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Dead Crew killing 2 skills

fredscarranfredscarran Member Posts: 222 Arc User
My crew in D'deridex is dead almost the entire STF fight. Even with an emergency force field console.

In addition to hull regeneration being low to dead crew, tactical team effectiveness is almost zero and Boarding Party doesn't work with a dead crew either.

When is the crew mechanic ever going to realistically work?
Post edited by fredscarran on

Comments

  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    My crew in D'deridex is dead almost the entire STF fight. Even with an emergency force field console.

    In addition to hull regeneration being low to dead crew, tactical team effectiveness is almost zero and Boarding Party doesn't work with a dead crew either.

    When is the crew mechanic ever going to realistically work?

    probably never. Tac team works just fine for the shield distribution, and that is the main reason to use it. not sure if anyone even uses boarding party at endgame anymore.
  • fredscarranfredscarran Member Posts: 222 Arc User
    edited July 2013
    not sure if anyone even uses boarding party at endgame anymore.

    Probably because the ships that are most likely to use it the most (tanks n cruisers) most likely have the least amount of crew to use it with. It's so backwards.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    Probably because the ships that are most likely to use it the most (tanks n cruisers) most likely have the least amount of crew to use it with. It's so backwards.

    cruisers have the most crew out of the main three types
  • fredscarranfredscarran Member Posts: 222 Arc User
    edited July 2013
    cruisers have the most crew out of the main three types

    And the crew is usually dead.
  • mewmaster101mewmaster101 Member Posts: 1,239 Arc User
    edited July 2013
    And the crew is usually dead.

    Good point
  • aegon1iceaegon1ice Member Posts: 0 Arc User
    edited July 2013
    The crew mechanic is probably the most laughable system in the game. It is just...there:)
  • angrytargangrytarg Member Posts: 11,008 Arc User
    edited July 2013
    aegon1ice wrote: »
    The crew mechanic is probably the most laughable system in the game. It is just...there:)

    And never worked. Seriously, it was broken from the beginning and its broken now :D
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  • displayname707displayname707 Member Posts: 0 Arc User
    edited July 2013
    Went to a borg red alert... After 2 packs I had 0 crew in my oddy and I used all abilities to hinder that. The sphere torp spam does no damage to my ship, no damage to my shields but kills the crew almost instantly...
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited July 2013
    Try to equip kinetic resistance consoles since it is kinetic damage that kills the crew (you know, from being flung around on the bridge ;)).

    Use Brace for Impact when torpedos are about to hit you and then there is Aux to Inertial Dampeners which should help with that.

    And Emergency Power to Shields helps, too, with diminishing the force of teh impact.

    Some deflectors have a trait to diminish that even further.

    If your build relies heavily on alive crew you should look into those.
    11750640_1051211588222593_450219911807924697_n.jpg
  • theuser2021theuser2021 Member Posts: 170 Arc User
    edited July 2013
    At this point they should probably just get rid of it as a stat. It doesn't make any sense. Yellow crew are injured, black is dead, but when you end a fight the dead become injured and eventually healthy white again? I always felt that the chance to kill crew on a torpedo hit was also pretty dumb. Should only happen when a torpedo or any weapon hits a bare hull. Also, it should never be a percentage. Considering how often you can get by torpedoes in a fight it needs to be relatively low. It was always peeved me how a single torpedo that hit the shields could wipe out several thousand crew members :(.

    What would be nice is if they redid the stat. Your crew size increases team abilities, Ships with larger crews can send more tactical, engineering, and science teams to other ships. Or your crew size directly impacts your repair rate (more directly than it does now). A ship with 2000 crew could repair up to 2% Hull a second, a ship like the Vo'quv (4000) could repair 4% a second (would make bigger ships harder to kill while giving an incentive to use disable crew abilities).
  • freedumb4evafreedumb4eva Member Posts: 269
    edited July 2013
    My crew in D'deridex is dead almost the entire STF fight. Even with an emergency force field console.

    In addition to hull regeneration being low to dead crew, tactical team effectiveness is almost zero and Boarding Party doesn't work with a dead crew either.

    When is the crew mechanic ever going to realistically work?

    With 2pc Adapted M.A.C.O. the only time my crew actually dies is when I get hit with Theta Radiation. Perhaps try that.
  • timelord79timelord79 Member Posts: 1,852 Arc User
    edited July 2013
    At this point they should probably just get rid of it as a stat. It doesn't make any sense. Yellow crew are injured, black is dead, but when you end a fight the dead become injured and eventually healthy white again? I always felt that the chance to kill crew on a torpedo hit was also pretty dumb. Should only happen when a torpedo or any weapon hits a bare hull. Also, it should never be a percentage. Considering how often you can get by torpedoes in a fight it needs to be relatively low. It was always peeved me how a single torpedo that hit the shields could wipe out several thousand crew members :(.

    What would be nice is if they redid the stat. Your crew size increases team abilities, Ships with larger crews can send more tactical, engineering, and science teams to other ships. Or your crew size directly impacts your repair rate (more directly than it does now). A ship with 2000 crew could repair up to 2% Hull a second, a ship like the Vo'quv (4000) could repair 4% a second (would make bigger ships harder to kill while giving an incentive to use disable crew abilities).

    There are so many ways to play with crew and department size, could be a similar update for ships as warp cores.
    I agree percentage is dumb, it should be total numbers killed/injured and percentage effect of alive crew on stats.
    Each ship could have an innate distribution of crew among departments:
    Galaxy Class, would have a large Engineering crew, a large Science crew, a moderate Tactical crew and a large medical staff.
    A Defiant would have a moderate Tactical crew, a small engineering crew, only a skeleton science crew and just a single doctor.
    An Intrepid would have a large science crew, a small tactical crew, a moderate engineering crew and a small medical staff + EMH.
    A carrier would have a large science crew, a large engineering crew, a moderate tactical crew, a large medical crew and a special boarding ship marine crew that doesn't effect other departments when launching a boarding party. Also a fighter pilot contingent. If they are all disabled no more launches possible until restored.
    A destroyed fighter get's the pilot beamed to sickbay.

    If a department crew gets killed entirely, the ship looses all it's buffs from that department and has to make do with base stats (gear and captain skills would be unaffected.)
    Only a 100% alive and well crew gives you 100% buffs.

    Medical department would be immune from being killed but can be disabled and help restore the rest of the crew faster.

    Actually crew getting killed should not happen unless the medical crew is completely disabled and would be permanent until back in sector space or replaced at a starbase.
    11750640_1051211588222593_450219911807924697_n.jpg
  • buckner3buckner3 Member Posts: 64 Arc User
    edited July 2013
    I used to have issues with it - but plug in a Biofunction Monitor and the crew comes back at a decent click. So that would be my suggestion. I carry one on each of my ships and have had no further problems due to fast recovery.
  • thlaylierahthlaylierah Member Posts: 2,987 Arc User
    edited July 2013
    Crew doesn't recover when in battle and when I'm in an STF there's no time I'm not in battle, so like many game glitches, I avoid/ don't rely on it.
  • displayname707displayname707 Member Posts: 0 Arc User
    edited July 2013
    Its only the spheres who are equipped with secret "kill 75% of crew torpedoes", those torps do no damage but instantly kill almost all crew. In pvp i can be pounded by tens and tens of torps and still have loads of crew.. See a borg sphere who does zero damage - bye bye crew.
  • peter1z9peter1z9 Member Posts: 0 Arc User
    edited July 2013
    The crew mechanic in the game is so broken that it's a total joke. The most common and best way around the crew system is to use the Assimilated Borg Technology set's Deflector and Engine for the extra hull repair bonus (which is why you see almost everyone with them now). I've also found that resilient shields keep more crew alive than all other types. Another good and very common way around the problem is to equip at least one Monotanium (Kinetic resist) engineering console.

    There are other ways around dead crew, the absolute best probably being the KHG engine and deflector (which aren't too bad compared with everything else) combined with the Jem'Hadar resilient shield (slightly inferior to reputation shields with no 20% plasma resist and a lower capacity but do have a 10% resist to all energy types).

    The KHG 2-piece set gives you these bonuses (Passive=always on):
    Set 2: Tactical Readiness
    +25% Bonus to Torpedo Damage
    +7 Auxiliary Power Setting
    Slowly returns missing crew to disable status (works during combat)
    +7 crew recovery rate
    +70% resistance to crewman loss

    The Jem'Hadar Resilient Shield (MK XII) gives you these bonuses (Passive=always on):
    Reduces All Energy Damage to Shields by 10%
    +10 Kinetic Damage resistance
    +75 Crew Death/Disable Resistance

    You could also plug in a science-biofunction monitor console and a engineering-Emergency Force Fields console to improve crew recovery and crew resistance. But to me anyways, other consoles are way more useful in those slots.
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  • tekehdtekehd Member Posts: 2,032 Arc User
    edited July 2013
    timelord79 wrote: »
    Try to equip kinetic resistance consoles since it is kinetic damage that kills the crew (you know, from being flung around on the bridge ;)).

    Use Brace for Impact when torpedos are about to hit you and then there is Aux to Inertial Dampeners which should help with that.

    And Emergency Power to Shields helps, too, with diminishing the force of teh impact.

    Some deflectors have a trait to diminish that even further.

    If your build relies heavily on alive crew you should look into those.

    indeed, I threw some neutronium armor on my scim, and then went and threw on a second one one for the kinetic protection and have been able to maintain crew much better since then.... to boot, went ahead and put on a increase crew recovery DOFF on duty as well.
  • freedumb4evafreedumb4eva Member Posts: 269
    edited July 2013
    I am telling you, if crew is your concern then get the 2 pc Adapted M.A.C.O. or 2 pc Honor Guard space sets... your crew will not die and if it does it will come back at a decent rate even in combat.
  • earlnyghthawkearlnyghthawk Member Posts: 0 Arc User
    edited July 2013
    Th efact that keeping your crew alive can't be a concern, because of the way it works in game is a serious flaw, in my opinion. And the fact that my 250-man patrol escort loses say, half it's crew in one hit, but my Vo'Quv or Ha'apex loses that same % to the same weapon, is borked. If a weapon can take out that much in one hit, then the recovery % needs to be the same, under the current crew metrics. As it is, you're actively punished for having a larger crew, when it should be the reverse.
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  • alriksteralrikster Member Posts: 24 Arc User
    edited July 2013
    I doubt there is a build that relies on an alive crew lol.

    You shouldnt waste an active doff slot for crew recovery. The benefits of having a healthy crew are negligible.

    The "increased hull regen rate" from your crew is a passive hull regen, that almost completely shuts down in red alert state anyway. And out of combat the passive hull regen is not really an issue.

    There is really no reason to waste any second thought on your crew right now because they are just a number that does next to nothing.

    Better avoid any kind of crew doff/console because with the current mechanics its a waste :/
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited August 2013
    ... not sure if anyone even uses boarding party at endgame anymore.

    Probably because of the opportunity cost: fitting almost anything else is better. Boarding Party is a fun and clever ability... on paper. In pratice it's utterly useless, though: it does almost no harm to the receiver -- and even when your Boarding Party made it over in one piece, everyone and their uncle is auto-clearing hostile boarding parties with their perma-running TT chain to begin with (even if half of the players likely doesn't even realize the fact).
    3lsZz0w.jpg
  • heero139heero139 Member Posts: 125 Arc User
    edited August 2013
    one reason for crew always being dead is a bug that's been in the game for years, where torpedoes will do the greater of 20 or 20% (or 10/10%) instead of the lesser.

    I've pointed it out many times and sent many bug reports but I just don't think they care.
    Zekkie@h33r0yuy
  • jumpingjsjumpingjs Member Posts: 0 Arc User
    edited August 2013
    I think Science team should heal injured crew member :)


    NOW THAT WOULD BE AWESOME!
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    I hope STO get's better ...
  • talientalien Member Posts: 712 Arc User
    edited August 2013
    peter1z9 wrote: »
    There are other ways around dead crew, the absolute best probably being the KHG engine and deflector (which aren't too bad compared with everything else) combined with the Jem'Hadar resilient shield (slightly inferior to reputation shields with no 20% plasma resist and a lower capacity but do have a 10% resist to all energy types).

    The KHG 2-piece set gives you these bonuses (Passive=always on):
    Set 2: Tactical Readiness
    +25% Bonus to Torpedo Damage
    +7 Auxiliary Power Setting
    Slowly returns missing crew to disable status (works during combat)
    +7 crew recovery rate
    +70% resistance to crewman loss

    The Jem'Hadar Resilient Shield (MK XII) gives you these bonuses (Passive=always on):
    Reduces All Energy Damage to Shields by 10%
    +10 Kinetic Damage resistance
    +75 Crew Death/Disable Resistance

    You could also plug in a science-biofunction monitor console and a engineering-Emergency Force Fields console to improve crew recovery and crew resistance. But to me anyways, other consoles are way more useful in those slots.

    I've been using JH shield+Biofunction Monitor since the JH space set was added and I've never once had a single dead crewmember, they get disabled but never die and will regen during combat. I've not tried the KHG space set because my main is Fed, but with the adapted sets available through rep now I plan on doing so. The torp damage bonus is also a plus since I run my Wells as a torpedo boat.
  • zachverantzachverant Member Posts: 111 Arc User
    edited August 2013
    Well to be Honest, I do NOT worry about the crew because Cryptic does not worry about the crew. HOWEVER with that said...I do wish I would have to worry about the crew, there are some very cool consoles that we can use not to mention Boff powers and weapons against the crew that seem to be wasted.

    I think in PvE some of our crew damage weaps probably work to some degree, but the Player crew losses do not seem to effect any abilities. PvP...pfffft...all crew is dead and you can still fight at MAX levels, worthless to put any crew consoles on your ship...ie: rookie ship building mistake.

    my 2 ec's worth

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