High cover situation? I pick the most dangerous looking target, inform the away team that he's gotta go, and hit Weapons Malnfunction in an attempt to get an Expose early in and then let loose. If they get into melee, beat them down and try to keep them there until the rest of the team can clean them up. Procede to next most deadly target.
No cover situation? I throw down Cover Shield, command my Engineering Away Team Officer to drop a Shield Generator, and then do the above.
Guarantee of the target having some kind of shield regeneration or shield heal over the standard, to the point of annoyance? Drop out one of my weapons and go fisticuffs on them, switching out to my back-up weapon whenever an Expose goes off for the Exploit damage boost (usually nullified almost entirely by the shields, but it still hurts).
Standard team loadout is everyone having an Expose weapon (varying types of exposes, as well - I have 2 cone sprayers, and a targetted AoE at all times. The fourth is usually not something I worry about, but I always make sure it's got a wide radius on it, too), with myself having two Exploit attacks (I actually keep 3 Exploit weapons on hand - if I'm going fisticuffs, I bring a Pistol to the fight; The other two are a Split Beam and whatever wide Exploit I can get. Right now, it's High Density beam). Three of my four officers are built specifically to excel in Ground Combat situations, in the following ways:
Engineering - Shield Recharge, Shield Generator, Medical Generator
Science - Medical Tricorder, Vascular Regenerator, Hypodozene
Tactical - Leg Sweep, Lunge (I haven't decided on her third one yet)
The other is usually whoever I feel is the best choice at the time. Not as well optimized, usually, as most of their points are instead spent making them excel at Space (the above 3 have none of their skills below 6 for Ground Combat, and usually 7 or 8). They also tend to be my first choices for upgrading of gear. With that sort of set up... most battles are attrition wars that I tend to win eventually (with my Ground Tac officer going for exposes/exploits when for some reason my Exploits are all on cooldown).
Honestly? The most efficient setup would probably include another Science Officer optimized to do nothing but Area Exposes on demand. I tend to use another Tactical Officer, though, with Draw Fire, Suppressing Fire, and Leg Sweep to further manipulate the situation (another spammable Expose on tough targets [Romulan Commanders, Undine], damage mitigator, and damage funnel [Draw Fire usually does alright keeping damage on her and myself, giving less people for my Heal/Recharge officers to worry about). To each their own, though!
I've found it fun lately to send my team in to a point to start drawing fire, designate the target and have them start shooting. I then move myself to a different firing angle such that I get flanking damage (180 of the enemy from my team if terrain allows for it). The great thing I like about this is that if I am drawing the fire, then my away team is all doing flank damage, mob turns around and then I get the flank again. I just keep moving through the group designating the next target after the previous one falls and burn through groups pretty quick. I have found I haven't had to rely so much on the expose/exploit to slag through groups quickly.
I have also tried splitting up the away team in 2 groups and using the same tactic. However, I have found it far more manageable to just position them all with 1 click and I become the second group.
Now if I could just keep my engineers from laying down generators as they are running through the halls, and my tactical officer from getting stuck in corners 50m behind the rest of the group I'd be a much happier scientist.
I target the biggest, bad guy (officer, munitions officer, brute, etc.) then crounch, toss a grenade. While the grenade is in the air I get a sniper shot ready and instruct the entire team to hit that target. Usually that initial hit all at once will down most baddies to 10% health or less. Then I instruct the team to focus on bad guys, working down the ladder.
I have two engineers with wide angle, heavy expose machine guns and the rest of the team with sniper rifles (I might switch to slpit beam later) to take advantage of exploits and high sniper damage. I also keep one science officer with medical tricorder II and an engineer with replenish shields I, so we have the basics covered.
Cut things to shreds with my Bat'leth! Unlike PVP, melee combat is quite rewarding and entertaining in PvE. Naturally this is my Federation Kling we're talking about, since the "real" Klingons don't get PvE...
Do you sit there and mash the 1 key?
Do you expose/exploit?
Do you let your bridge officers handle things while you relax?
Do you use all your abilities?
Do you use cover?
Do you use the crouch/aim mechanic?
Please tell me, I'm curious to know what other people do to maximize their damage.
My officers always go in initially, My captain fights either with a Sniper Rifle or a Bat'leth. After the officers got the attention of the bad guys, my Captain flanks them full force, either by taking out one with the Sniper Rifle or just go full crazy with the Bat'leth, cutting everything to pieces in sight. This usually works very well with the exception of the Borg sometimes. Their nanites wreck havoc on melee oriented combatants so I tend to stay at range when fighting them.
And like some of the peeps said here, use expose weapons for your BOs and equip at least one of them with a stun weapon, it can be useful if you need to reposition quickly.
i double tap q and e, use my minimum height guy to hide behind tiny objections and floor variations, up near the celing crouched in the rafters, u name it. Ground combat is all about taking cover and popping out for expose/exploits
edit: by the way te best weapon by far is the autotargeting split beam,can u say aoe cone exploit damage? nothing feels beter than hiting 5+ guys for 1k+ dmg in one shot