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Community Question/Discussion: Creating a Balanced Away Team

divitusdivitus Member Posts: 17 Arc User
Okay, boys, I've got an interesting question for you all: what do you believe is the most balanced Away Team in terms of builds and fulfilling roles within a group? How do you build you're team around your character? Finally, for any advanced players who want to explain their tactics, what equipment, weapons, and abilities does your primary Away Team use, as well as race, rarity, and/or other special additions to make the build that much more effective?

As for me, my current Starfleet Away team is built around a Research Science Officer. I have a rouge-type tactical officer, using Exploits as part of her rotation. I have a defense-based tactical officer, who is meant to take the brunt of the damage the party takes. I have a medical science officer, who has abilities centered around healing and maintaining the crew. And, finally, I have an Engineering Officer, focused around utility and creating temporary defenses and utility stations, sort of a wild card to add to the team.

NOTE: A Balanced Away Team is not the Away Team with the highest DPS. A Balanced Away Team is a Team that covers for each member's weakness, i.e. a medical officer compliments a defensive tactical/engineering officer in that the defensive officer can last a little while longer. Wild Cards, however, don't have to follow this rule. CC-based officers, or those who focus on providing utility and/or providing buffs/debuffs to the rotation, are considered Wild Cards in my book.

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  • angrytargangrytarg Member Posts: 11,005 Arc User
    Do you only want boys to reply or are you open for statements of all ages, genders and species? pig-26.gif

    Anyhow, it's an interesting question that falls into the RP/headcanon department for me as, if we're honest, away teams don't matter, at all. All they need is a weapon of adequate mark and some armour so they don't drop like redshirts and they're good. There are some combinations that make you run missions faster but ultimately you'll succeed using the default layouts.

    First things first, I separate my BOFFs into senior bridge crew (space and limited ground use, they use the deault duty uniforms I chose for my crew), Hazard/Excursion team (they use a ground uniform like Oddyssey Excursion or Honour Guard) and some junior officer "wildcards" (mostly specialists).

    Of the away teams/honour guards I try to keep a theme to each of my characters. My Klingon Tac uses a straight forward assault/invasion force team. The character itself uses team buffs like rally cry and damage boosting abilities in addition to boff-enhanced security escorts while two engineers with turrets and drones see that there's basically an "army" available at any time. Having 8 or so turrets, 4 drones and six security escorts plus four jackal mastiffs or hortas in addition to the char and the boffs on the field pretty much guarantees a sweeping victory. In situations a whole five headed team is used a healer and a exploit tac help to balance things out, though sometimes I go for four engineers. The combined firepower of everything leaves virtually no opposition standing.

    My starfleet sci on the other hand is themed around using non-lethal means to overcome enemies. She usus debuffs/scanning to analyze the enemy, the risian micro-quake or tripwire drones to immobilize, anasthezine gas to slow and tactical team members use stun grenades and melee. She and a medic provide healing and a engineer boosts the teams defensive capabilities. My Garidian (Romulan, KDF) Sci on the other hand uses the science-magic-box to most effectively dispose of everything. Subspace rifts, fire, ice, radiation, everything to quickly melt away goons. Tacs provide a expose and exploit combo. My Deferi (KDF) Eng and her team are based on disable tactics. Weapon malfunction, phased polaron weapons, slows and holds to keep the enemy at a distance and a mortar to deal with the situation without gettng to physical.

    A interesting away team is one almost exclusively deploying mortars and then marking a target from afar via tricorder scan or fire on my mark. When four or more mortar shells hit, enemy groups drop without another shot fired. But cooldowns make this tactic actually take longer than just plowing through the enemy.​​
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    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
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  • divitusdivitus Member Posts: 17 Arc User
    angrytarg wrote: »
    Do you only want boys to reply or are you open for statements of all ages, genders and species? pig-26.gif
    ​​

    Should I care? Anyone's opinion is fair game! :smiley:
  • centaurianalphacentaurianalpha Member Posts: 1,150 Arc User
    I usually populate the team with disciplines other than the captain's, but it depends on the ground mission. In some cases, my Engy captains split between Eng & Tac for the most robust assault team; in other cases, I make sure there is at least 1 Sci to provide some debuffs & heals. The most important thing for me is to have the most diverse skills among the team, so there is minimal overlap.
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  • mosul33mosul33 Member Posts: 836 Arc User
    Hmm, I see alot of engie love. I actually dont like boff engies in my away team. I am not saying they arent good, but I can finish faster with my combo. Usually is one boff sci full healer, the voth boff from Dyson rep, and rest tacs. Wich allways get target optics 3 so they make great group exposers. And I use a splitbeam on my char. If its a tac char the doff that decreases enemies def upon target optics use works for the boffs aswell. And If I can bring only 2 boffs, sci and tac then.
    I am thinking lately to add one of the krenim engies from the research lab. I use them on space, but one of them got 2 good ground traits too: sup creative and sup soldier. And just rank up command aoes on him, like hammer and anvil, devastating weaponry, take cover and strategic analisys. But thats just for future plans cuz it seems the special krenim ground trait doenst work atm.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    I prefer a team of 2 Engineers and a (Voth) Science at minimum, the final slot is usually reserved for my Veteran Tactical officer for the team buff. Engineers for the shield heals and turrets, Sci for the usual heals. I don't use the tactical pause at all, and usually don't give my bridge officers direct orders, so I mostly give them powers that they can use without supervision.

    The universe has a wonderful sense of humor. The trick is learning how to take a joke.
  • elywaerelywaer Member Posts: 24 Arc User
    My engineer captains like away teams of 4 engineers. Is it balanced? Probably not. Is it fun? Oh heck yes.
  • angrytargangrytarg Member Posts: 11,005 Arc User
    jbmaverick wrote: »
    I prefer a team of 2 Engineers and a (Voth) Science at minimum, the final slot is usually reserved for my Veteran Tactical officer for the team buff. Engineers for the shield heals and turrets, Sci for the usual heals. I don't use the tactical pause at all, and usually don't give my bridge officers direct orders, so I mostly give them powers that they can use without supervision.

    Years back, when I started playing I assumed so much control over my boffs, even positioned them, let them set up ambushes while I lure enemies towards their position and let them sweep areas on their own. Today I don't do that at all. I just run and let them run, doing their thing and it all works. If that's a sign of power creep or a sign that at this point I know the enemy AI and know exactly what will happen every time so there are no surprises I can't tell.​​
    lFC4bt2.gif
    ^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
    "No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
    "A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
    "That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
  • waldotrekwaldotrek Member Posts: 319 Arc User
    Counting your own class: 2 Tacs, 1 Healer Eng, 1 Healer Sci, and one either Sci or Eng DPS/Controller. That is what I usually run.
    Former Moderator 10-28-16
  • elric071elric071 Member Posts: 159 Arc User
    I usually use one tac, 2 engineers (one with offensive buffs and turrets and one for debuffs and defensive turrets) and two sci's (one for purely healing and the other for CC/damage). My character is always the offensive type if I am an engineer or sci (and tac, but that's kinda a given...lol). I also don't manage them, I just let them do their thing.

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  • theraven2378theraven2378 Member Posts: 6,014 Arc User
    My fed Tactical has 2 engineers, a science and a tactical
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      -Lord Commander Solar Macharius
    • nikephorusnikephorus Member Posts: 2,744 Arc User
      I usually set up my away team with three engineers, two of which are turret miners, third is a eng/command shield healer, and the final boff is a science/command medic. When I do dyson or some other area where I can only take two boffs I take my science/command medic and my engineer/command shield healer. I never take tactical officers anymore as they don't seem to be as useful.
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    • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
      generally I like a balance. Sci are good as healers, Eng for turret spam, Tacs have the most varied options. Grenades/buffs/melee stuff, each can work.

      Then there specific scenarios. The Rom rep T5 mission works best with a team of all Engineers.

      Nimbus.... there is insane fun to be had there when you have a team of intel officers who use Photonic decoy. The decoys are kinda like security dudes, but will actively seek out enemies to aggro just because they're there. You can get the entire map after you sometimes. :)
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    • divitusdivitus Member Posts: 17 Arc User
      Good to see the builds so far! Keep up the good work guys!
    • serhatgs1905serhatgs1905 Member Posts: 100 Arc User
      tbh... just spam engineers and you are set. you want some variation go with 2x eng. 1x sci 1x tac.

      But in any cause go for either debuffing or AOE abilities if possible go for both. My main tac has 4 engineer doffs accompany him on away missions. captain debuffs calls in reinforcements if needed.. engineers make the entire map a giant mine field with auto turrets, medical generators and shield generator thingies... and it's pritty much b00m b00m b00m.


      My entineering captain has 4 other engineers accompany him.. because he's well biased and only cares about engineers.. even the SRO's on the bridge have to wear yellow uniforms lol (if only it was possible xD) one giant mine field with orbital strike turrents generators drones you name it... does about the same DPS a pug does in space with their ship. lol


      =============


      balancing is not really possible since the game doesn't force certain conditions on you as for having either damage or hit points and so on.. so you can overwhelm the enemy by focussing on either specific career.. and on ground for doffs that's engineers imho that rule all.
      tactics? to pew pew or not to pew pew?!

    • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
      Yeah, it's good to remember that your active ground doffs affect your Boffs too. So if you have a grenade CD reduction doff slotted, then your boffs will throw more grenades. Or the doff for lowering resists with Sci powers...
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    • sohtohsohtoh Member Posts: 620 Arc User
      I usually run 2 Eng, 1 Sci Healer, 1 Sci Debuff
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    • irm1963irm1963 Member Posts: 682 Arc User
      edited October 2015
      Away Team mix depends on what my Captain is of course, but (including my PC) I usually go for two Tactical Officers with split-beam weapons and Grenade/Overwatch/Battle Strategies skills (stuff that either protects the group or aids the Exploit mechanic basically), two Engineers (one with turrets and generators, one with shield heals and debuffs) and finally a Science Officer with one or two healing powers and the rest as offensive types (electrogravitic field with the phasic instability doff paired with exothermic III is a favourite).

      I tend to avoid the close range powers on Boffs so they don't charge into groups of enemies and get killed. Gear-wise, I tend to use a mix of Rep shields on them for various team buffs.

    • stuart1965stuart1965 Member Posts: 691 Arc User
      My full away team would be 2 engineers, 1 science, 1 tactical if my toon is a tactical one.
    • dareaudareau Member Posts: 2,390 Arc User
      For the "full" 5 man away teams, I go myself (whatever class I am), turret-master Eng, Medic Sci, Controller Sci, Tac. Tac usually just rolls with whatever skills they come with, the turreter, medic and controller get a more-or-less identical build across all alts...

      For the "short staff" away teams, I'll roll with an overall Sci / Tac / Eng team - using the medic sci if I'm not rolling as a medic...

      And for those "bring a show-and-tell" BOff missions, I'll grab my XO Orion... :tongue: For "solo work" like Mol'Rihan, I'll run my engie if I'm not running an engie alt, who usually brings the medic with...
      Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

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    • rekurzionrekurzion Member Posts: 697 Arc User
      in regards to how I build an away team it's the same concept I use to "build" anything in the gaming world (whether its my ship, my team in NBA 2K, my battle strategy in C&C or how I play chess). First I just play randomly and find what my style is and what is fun. Then from that I focus on my strongest attack/move/what not. From there I build my team around that attack - to support it and supplement it. From there I test it against different enemies to see get to a "build" or team that is the most flexible and can handle the most scenarios without constant changes (although some changes are always needed).

      In STO I've settled on (including myself as a sci captain) 2 engineers, 1 sci and 1 tactical. Engineers are really flexible in this game and can move from debuffing targets or AOE really well. I'm a sucker for hand phasers so I've built my team in a way to be able to take out most all targets using only federation hand phasers. Because of this I utilize debuffs that reduce shielding and movement and buffs which increase damage. My hand phasers are a mixture of stun and wide beam and all of them are set with knock back which results in enemies falling down all over the place and not causing that much damage.

      Kind of the like TV bad guys.
    • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
      I've been having a lot of fun with Intel boffs. I sometimes use a group of them just because.
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    • divitusdivitus Member Posts: 17 Arc User
      I've been having a lot of fun with Intel boffs. I sometimes use a group of them just because.

      I've never been able to figure out the individual specializations... maybe I just haven't experimented with them as of yet.
    • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
      Enh... Intel has a whole bunch of weird things. My favorites are resonant Tachyon stream, tripwire drone and photonic decoy. Frictionless particle Grenade is pretty cool too.
      -=-=-=-=-=-=-=-
      My character Tsin'xing
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    • divitusdivitus Member Posts: 17 Arc User
      Enh... Intel has a whole bunch of weird things. My favorites are resonant Tachyon stream, tripwire drone and photonic decoy. Frictionless particle Grenade is pretty cool too.

      Aye, guess I should invest at the earliest opportunity, then...
    • warpangelwarpangel Member Posts: 9,427 Arc User
      If you need help completing boff-enabled content, I'd suggest scis with all healing abilities regardless of your own class. Healing is one of the things boffs actually do well, and 4 auto-healers makes you pretty much unkillable.

      If you don't need help...well whatever looks cool I guess.

      All my boffs are geared with the toon's own spares. Meaning mostly old rep sets on my main and whatever extra freebies I got on alts. IMO boffs are more valuable as storage space than soldiers.
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