Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-03-2010, 01:18 PM
Which one is Tactical Team1? (or is it just not on this page?)

http://sto-intel.org/wiki/Space_bo_abilities
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-03-2010, 01:28 PM
Quote:
Originally Posted by Legatus
Which one is Tactical Team1? (or is it just not on this page?)

http://sto-intel.org/wiki/Space_bo_abilities
I think they have it listed as "Security Team". Probably from CB. Tactical Team does the same thing but also boosts weapon damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-03-2010, 01:32 PM
Quote:
Originally Posted by Legatus
Which one is Tactical Team1? (or is it just not on this page?)

http://sto-intel.org/wiki/Space_bo_abilities
That page is slightly out of date, Tactial Team I replaces Security Team I and I believe a does everything Security Team did plus adds a listed +18 to all Weapon Damages (which in my testing adds 12-13% to my cannon damage but my testing has been very limited thus far.

Try using the character builder at http://sto-builder.binarybit.ch/ it seems to have more up to date skill info.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-03-2010, 01:34 PM
Thanks for the tip, I'll check it out tonight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-03-2010, 01:36 PM
Tactical Team 1 is definitely a viable tactical ensign power as both a straight damage boost and also removal of debuffs like boarding party and hostile attack patterns.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-03-2010, 02:58 PM
Does RF 1 & 2 share the same cooldown timer?

Or can I have two officers with RF 1 or does that share the same cooldown timer?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-03-2010, 03:11 PM
Quote:
Originally Posted by Notlaw
Does RF 1 & 2 share the same cooldown timer?

Or can I have two officers with RF 1 or does that share the same cooldown timer?
20 second shared GCD with all cannon abilities, 30 second individual cooldown at rank9.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-04-2010, 02:02 AM
In t3 sure, but ive found no reason for one extra cannon in t2, a high yield quantum torpedo on a unshielded facing at 5km far outweighs one extra cannons, not to mention the torpedo uses no power which makes sure my other cannons are always firing at full power
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-04-2010, 02:40 AM
I have a question about the science BO power you guys use, i read one of you uses tractor beam...? ok i can understand that, but i've found i like the Jam Sensors one more.

Which ones do you guys use most as a Science BO power and why? Also does tractor beam work at 10km? Not that i'd use it that far away because of damage drop off.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-04-2010, 02:41 AM
I just want to quote myself from a thread I just created as I think it has some relevance here also with what you are discussing:

Quote:
Originally Posted by ridfrenzy View Post
I am trying to figure out the optimal setup for my escort ship. T2 and T3 Escorts were ok because you only really used two cannons at once and so long you didn't mix up dual normal and dual heavy things went along swimmingly.

I hit Captain last night so I am now in my T4 Escort, I already planned on using three heavy dual cannons as I realise that it is impossible to use three normal dual cannons due to the cooldown. What I noticed is while using them that I don't think it is possible to actually fire all three in a sequence, sometimes it would but in general it seemed to only be able to use two cannons at most.

Theoretically all three should be able to fire as they have a three second cooldown and cannons have a one second global cooldown. I am sure lag would cause an issue and also how fast you can spam your spacebar :p, however I don't use spacebar to activate them, I use the lag bug where you can spam click the weapons to have all three on autofire so lag and human timing shouldn't come into play here.

What I want to know is if this is a bug, I realise they added the global cooldown to fix the issue of it overwriting the other cannons fire but at the moment I think the timing is too tight to be able to get all three cannons to fire in sequence, there is literally no room for error. Maybe if the global cooldown was reduced to 0.8 seconds it would allow escorts to be able to use more than two cannons effectively.

I am going to keep an eye on it more but to be honest I think I may just end up replacing a heavy cannon for a dual beam, it doesn't really feel right to use beams for an escort but at the moment I feel like it is a DPS loss to have three cannons equipped. On the plus side atleast this will open up some additional tactical powers withe the target subsystem BO powers.
In my T4 Escort I have 3xHeavy Dual, 1x Quantum Torp in the fore ports and 2xTurret in the aft ports.

My BO powers:

Tactical Team I
Torpedo Spread I
Attack Pattern Beta I (Very nice BTW)
Attack Pattern Delta I
Torpedo High Yield III
Cannons: Rapid Fire III

Emergency Power to Engines I
Engineering Team I

Polarize Hull I
Science Team I
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