Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-28-2010, 06:28 AM
Quote:
Originally Posted by Monthar
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.
Yup, the system cooldown is 20s.

Tactical Team, Science Team, Engineering Team, and Boarding Party are all Crew system.

As to the value of tactical team, it has its uses. Most of the time, you are not in danger of dying in PvE. So you don't need science or engineering team. And even for those situations, you can pop Tact Team a little bit before you go in, so you benefit from it for a while. And then use the other teams when the system cooldown is done.

The one thing I don't like about Tact team is that what is likely the primary reason you take the power, the bonus to the weapon skills, doesn't scale with the skills that improve this power. This is similar to the other two teams, in that the skill bonuses don't scale for them either, but different in that, for the other two, you are more interested in the heal and resist parts, both of which do scale.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-28-2010, 10:59 AM
What might be scaling, but isn't shown on the details, is the crew regeneration rate and how well it clears tactical debuffs. I do agree that the buff part of all 3 should increase in magnitude when training the skills that is supposed to boosts these teams powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-28-2010, 11:15 AM
Personally, as a Tac/Escort RA I have both Tac Team and Sci Team. I trigger Tac Team (generally) for the damage boost on my initial charge and then use Sci Team later on for shield repair or getting rid of the odd science debuff. That works OK for me on the initial charge, no so hot later on when I may be needing to repair shields again or repair hull with Eng Team.

We Are The Borg: Our People Are Task 001!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-28-2010, 11:26 AM
Thanks for the input, all - very helpful. Popped it on a new character yesterday to play around with it. Haven't had the opportunity to use it in a team, but I'm finding the weapons boost very handy solo. My subjective, untested, and short impression is that it ends fights faster than HYT I.

Do tactical debuffs become common enough in PvE to warrant this skill? I haven't noticed getting hit by any on my main, but then I haven't been looking. If the weapons bonus doesn't scale, is this skill worth holding on to for PvE?

My other concern is targeting. Seems like it auto-targets any allied ship in range, even NPCs - kinda blew my alpha strike when trying to help the Valor in the Hide and Seek mission. Looked under options but couldn't find any sort of "auto-target self" toggle. It's probably right in front of me and I'm just missing it, though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-28-2010, 11:49 AM
For large ships this is a must. Since you'll rarely be in torpedo arcs, this is a good boost to damage and more importantly, regens alot of crew on larger ships.

Tactical team 1 gives me 700 crew on my carrier. I havent checked my carrier, but my BoP could repair 750 hull a second with full crew. Think of this like a Engineering team HOT!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-28-2010, 02:56 PM
Quote:
Originally Posted by Kolikos
My other concern is targeting. Seems like it auto-targets any allied ship in range, even NPCs - kinda blew my alpha strike when trying to help the Valor in the Hide and Seek mission. Looked under options but couldn't find any sort of "auto-target self" toggle. It's probably right in front of me and I'm just missing it, though.
Options/Controls - change "Assist Target On Attack" to OFF this will have all powers that can be used on an ally only target you if you either don't have a target or are targeting an enemy. If you have an ally targeted it won't switch to their target when you attack, so you'll have to do that manually. It also means if you want to use a buff/heal on an ally you'll have to manually target them.

For a healer/support type person this setting is a godsend, because I can't count the times I intended to heal one person only to have the auto-assist crap shift me to their target then the heal shift to the enemy's target and it be a different ally than the one that really needed the heal.
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