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Empire Veteran
Join Date: Jul 2012
Posts: 236
Keeping crewmen alive longer vs Let them regenerate faster

I prefer the former since repair rates are higher at high crew numbers, so letting them live longer would maintain higher repair rates.

What about you guys? Discuss.
Captain
Join Date: Jun 2012
Posts: 1,036
# 2
01-03-2013, 09:43 PM
Crew isn't much use in combat, your hull repair goes to almost nothing during combat no matter how many are alive. Even crew alive in the 700's a cruiser only regens <30% hull per minute.

If you're really worried about crew, get Adapted MACO two-piece, which has large crew death/disable resist and high recovery.
Starfleet Veteran
Join Date: Jun 2012
Posts: 514
# 3
01-03-2013, 11:30 PM
Neither, get a field generator science console
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"The Road To Arc Is Paved With Good Intentions"
Captain
Join Date: Jun 2012
Posts: 750
# 4
01-04-2013, 01:31 AM
Use the two-piece honour guard/adapted maco set. Good crew resist and torpedo damage buff.
Career Officer
Join Date: Nov 2012
Posts: 246
# 5
01-04-2013, 02:32 AM
agreed the crew is like the bell ringing after the fight it regens. For some strange reason my crew in my patrol escort regens my ship completely in 5-10 seconds so to me a live crew is a good crew, but i wouldn't waste consoles on keeping them alive or living longer it's unnecessary like getting polarize hull when you can have evasive and omega.
Lieutenant
Join Date: Jun 2012
Posts: 43
# 6
01-04-2013, 02:08 PM
Depends on what I am up against but from time to time I will slot both but usually will have a bio function console in if I get a quick chance between heated STF's it's nice to get the passive heals on yourself while healing fleet mates/pug teams but with the omega rep system they are a little less important now.

Depends on your play style and how you want your build.
Captain
Join Date: Jun 2012
Posts: 1,462
# 7
01-04-2013, 07:20 PM
Quote:
Originally Posted by tom61sto View Post
Crew isn't much use in combat, your hull repair goes to almost nothing during combat no matter how many are alive.

This. Crew is next to useless on small ships, and gets increasingly useless the more you have of them since they'll spend 95% of the battle being incapacitated. It's a completely broken gameplay mechanic that isn't worth your time.
Captain
Join Date: Jun 2012
Posts: 3,063
# 8
01-04-2013, 07:27 PM
Crew isn't worth giving up a console slot for, either use 2pc Honor Guard to protect them or just let them die.
Career Officer
Join Date: Nov 2012
Posts: 246
# 9
01-05-2013, 03:53 AM
lol i always laugh when I'm still fighting and i have 0 crew it's like Hmm soooo if I'm dead in there who is giving the orders and who is flying the ship? My god it's a Ghost ship!
Commander
Join Date: Sep 2012
Posts: 278
# 10
01-05-2013, 02:21 PM
Quote:
Originally Posted by lasonio View Post
lol i always laugh when I'm still fighting and i have 0 crew it's like Hmm soooo if I'm dead in there who is giving the orders and who is flying the ship? My god it's a Ghost ship!
It's either hologram racism and they just don't show up as alive, or the ever capable main computer is doing all the real work for you... as usual


I absolutely agree though, in PvE I seem to spend 99% of my time with about 1% of my crew incapacitated and the rest dead (or whatever those icons represent, it really doesn't seem to matter).

I run the borg engine/shield/deflector set and it has a nice hull repair capability which I get much more mileage out of, along with an auxiliary to structural ability for good measure. I'd absolutely recommend working towards a field generator; I hadn't even noticed they existed since they have to be bought, crafted or got from a duty officer assignment chain, but I crafted up a +18% shield capacity one and it's easily the best thing for a spare science console slot.
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