Lt. Commander
Join Date: Dec 2007
Posts: 120
With 5 characters, it's hard for me to find enough setups that are both good and different from each other. I don't like each of my captains and their away teams to feel similar because that just makes the game that much more repetitive, but my setups have all pretty much wound up the same.

Here's how I generally skill my away teams:
1x Science - Medical Tricorder, Nanite Health Monitor, Vascular Regenerator, Electro-Gravitic Field
1x Engineer - Quantum Mortar, Shield Recharge, Chroniton Mine Barrier, Cover Shield (annoying sometimes and a lifesaver other times)
2x Tactical - some mix of Overwatch, Motion Accelerator, Ambush, Stealth Module, Lunge, Sweeping Strikes, and 1-2 grenade skills

For weapons I tend to more or less give everyone on a team the same weapon, so I have all phaser miniguns with [KB3] for my Fed tac captain's team, all bat'leths for my KDF tac, all phaser dual pistols with [KB3] for my Fed engi, all blast assaults with [KB3] for my KDF sci, and my Fed sci is a bit of a mix with the two tac officers having melee weapons and the engi & sci officers having pulsewave assaults with [KB3].

So the problems are that A) engineer BOffs don't seem to have that many useful skills yet I want to have one or more of each officer, B) my Fed engi & tac officer teams feel pretty similar because of their weapons both being rapid fire types with a spread shot secondary effect, C) my KDF tac captain's team does horrible DPS (I really want to have an all melee team because it feels more Klingon-esque), D) my KDF sci captain's team works well overall but blast assaults have relatively low DPS (though I do enjoy the constant AoE knockbacks).

Any ideas on what to change? Do you have any away team setups you use that you have a lot of fun with & are completely different from what I have? Since these are just away teams I'll generally use in solo play they don't have to be completely optimal, just enjoyable & effective.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-01-2012, 08:38 AM
Quote:
Originally Posted by MallowOni
Do you have any away team setups you use that you have a lot of fun with & are completely different from what I have? Since these are just away teams I'll generally use in solo play they don't have to be completely optimal, just enjoyable & effective.
Yes, in fact I detailled them earlier today in this thread - Away Team Builds

More specifically:

Quote:
A) engineer BOffs don't seem to have that many useful skills yet I want to have one or more of each officer, B) my Fed engi & tac officer teams feel pretty similar because of their weapons both being rapid fire types with a spread shot secondary effect, C) my KDF tac captain's team does horrible DPS (I really want to have an all melee team because it feels more Klingon-esque), D) my KDF sci captain's team works well overall but blast assaults have relatively low DPS (though I do enjoy the constant AoE knockbacks).
A) Fabrication abilities (Turrets, Mortars, Drones) increase DPS by inflicting it via over extra temporary NPCs - there's no increased threat of your BOFFs dying due to pulling extra aggro. The Tier one Turrets/Mortars are mostly useless, they have poor damage and no shields. The Tier 2 and 3 versions are excellent though. The best LT skill I've found to be Weapons Malfunction - it really makes boss fights easier.

B) Try Pulsewaves - they're usually the Highest Damage weapon for PVE because their primary attack is a cone. You can mix and match with Melee BOFFs and different exposing/exploiting abilities too.

C) For an All-Melee Team you need a specialised BOFF, it's possible, but slower compared to a mixed team. Tachyon Harmonic on your Sci BOFFs in that case is really, really going to be your friend.

D) See B. Pulsewaves. And the Physicist or Analyst Science kit. Physicist for raw DPS, Analyst for Negating Shields.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-01-2012, 09:34 AM
A) I find any sort of fixed emplacements such as turrets & medical generators all die almost immediately, either to an enemy grenade or because their healing/DPS aggroed something that hadn't already been hit by one of my away team members. I do use mortars because they have a slower rate of fire & so are less likely to grab aggro. Maybe I could help solve this by giving a tac officer Draw Fire, but that would still mean grenades are a problem.

B & D) I'm using pulsewaves on my Fed science officer already & don't want to overlap.

C) I'm using a mix of Klingons, Gorn, and Nausicaans, all with Aggression, Lucky, etc.

Thanks for the link. It looks like it has a pretty decent variety of BOff skill setups. That just leaves me to figure out different weapon setups.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-02-2012, 11:18 AM
This is what I do personally, and is a terrible suggestion.

Since obviously the player does most of the shooting, I've got 3 Science BOFFS with Medical Tricorder and 1 Tactical.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-04-2012, 06:29 PM
My best Away team (on my primary Vulcan sci character)
Consists of
Tac Lt (Vulcan) Grenades and phaser type 2
Tac Ensign (Human ) Draw fire phaser Type 2
Sci Lt Commander (Trill ) Medical skills all the way Phaser type 1
Sci Lt (Vulcan) Tricorder scan Phaser Type 2
Myself VA (Vulcan) various kits by mission Phaser Type 2 and a Lirpa

not the most powerful team in existance but all of them are old friends
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-04-2012, 08:10 PM
This is an older episode some of the info. is outdated but the general principles still apply.

http://www.jupiterbroadcasting.com/2...eam-stoked-55/
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