What're your experiences with them? I have two... One is an engineer I bought when I started playing, and who was continuously getting rendered unconscious in ground battles, so I stopped loading him on the away team roster. When my Klingon tactical BOFF gets knocked out, it makes sense: He runs in with a bat'leth, f*cks TRIBBLE up, and sometimes takes a whooping in the process, totally understandable... The Aenar, on the other hand, one minute he'd be engaging an enemy, the next, bang, out cold... His biography notes:
Physical Performance: Unsatisfactory
Current Away Team Status: Not cleared to leave the ship
Yesterday, having a little spare Zen, and wanting to try a new double-tactical BOFF layout on the Archon, I decided to try another, this time picking up a female tactical officer... Her performance, is significanly better... She didn't get 'stuck behind doors' in Facility 4028, and really gets stuck in to a battle, so in that regard, all good... But... Her shields drop way quicker than the remainder of the away team in the same firefight (all of whom, have the Jem-Hadar personal shield and Mk XI Polyweave armor)
It seems to me, that the Aenar are pretty delicate... Is this anyone else's experience too?
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Although i can sympathize because your story reminds me of a Orion female my kdf has/had, she was very rare well equipped with nice gear that spent most of her time on her back and not in a good way. She had to be relieved of duty as well. Have no idea why she s ucked that bad.
Not sure how far you've played through the story-arcs, but I think I can give you some advice here.
If you use the JH-PSG on BOff's, you should give them the other set-pieces too. My away-team-regular Sci-BOff wears the set and it works pretty well - if you upgrade it to higher level and quality. If you don't invest resources you can get better sets for free from other, later episodes.
For example, there's a very awsome set from the episode 'The Temporal Front'. The shield alone can work wonders on your BOff's (and on yourself if you don't have shiny reputation-sets yet).
Yup, I just checked, and draw fire as her default ensign ground ability... That makes sense as to why her shields're going down faster, she's taking more hits...
The engineer, on the other hand, has ground traits of shield recharge, reroute power to shields, medical generator and shield generator fabrication... Not sure why he sucks as much as he does... Oh well, on-going restricted duties for him...
I had been getting my butt kicked doing the Kobali missions with the Jem'Hadar Tactical officer and an Aenar male tactical who also drops instantly about five seconds into every ground fight; so much so that I suspended that game and went to another character for a while.
I'm going to have to return to that admiral and swap in a Caitian tactical officer to back up the Jem'Hadar who is often a beast for me.
[Edit]
She still got knocked out, but it took much longer, so that definitely worked
Yeah, she does that too...
Well keep in mind that the generators are stationary, so using them without issuing commands for the officer/s to keep inside their area of effect makes them kinda lackluster. I personally while using turret/gen build-sets on my engineer character/officers have the away team hold position within the field, as if I don't they run rampant (even the engineer that laid the gen). I would than look at also what kind of race traits he/she might have, as some give a boost to threat generation as well, which if you are working on minimizing the threat of other characters could be causing them to garner more attention.
Load up buff/debuff/heal and you're done. Enjoy the shooting gallery.
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I've said it before, due to this cloning thing that cannot be turned off, I still consider it my worst C-store purchase ever.
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My Jem'Hadar is good, but I'd have to say that my Klingon (common) is better... I can't rule out sentimentality, as I have had him since Day One... The first time he was slotted, and I went to the bridge, he wasn't there... The next time, he was... My headcanon has always been that, being a cadet on assignment, he simply messed up and reported late... But, upon beaming down for his first ground battle, he shot off into the distance, bat'leth swinging... Confidence restored... As Jean-Luc Picard once observed; "Never underestimate a Klingon..." Other excellent Way-team members, are a Human tac (common) battle strategies, lunge, stealth module and ambush (she's actually pretty much the backbone of the team) and an AlienGen Orion sci (common) with Hypospray Dylovene I, Vascular regenerator, Hypospray Melorazine and Nanite health monitor... She carries a dirsuptor pulsewave assault Mk X, and she is lethal... The other regular team member (who the Aenar's subbing for) is a Bajoran (common) with sweeping strikes, lunge, stealth module and motion accelerator... Overall, the four of them make a pretty effective kill squad
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Equipment and slotted abilities matter.
Traits can matter. Take the BOff's with the best ground-traits for your away-team.
To make the most of an away-team you also need a good composition. Doesn't make sense to have 4 tac or 4 eng for example. Personally, I go with two tactical and two science-BOff's.
Tribbles are only good if they boost stats that are already high.
The PSG on its own is better, yes. However if you want certain 3-piece-set-bonuses from reputation-gear you still gotta min-max.
Point taken.
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#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
If you care about boff performance on ground, load up 4 science boffs with only healing abilities slotted. Healing is the only thing they are actually good at. And 4 dudes cross-healing makes your away team more or less unkillable.
I did feel a bit bad during the 4028 shield-grind, where she got double-teamed by some inmates, and I thought that them beating up a blind chick was a pretty uncool thing to do... Maybe not Alpha Team Material, but certainly a strong Reserve
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Absolutely so 99.9% of the time (ie with her regular kill squad, not the Aenar ) Cara can be entirely uninvolved in the battles, and they do the business without hassle, rarely getting knocked out (that takes Changelings and mobs) I think she may have to pay Nimbus a visit and check in on things there
I think the problem with the Aenar, was that she was drawing fire... Upping her equipment has definitely helped
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