Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 bridge official
12-12-2011, 12:16 AM
Hi,
my ships need 4 bridge officials, but I have 8 slots... so the question is: the others officials have any impact in battles? if yes, what if 2 officiers have the same skill?

Thanks
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
12-12-2011, 12:26 AM
You can have two of the same skills on your bridge officers. Very often having two of a power is actually a good thing. They share a cooldown, but not their full cooldown. For example, when you use Emergency Power to Shields, any other copies of EPTS you have go on a 30 second cooldown while the one you used goes on a 60 second cooldown.

Bridge officers you don't have slotted don't have any impact in battle. Traits, what few of them matter in space combat, only kick in when they're assigned to a station. However, your extra slots are still useful. You don't need to use the same four boffs for away teams as you use on your ship, you can use a separate four or half and half. Many ships' bridge setups don't make for particularly great away teams.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
12-12-2011, 01:27 AM
Thanks,
for "Bridge officers you don't have slotted" do you mean "bridge officers who do not have any console assigned"? so if I have 2 science officers, but only one console, is the one with the console the only who impact durring battles.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
12-12-2011, 01:30 AM
The answer to your original question is "no".

Hevach's first paragraph is answering the question "is having two bridge officers that happen to have the same ability assigned to my ship useful?" which isn't what you originally asked.
Lt. Commander
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# 5
12-12-2011, 01:34 AM
Yes, he did - he asked two questions.

Quote:
Originally Posted by Eurialo
Thanks,
for "Bridge officers you don't have slotted" do you mean "bridge officers who do not have any console assigned"? so if I have 2 science officers, but only one console, is the one with the console the only who impact durring battles.
Exactly.

Though, like I said, there is still reasons to have extras. I've got extra officers set up for different ships, for fighting certain enemies, and a whole second away team for Borg.


Not necessary by a long shot, but getting twelve doffs set up for different situations did make a nice pastime between red alerts and STFs before I had the doff system.
Lt. Commander
Join Date: Dec 2007
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# 6
12-12-2011, 01:39 AM
Quote:
Originally Posted by hevach View Post
Yes, he did - he asked two questions.

Quote:
Originally Posted by Eurialo
Hi,
my ships need 4 bridge officials, but I have 8 slots... so the question is: the others officials have any impact in battles? if yes, what if 2 officiers have the same skill?

Thanks
Exactly.

Though, like I said, there is still reasons to have extras. I've got extra officers set up for different ships, for fighting certain enemies, and a whole second away team for Borg.


Not necessary by a long shot, but getting twelve doffs set up for different situations did make a nice pastime between red alerts and STFs before I had the doff system.
Yes, the first question was if the BOs in the extra slots did anything, and "if yes, what if 2 officiers have the same skill?". But the answer to the first question is no. So even if 2 bridge officers have the same skill, if one of them isn't assigned to a ship console, it still has no effect.

Your first paragraph is good information, but not what was asked which is why I believe Eurialo was confused.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
12-12-2011, 01:48 AM
Emergency power to shields is a bad example since the CD and shared CD overlap wich means you loose preformance.
Still that combination is effective by nature, no duobt, but for sharded CDs its a bad example.

Better examples are, especially in case of tacticals, abilitys like Rapid fire or high yield.
They have a shared CD wich is prety much the HALF of the abilitys own cooldown wich means you can deliver much more substained damage by having half of the cooldown in general.

But a word of warning: For tactical captains that isnt always neccessary, they can reduce the CDs of tac abilitys with tac initiative, wich often makes double packing obsulete (the second version is often weaker then the first anyway).
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# 8
12-12-2011, 02:18 AM
Quote:
Originally Posted by FirstAngelus View Post
Emergency power to shields is a bad example since the CD and shared CD overlap wich means you loose preformance.
Still that combination is effective by nature, no duobt, but for sharded CDs its a bad example.
And even though the Global Cooldown between them is higher than the shared cooldown, there is a clear advantage to have them twice.
It is also one of the most important, because you really should always be chaining two Emergency Power to Shields.

Quote:
But a word of warning: For tactical captains that isnt always neccessary, they can reduce the CDs of tac abilitys with tac initiative, wich often makes double packing obsulete (the second version is often weaker then the first anyway).
That can be an issue, but it basically means you have a primary "alpha strike capabiliyt" in which you se TI and your highest ranked tactical BO powers, repeatedly, and and a secondary strike capabilty where you alternate between the highest ranking and the lower ranking. But it allows you to spend some thought on "utility" powers. For example, instead of Cannon Rapid Fire, you can take Cannon Scatter Volley at a lower rank, so you have a power to deal with NPC fighter groups and carrier pets.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
12-12-2011, 02:57 AM
Quote:
Originally Posted by MustrumRidcully View Post
And even though the Global Cooldown between them is higher than the shared cooldown, there is a clear advantage to have them twice.
It is also one of the most important, because you really should always be chaining two Emergency Power to Shields.
I just wantet to state that the EPTS is a bad example to explain the use of 2 powers.
For that combination itsstelf... I wouldnt say its generally the only choice.
The advantadges a clear but it depends on the build.
For cruisers its always a good choice, (although especially in PVP or other group based content, you shouldnt take 2 EPTS III with you since your team depends on your healing abilitys), for escorts and Scis it depends.
With only 2 ENG abiltys there ARE other possible choices.
On my Sci, for example, I have high shield power in general, also I use Emergency power to auxilary wich would add ANOTHER sharded cooldown.
On my Defaint... well the biggest advatadge of 2 EPTS is the higher regeneration. In PVE I managed to go through Elite missions without getting a acratch on the hull using regeneratives (or better said the complete Borg set).
In PVP or STFs... well Regs are to weak, on other shields that combination looses parts of its benefits. The resistance is still great.... but RSP still saves the live here often, and AUX to Damp helps you top even outmaneuvre BOPs AND adds an owen resistance bonus + deffense.
On my BOP anything but Corvs are sucide and if I go into STFs I often catch FAR to much attention to compensate with 2 EPTS, especially with randoms.
Higher defense or RSP help much more here then a second EPTS.
Same for PVP where everyone, of course, focusses the glass cannon first. As long as I have no healing 2 EPTS isnt enough, if I have good healing I dont need 2 EPTS.
But thats just my opinion...

Bottom line of that wall of text: 2 EPTS is a good strategy, but, unlike many seem to believe, its not a credo, there ARE alternatives to that.

Quote:
That can be an issue, but it basically means you have a primary "alpha strike capabiliyt" in which you se TI and your highest ranked tactical BO powers, repeatedly, and and a secondary strike capabilty where you alternate between the highest ranking and the lower ranking. But it allows you to spend some thought on "utility" powers. For example, instead of Cannon Rapid Fire, you can take Cannon Scatter Volley at a lower rank, so you have a power to deal with NPC fighter groups and carrier pets.
Thats prety much how I build it (on the defaint)... I have 4 tacs to switch, 1 with scattern III and Spread III, 1 with high yield III and rapid III, 1 with Scattern II and Spread I (would prefer II but what else to put into the 3rd tac slot on a pure cannon defaint?) and the last one with rapid II and Yield I.
Can be combined in situational^^

But on the other hand.... My BOP combination uses only the commander slot for tac... here I have basicly the first 2 combinations I have on the Defaint and the Alpha-strike damage is the same, I just loose a little inb variaty (no scattern as alternative) and AFTER the abilitys and Tac initative are burned I loose substained damage.
Thats why I'm not that sure if the Defaint build is really the best possible option, but I dont want to use beams on the Defaint.
May be I give mines a try soon...
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Join Date: Dec 2007
Posts: 120
# 10
12-14-2011, 12:47 PM
thanks for the answer, all of them are usefull. However, now I have another question: I have several BO candidates, one is violet, others are blue and others are green. The color of my BO candidates has any impact like in duty officers? If yes, do you think is better to discard the BO I have and skill some of my acutal colored BO candidates?

Thanks again,
E.
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