Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Tactical Team useful?
02-27-2010, 06:49 AM
I'm shooting for a Recon Sci Vessel setup, with support as a secondary role (primary role would be jamming / ECM). Tactical Team looks like it might be cool to have, but do folks actually find it useful? Was gonna put it on my secondary Tac, but wasn't sure how it compared to the other Ensign Tac BO skills.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-27-2010, 06:56 AM
It has cool down with science team and engineeer team. So no, if you want to support dont use it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-27-2010, 07:06 AM
Do they share a system cooldown, or are Sci and Eng team down for the whole duration that a particular officer's Tac Team is down? If it's just the 10-15 sec system cooldown, I can live with it.
Lt. Commander
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# 4
02-27-2010, 07:26 AM
The shared cool down on 'teams' is enough to be annoying. I dont recall the exact length but it is more than a few seconds.
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# 5
02-27-2010, 08:05 AM
Got it. Not very compatible with the other Team skills.

As a support skill in its own right, though, do people find it useful, or would I be better off getting a different Ensign Tac skill? I kinda like the bonus to Energy and Projectile Weapons damage, but are they noticeable, and are the boarding party and tactical debuff resistances worthwhile?
Lt. Commander
Join Date: Dec 2007
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# 6
02-27-2010, 11:41 AM
As I've pointed out in other posts, that bonus to projectiles and energy weapons is like adding an extra +18, +24 or +30 weapons console for both types, depending if it's TT1, 2 or 3 you're using. At 125 weapons power that's a damage bonus to all energy weapons of 18*2.5 = 45, 24*2.5=60 or 30*2.5=75 per hit with each. So the added damage can really add up. Plus for the duration it'll clear any tactical debuffs applied to you such as those from Attack Pattern Beta or Attack Pattern Delta.

You can use a different Eng or Sci power that repairs hull or regen's shields to avoid the crew system cooldown conflicts. Such as Aux to Structural (Eng self only) or Hazard Emitters (Sci self or ally) for hull repairs and EP to Shields (Eng self only) or Extend shields (Eng ally only).

IMO, if you're playing the DPS role in the group, you shouldn't be worrying about support, because your job is to do as much damage as possible as fast as possible. Leave the support stuff to the members of the group playing that role. After all it's their job to keep everyone in the group alive, while it's your job to blows stuff up. Hey, look, that's just like in any other MMO.
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Posts: 120
# 7
02-27-2010, 12:50 PM
That's a good bonus to damage, but how would you make up for the loss of self repairs if you needed them or were solo?

For a Recon Science vessel especially, you don't have much in the way of engineering options. What would be good Science skills other than science team that could be used to use to repair your own shields AND your friends, even if you had to choose between using it on you or them each use.
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Posts: 120
# 8
02-27-2010, 01:36 PM
I would really only go with Tac team if I'm captaining an escort class ship. Mainly because Sci ships are more about the AoE or CC and Cruisers about the Tanking or Healing.
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# 9
02-27-2010, 02:05 PM
Kolikos:
it's not the whole ability duration, rather it's the same cooldown that triggers when you use any ability that uses 'crew' of some sort which is about 10 seconds iirc...

i actually find it quite useful in my star cruiser believe or not when i experimented with it, it's ability to restore wounded crewmen back to able status in particular was what interest me because while my star cruiser is perfectly capable of tanking multiple salvos of torpedo even on bare hull with the stacked resistance and HoT from hazard emitter, my crews do take some hit with each salvos though i minimized it as much as i can.

the damage buff on my beams and turrets are extra bonus on top of that.
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# 10
02-27-2010, 04:58 PM
Quote:
Originally Posted by Melcyna View Post
Kolikos:
it's not the whole ability duration, rather it's the same cooldown that triggers when you use any ability that uses 'crew' of some sort which is about 10 seconds iirc...
All powers of the same type have a 20 sec shared cooldown. The only place you'll see a shorter shared is with cannons, turrets, torpedoes and mines.
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