Lt. Commander
Join Date: Dec 2007
Posts: 120
I'm looking for suggestions with regard to staffing my ships, specifically, what skills to take on my Bridge Officers. I'll explain what I have done so far, first for space then for ground.

My plan is to have two of each type of officer (so two tac officers, two science officers, etc.). One will be the space officer, the other will be ground focused.

Space:
My preference on my Tac Officer is to enhance Torpedo operations, so I chose Torpedo Spread I and High Yield II. My Ground Tac Officer has Tac Team I as his ability (for when I can stadff two tac officers).

My Science Officer has Jam Sensors I, Science Team II, Scramble Sensors II and Viral Matrix III. The second Science Officer (the ground officer) has Science Team and Jam Sensors II as well.

My Engineers leave me perplexed. I have one with Engineering Team, and both have Reverse Shield Polarity I and II. I do have Emergency Power to Shields, but I'm uncertain of its value.

My question regarding space has more to do with engineers than anything else. I have no idea what is useful, nothing seems to be especially so. What is useful on an Engineer?

Ground:
My standard away team consists of a Science Officer specced as a Doctor (Dylovene I, Med Tricorder II, Vascular Regen II, and Mylozene II),
a second Science Officer for controls and exposes (Tachyon Harmonic, Tricorder Scan, Hyper Rad, and Anesthezine),
An Engineer (undecided, though I have two versions)
and a Tactical Officer for control as well (lots of Grenades...).

The Engineers and the Tac Officers are the ones that most perplex me. I have two modes of Engineer in mind, one that builds things (turrets, etc.) and one that doesn't (shield regen, etc.).

My question regarding away teams is, what is most effective as a healer? Can an Engineer be effective without needing to build things? Should the Tac officers be oriented to DPS, and how?


Any thoughts would be welcome.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-06-2010, 02:50 AM
my first question, even though i have a hunch,

what ship do ya fly?
what tier ship do you fly?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-06-2010, 03:33 AM
No ship listing, and judging by your Away Team makeup, I'm assuming you're a Tac. Which probably means you're in an Escort. So basic premise, High Yield Torpedos, at least two of them, one as the HYT3. Two Beam Overloads, I just use 1 and 2. Canon Rapid Fire, have a CRF2 on one officer permanently on the Lt Cmrd tac station. Have two officers ready to switch between the Commander station, one with Attack Pattern Omega 3, one with CRF3. Finally, have a Target Subsystem of your choice, Engines or Shields preferred.

Engineering, have each with an Engineering Team, have one with Reverse Shield Polarity, another with Emergency Power to Shields. RSP is best when facing multiple ships at the same time, EPtS is best against single ships.

Sci, it's Science Team and Jam Sensors. No ifs ands or buts. If you're in an advanced escort, second Sci gets the JS1. Having two JSes is pretty much necessary for completing Elite missions solo. If you're in a Fleet escort, you need to get your eyes checked, then reroll a cruiser... :p Kidding. Anyway, just pick something that isn't completely idiotic.

For your Away Teams, drop one of the Sci for an extra Tac. Split your other Sci's abilities between healing and mass exposes. Each tac needs target optics. Suppressing Fire on one, and Focus Fire on the other works pretty good. Couple granade abilities to round out. Engineer... Fabricate Shield Generator, Weapons Malfunction, Reroute Power to Shields. Equip all your BOs with expose attack weapons... maybe give one of your tacs an Exploit.

That's basically my setup, anyway. Works well.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-06-2010, 03:36 PM
I'm a Science Officer, and I fly Science Vessels and Cruisers. As for tier, I'm thinking across all tiers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-06-2010, 03:46 PM
Quote:
Originally Posted by Mojo View Post
I'm a Science Officer, and I fly Science Vessels and Cruisers. As for tier, I'm thinking across all tiers.
It changes. Depending on tier. And difficulty setting.

So you know ... keep that in mind.

I personally use 3 engineers and one science on the ground. Or 4 engineers on the ground if on normal setting.

It is way more effective than any other combination I've toyed with.

Your idea is interesting. And some people do employ his strategy. My advice to you is, try your best to get an uncommon Saurian with the Efficient trait as part of your space crew.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-06-2010, 06:43 PM
Perhaps I need to reword it, then. I'm really trying to figure out how to finish out this chart:


Tac
Tac
------
Tac
------
Eng
Eng
Eng
Eng
------
Eng
Eng
------
Sci
Sci
Sci
Sci
------
Sci
Sci
Sci
------


What I have so far is this:

Tac Torpedo Spread I
Tac High Yield I
------
Tac Beam Overload I
------
Eng Engineering Team
Eng Reverse Shield Polarity I
Eng Reverse Shield Polarity II
Eng Aceton Field II
------
Eng Emergency Power to Shields I
Eng Reverse Shield Polarity I
------
Sci Science Team I
Sci Jam Sensors II
Sci Scramble Sensors II
Sci Viral Matrix II (III)
------
Sci ?
Sci ?
Sci ?
------

Now, not all slots would be open at once. It would depend on the ship, and on the tier. That said, I'm looking for skills I won't have to change as I progress, except to upgrade (such as Viral Matrix II to III).

The problem is I'm not sure what is really useful as far as the Engineer skills go.

I put the blank chart there so you can copy and paste for easy posting.

How would you fill out the chart?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-07-2010, 02:13 PM
Shameless bump, as this had descended off the first ten pages already...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-07-2010, 02:36 PM
Cute alien females with mini skirts.

Skills.... What are those?
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