What's your favorite landing party mixup? For the longest time I did 3 tacs, 1 engi, and 1 sci where I filled one role. It's worked decently enough over the years but the other day I went 4 engiees and 1 sci (my toon) with mines, mortars, turrets, and a shield generator. It blew through things like nobodies business. Lots of things going BOOM! What works best for you?
1 Tac, 1 Sci and 2 Engineers across the board for me. There's the odd mission where you can allocate Boffs to tasks based on Career, so at least one of each is wise.
"You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
2 Sci/spec guys to babysit braindead npcs with heals and throw in some fancy stuff, 1 engineer for the turrets & drones and 1 tac for buffs/debuffs & granades. I usually roll with the herald staff, chainblast mobs into oblivion and when I'm feeling fancy I throw out some abilities too. Sompek Lighting is fun, Paradox Bomb is hilarious when it drags people into minefields and Emergency Artillery is always good for a little firework.
Depends on the mission, usually one tac, one eng and a pair of sci. Although the sci's aren't "pure" as they have a mix of intel and temporal abilities to draw from.
Buggy as hell interior places like the DS9 section in the storm mission I opted for 4 eng with mortars since thats the only practical solution to how badly made the map is in relation to the longterm boff pathing issues.
it depends with which character i play; but most of the time it's 2 tac, 1 sci, 1 eng or 2 sci, 1tac, 1 eng. none of my sci are real healers, they use instead control skills. I use most of the time 2 boffs with paradox bomb (just for the fun, against the vaadwaur, it is just awesome -> no flanking)
To be honest, classes make little difference to me as temp spec on all four slots renders class selection redundant
Weapon choices however..now that more intresting - I tend to go with the opposite of my weapon (for example pulsewaves if I'm using the boolean).. Of course the main point is to make the boffs look good using them
For tactical capatains, I like 2 Science and 2 Engineers with me. Mortars, mines and heals a plenty.. I can take care of the bulk of the damage output.
Engineer I use a similar setup but I usually have one Tactical officer replacing one of the Engineers. With AI Tactical Officers, I like to give them Melee weapons since they seem to be particularly effective with them.
I've done an insane variety of setups. One of the most hilariously OP was using eng/temp boffs. let's just say that the temporal AoE slow/pull power is brutal when combined with mortars and turrets.
Comments
Buggy as hell interior places like the DS9 section in the storm mission I opted for 4 eng with mortars since thats the only practical solution to how badly made the map is in relation to the longterm boff pathing issues.
Just whoever on my alts.
2 Sci
1 Tac
1 Eng.
Rouge Sto Wiki Editor.
Weapon choices however..now that more intresting - I tend to go with the opposite of my weapon (for example pulsewaves if I'm using the boolean).. Of course the main point is to make the boffs look good using them
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If they behaved better then maybe I'd give it more thought.
Engineer I use a similar setup but I usually have one Tactical officer replacing one of the Engineers. With AI Tactical Officers, I like to give them Melee weapons since they seem to be particularly effective with them.
My character Tsin'xing