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Different levels of Tactical Team

similonsimilon Member Posts: 0 Arc User
Do you use them?

Is the slightly increased performance of TT3 worth the loss of a THY/TS3? Or whatever else you'd have put there...

I have a few Boffs trained in it across my characters, but I've never really used them.

Of course, this question is mostly directed at the people who have enough tactical/universal slots to load a tactical team, and actually use the ability ;)
___________________________
The day will not save them. And we own the night.
Post edited by similon on

Comments

  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Extrapolating from this chart: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    TT3 would buff your energy and projectile weapons by +30 which works out at about 7.5% compared to TT1 which buffs it by 4.5%. All of that is based on base damage btw so doesn't upscale too well as far as I can tell.

    Either way any other ability will increase your damage more if it's applicable to the weapon you're firing.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2013
    bpharma wrote: »
    Extrapolating from this chart: http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm

    TT3 would buff your energy and projectile weapons by +30 which works out at about 7.5% compared to TT1 which buffs it by 4.5%. All of that is based on base damage btw so doesn't upscale too well as far as I can tell.

    Either way any other ability will increase your damage more if it's applicable to the weapon you're firing.

    Agreed 100%. The opportunity cost is just too high. I can't fathom a scenario in which giving up a copy of THY3/TS3/CRF2/BFAW3/BO3 for the extra +20 Starship Projectile Weapons Training of TT3 (vs. TT1) would be worth it.

    Besides, +20 is what? Scarcely 1 bar (like 5% maybe?). Especially considering THY3 'Fires a Destructible Torpedo dealing 400% normal damage for Plasma Torpedoes' (wiki). 400% vs 5%... hmmm, lemme think... yeah, I think I'm going with the 400%. :P
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  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited September 2013
    all that + damage stuff is dependent on alive crew too, so no crew no bonus damage. The only thing currently TT is useful for is the shield redistribution and boarding party clearing, but all levels of TT do the same in that respect.
  • similonsimilon Member Posts: 0 Arc User
    edited September 2013
    Well, guess it's time to retrain some of those Boffs then :P

    Thanks dudes/dudettes!
    ___________________________
    The day will not save them. And we own the night.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2013
    rmy1081 wrote: »
    all that + damage stuff is dependent on alive crew too, so no crew no bonus damage.

    It is?! Not doubting you, but I never knew that. :)

    I never get the mechanics of alive crew anyway. On my Odyssey my crew is always dying like crazy, no matter how well I tank. And on my Vesta my crew just hardly dies at all, ever. I'm sure there's some logic to it, but I haven't found it yet.
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  • stirling191stirling191 Member Posts: 0 Arc User
    edited September 2013
    meimeitoo wrote: »
    It is?! Not doubting you, but I never knew that. :)

    I never get the mechanics of alive crew anyway. On my Odyssey my crew is always dying like crazy, no matter how well I tank. And on my Vesta my crew just hardly dies at all, ever. I'm sure there's some logic to it, but I haven't found it yet.

    Short version:

    Most, if not all, direct attacks (IE: not Theta Radiation) that kill crew do so by taking the greater of two values: either a set value (usually in the low two-digit range) or a set percentage (usually around 10-20% or so).

    Now you can see how having a large crew means that basically you have your entire complement wiped out by a relatively small number of hits.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2013
    Short version:

    Most, if not all, direct attacks (IE: not Theta Radiation) that kill crew do so by taking the greater of two values: either a set value (usually in the low two-digit range) or a set percentage (usually around 10-20% or so).

    Now you can see how having a large crew means that basically you have your entire complement wiped out by a relatively small number of hits.

    Thx. Yeah, that makes sense. Odyssey has a 2,500 crew complement, vs. only 750 for the Vesta.

    Still, intuitively, more crew should mean you have more to spare. :)
    3lsZz0w.jpg
  • stirling191stirling191 Member Posts: 0 Arc User
    edited September 2013
    meimeitoo wrote: »
    Still, intuitively, more crew should mean you have more to spare. :)

    The entire crew mechanic is decidedly not intuitive. But it's okay, since you're going to see almost no difference between a full crew and a fully dead crew in terms of ship performance.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Use 2 piece adapted maco (KHG) and you're crew stops jumping out of airlocks and puts on their insulating work boots and keep away from explody looking panels. I even ended matches with full crew!!! =O

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2013
    bpharma wrote: »
    Use 2 piece adapted maco (KHG) and you're crew stops jumping out of airlocks and puts on their insulating work boots and keep away from explody looking panels. I even ended matches with full crew!!! =O

    Already do on my U.S.S. Neela, remember? ;) I did the Tactical Readiness thingy more for the +25% extra Torp dmg, really; but now that you mention it, LOL, yeah, there's a crew resistance/regen Schpiel going on somewhere in there too. Would probably account for why her crew barely dies at all.

    I still don't get how extra dmg for TT relates to alive crew; but I *do* know (theoretically) it affects hull regen; can't say as I ever have noticed a slower hull regen, though.
    3lsZz0w.jpg
  • sander233sander233 Member Posts: 3,992 Arc User
    edited September 2013
    bpharma wrote: »
    Use 2 piece adapted maco (KHG) and you're crew stops jumping out of airlocks and puts on their insulating work boots and keep away from explody looking panels. I even ended matches with full crew!!! =O

    I have that on my Bortasqu'. Having 3,600 alive crew does make a difference in hull repair rate. :)
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