makeup? Thanks in advance.
My favorite setup so far has been the following:
Engineer x3 (mines, Phaser Turret I, Phaser Turret II, Summon Support Drones I)
Science x1 (the first heal, vascular regen, tricorder scan II, whatever)
The 4 Boffs all set up with weapons to AoE expose, while I use dual split beams.
I like it because it kills things fast and does so consistently and the plethora of things for the bad guys to go after makes it super safe. The character I do this with is also an engineer, adding another turret and support drones to the mix, as well as a FF Drone and some generators to amuse the mobs. The mines don't really do much, could easily be replaced with the shield recharge power.
I've also toyed around with the all science team, using lots of tricorder scans, everyone armed with split beams. Quite effective, but a bit more luck dependent than the engineer heavy crew. Sometimes it kills faster, sometimes slower. More vaporizes, but not as much of a laser light show.
Trying a tactical heavy team right now on another character. Finding it the least effective of the bunch, though still messing around with power choices.
Using 1 Tac human (me) 1 tac Vulcan, 1 tac Klingon, 1 sci-Vulcan & 1 human engineer. I didnt realise that the other 2 tacs had stealth module 1 until I reached Cmdr, as I also have stealth I'm gonna try for a full stealth tac team at some point, with black uniforms and a heavy dark cruiser I feel as if I'm on a war footing
Engineering Captain (driving a Cruiser) - Medical Generator, Phaser Turret
Tactical - Photon Grenade I, Targeting Optics I
Engineer - Chroniton Mines I, Shield Generator I
Engineer - Chroniton Mines I, Shield Generator I
Science - Medical Tricorder I, Tricorder Scan I
So long as I get to open the engagement, every time I crouch in my chosen firing position and give the order(s) to "set up the portable fort" ... meaning, deploy mines and generators. Then when everything's set, I either open with a phaser sniper rifle or a phaser split beam rifle. My tactical and science officers also have phaser split beam rifles while my engineers have phaser dual pistols.
Haven't been defeated yet in ground combat ... but then, I'm only Lt Commander 3 so far.
On me the fabrication specialist kit (getting the purple one as soon as I can be bothered) which will have phaser turret 3, seeker drone 3 and quantum turret 3. That's in addition of my support drone. For now I'm stuck with phaser 3, quantum 2, seeker 1. They still pack a punch.
Lots of firepower and decoys. Medical tricorder is there mostly for show.
I've pretty much stayed with the same away team I've had since the start. I just tweaked their skills.
For my Science Officer - Commander Rank:
1 science officer with all the heals as my back up healer. I personally have the healing kit with all the higher level skills but its good to have back up.
1 science officer with the debuffing abilities
1 engineer that has mines, phaser turret and healing generator
1 tactical that has .. hmm, can never remember what he can do.. but whatever he does it seems to work
I'm currently working on a 3rd science officer with the ability to clean off our debuffs and buff us and will at some point work her into the group as a replacement for my tactical officer and see how that goes.
My Engineer Officer - Lieutenant Commander Rank:
1 science officer with the healing abilities
1 engineer with phaser turrent, mines and shield generator - I have healing generator
1 tactical doing whatever they do.
I can't recall if I had a full group yet or if it is still being filled with security officers.
Tactical operative captain with bat'leth and anti-proton compression pistol
Science officer with stun beam phaser pistol and medic training
Tactical officer with phaser bolt sniper rifle and close combat training
Tactical officer with polaron blast assault and a bunch of weapon abilities
Engineering officer with shield buffs, shield generators and apply weapon malfunction