Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
06-01-2010, 03:51 AM
There were discussions what additional function Tac Team should/could have. There were some good ideas, I just forgot most of them. Breaking holds or something would be the one I'd see as logical; navigation skills are in Tactical with the attack patterns, and evading a hold or so would kinda fit in there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
06-01-2010, 02:35 PM
True. I see your point there on possibly adding something for Tact team.

Ok one good thing about Tact Team is that it raises your crew. When your crew gets low, so do some of the effectiveness of abilities, for example Tact team, Eng team, and science team (like same if you are at full crew and you will receive +21 in the different operations from the different teams. As your crew drops, so do those numbers in effectiveness of abilities). I also believe miracle worker is based off the number of crew. That's why Tact team is important to make the repair rate better and to keep your abilities effectiveness up during a battle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
06-02-2010, 05:58 AM
Wait, Tactical Team improves the performance of... Tactical Team? That is as useless as it gets. Also, the boost for the other teams is a joke - they are on shared cooldown with Tac Team. In theory, that's already quite stupid, and now look at it in battle...

Your shields are almost down. Using Sci Team will heal them - not much, but it can save you for another minute.
Your options: Use Tac Team to make Sci Team more effective (and wait for CD) - or use Sci Team and survive another minute.

Well, I don't know about you, but in 100 of 100 cases, I use Sci Team...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
06-03-2010, 04:25 PM
I would first use RSP (since I got two of them and can manage my shields decently as a tact star cruiser) and then as that goes thru immediately use tact team to raise crew if low and to allow for science team to be better like for hazard emitters that I will use right afterwards to provide for hull repair and some damage resistance and if I really need to I will use my second RSP and if my hull is still down, use ET, then emergency powers to aux, and then wait 1 second and use AUX SIF III to provide for a really good damage resistance and hull repair. By then, I should be getting close to using shield team again and same with hazard emitters and also emergency power to shields I.

So keeping your crew up with Brace for Impact (to limit the crew lose) and with Tact team where I am not in too much of a tight situation, I can last awhile in battle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
06-04-2010, 08:34 AM
I have a different strategy. I fly my escort with 3 x Torpedo Yield and 1 x Torpedo Spread. With Tactical Initiative, I can spam heavy torpedos like crazy and don't get in a situation where I would need crew recovery.

In other words, my crew loss after 5 mobs in exploration is usually about 2 orange dolls. Really nothing worth using tac team. Hence its useless for me, so I replaced it. On no toon, I ever really had to worry about my crew after Lt. Cmdr. 6 or so. Without Biofunction Monitor or any other crew boost.
And before getting there - especially in a BoP - my crew dies within seconds and if I heal it with Tac Team, they are all dead with the next hit anyways. With Biofunction Monitor or not. Torpedo Yield or Spread still pays out more - Tac Team is a wasted CD at that level, as it blocks the teams keeping me alive - for no real gain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
06-04-2010, 06:26 PM
Well I think tact team is better for bigger ships. Idk just comfortable with my abilities for a cruiser.
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