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Competive rep rebalance to security escorts still horrible

Does anyone else think this makes tac(like %50 of player characters) unfun and unplayable on ground?
It essentially took security escorts and tactical initiative and extended them to 3 mins from less than 1:30 for tac.
On top of that, tac has such little healing ability with such long kit times like rally cry with 1:30 cooldown, all my toons are stuck using a hypo to not die and cant use the over-booster to reduce any kit times. On science they have all kinds of healing ability, on engineers they have healing fabs and shield healing/hardness class skill.
Its so horrible, they ruined tac toons so Engineers and science could have kit cooldown overboosters but engineers already have kits with 30 second cool-downs, and science already had all kinds of kit cool-down doffs and resistance debuff doffs that they were never underpowerd.

The game mechanic seems like security guards have to beam out before the game can progress like engineer sompek mine bug so changing them to last longer alone does not seem like it would do any good.

How about reducing the time on security guards or putting it back like it was before you broke it?


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    where2r1where2r1 Member Posts: 6,054 Arc User
    Yeah, I don't use those Kit Overbooster batteries....but...

    Couldn't your BOFFs (Sci and Eng) use them (instead of hypos) to cool down their abilities? I mean, if you are worried about healing and stuff.

    Are you just jonesing for extra security guards? Isn't that a captain ability? Not a Kit? Why would a kit overbooster do anything for that?

    Very confusing.
    "Spend your life doing strange things with weird people." -- UNK

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    syrupofsquillsyrupofsquill Member Posts: 159 Arc User
    Security escorts were pretty much tac officers only Captain skill, without it i cant even play through the single player episodes without having to turn this game off and play something else, The overboosters dont work for me on tac because tacs have Extremly long kit times, and I'm forced to use hypos to heal without security officers soaking up some dmg. Using hypos shares cooldownds with overboosters so stuck not being able to use them. 3 min security escort cooldown is still horrible and a horrible thing for anyone playing this game who never does pvp.
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    nightkennightken Member Posts: 2,824 Arc User
    Security escorts were pretty much tac officers only Captain skill, without it i cant even play through the single player episodes without having to turn this game off and play something else, The overboosters dont work for me on tac because tacs have Extremly long kit times, and I'm forced to use hypos to heal without security officers soaking up some dmg. Using hypos shares cooldownds with overboosters so stuck not being able to use them. 3 min security escort cooldown is still horrible and a horrible thing for anyone playing this game who never does pvp.

    I main a tact and have no problems with a 3 minutes security escorts. in fact I rarely brother with it outside the rare boss fight. mostly cause I don't need it. and security escorts is most differently not tac officers. only captian power.

    this sound more like a play style issue not a problem with the power,


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited February 2018
    nightken wrote: »
    Security escorts were pretty much tac officers only Captain skill, without it i cant even play through the single player episodes without having to turn this game off and play something else, The overboosters dont work for me on tac because tacs have Extremly long kit times, and I'm forced to use hypos to heal without security officers soaking up some dmg. Using hypos shares cooldownds with overboosters so stuck not being able to use them. 3 min security escort cooldown is still horrible and a horrible thing for anyone playing this game who never does pvp.

    I main a tact and have no problems with a 3 minutes security escorts. in fact I rarely brother with it outside the rare boss fight. mostly cause I don't need it. and security escorts is most differently not tac officers. only captian power.

    this sound more like a play style issue not a problem with the power,
    I would agree..

    To the OP.

    I play all 3 Classes. I have no issues with my Tac in this game. But I've also set up my away team to cover any deficiencies ans I run 2 tac (1 being the captain) 1 Eng and 2 Sci (1 Heal 1 Aoe Damage)...My Tac pretty much kills everything Fast..Seconds only to my Eng toon..My Sci toon takes some time due to all the DOts I use..

    If your having trouble surviving you should get the Naukul ground set (reward from the Future Proof mission “The Temporal Front”.). Shield makes you immune fer a bit and the 2 piece adds +2% Critical Chance +30% Critical Severity ,Which I use so I have nearly 20%+ Crit H and 100-140 Critical Severity.(Depends on which armor I use)

    If thats not enough the Universal console Phasic Shroud should also help with surviability when the shield is on cool down.

    I hope those were useful pointers.

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    casualstocasualsto Member Posts: 672 Arc User
    They're just fine. As a 5-tac captain, the idea of summoning 7 to 10 of those for each tac player (resulting in like 35-50 NPCs in a full tac team) is simply crazy. I've had that on my tacs back when Initiative stacked and reduced the Cd on the Univ Kit that reduces CDs from the Ico Mission reward. It was madness and everyone had a private riot when running all-tac ground STFs. It was madness, I tell you.
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    syrupofsquillsyrupofsquill Member Posts: 159 Arc User
    edited March 2018
    Posting in anger does'nt always make the point, The problem with them is this, If you want set items you have to play thru stupid episodes that you cant skip like kobali warzone. It used to be, that you could call security escorts every 1.5 mins or even less and they would beam out after 30 secs, Thats like 50% of the time you have an security team. Now its 3 mins with no reductions on time at all and they beam out after 30 seconds, its 1/6th of the time you actually play. They are never there, tac supposed to be reduced to running around with a gun and grenade, playing thru all the episdes to get the gear unlocked. You should try running around playing on tac instead of overpower sci or engy with 3 turrets and 3 mortars. Its garbage.

    engneers get 3turrets+3mortars+3supportdones(+3) 9 per player
    More than doubling the ammount of time to use security escorts, if you think they are somehow overpowerd try doing pvp vs sci with anti-time, paradox, cold fusion flash, -40 res doffs, cooldown doffs, and overboosters, you wont even get a shot in.
    You summon 2 with %20 chance 2 more x3, The idea that 5 players would summon 20%x15 is and get 100% is less than %20 of the time. I cant see why having them for 30 sec out of 1:30 is a bad thing, its still a long time for a cooldown, they were changed that old ones beam out when new ones beam in, they just never there.
    Post edited by syrupofsquill on
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    odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2018
    Posting in anger does'nt always make the point, The problem with them is this, If you want set items you have to play thru stupid episodes that you cant skip like kobali warzone. It used to be, that you could call security escorts every 1.5 mins or even less and they would beam out after 30 secs, Thats like 50% of the time you have an security team. Now its 3 mins with no reductions on time at all and they beam out after 30 seconds, its 1/6th of the time you actually play. They are never there, tac supposed to be reduced to running around with a gun and grenade, playing thru all the episdes to get the gear unlocked. You should try running around playing on tac instead of overpower sci or engy with 3 turrets and 3 mortars. Its garbage.

    engneers get 3turrets+3mortars+3supportdones(+3) 9 per player
    More than doubling the ammount of time to use security escorts, if you think they are somehow overpowerd try doing pvp vs sci with anti-time, paradox, cold fusion flash, -40 res doffs, cooldown doffs, and overboosters, you wont even get a shot in.
    You summon 2 with %20 chance 2 more x3, The idea that 5 players would summon 20%x15 is and get 100% is less than %20 of the time. I cant see why having them for 30 sec out of 1:30 is a bad thing, its still a long time for a cooldown, they were changed that old ones beam out when new ones beam in, they just never there.

    Totally agree the eng stuff can be around longer..But not always as useful...And in running battles..Not so useful

    The Extra turrets and Mortars are a % Chance to spawn with 1 of the previously mentioned..I Pvp with my Eng and do NOT rely on the extra mortars..I do laugh when an opposing eng person uses all drones tho..Also..that -40 res doff is available/useful on all toons with specific Universal Consoles.I find it highly useful on Eng toons as they have NO debuff abilities native to that class...But omg...HUGE Damage when timed right (mines..Transphasic bomb..Mortars..Protomatter Universal is fun on an eng..)

    Sci cooldown doffs are really not necessary with the right kits..Most offensive Sci kits (and some heals) are once every 10-15 seconds)..But they do have some wicked debuffs AND have abilities that target places where players have the lowest resistances..Like Elemental (Fire, Cold Radiation) as opposed to sticking to Energy where most players are 50-60% resistance.But..Tac and Eng have weapons/kits like this too..

    Remember tacs are very good at doing damage. Doffs that increase the expose Chance (I think theres one that doubles the chance)..3x Security officer DOffs add 100% Damage in the form of a Dot (LOL in PVP)..And Most weapons are 1 shot kill to players who arent paying attention..Cheap tactics like cloak and Vape (Sadly some players only know how to do this..so its fun to overcome this one with skills and knowledge) ..Also..depending on weapon choice (if pvping an offensive Sci) Your weapons range is generally further than cold fusion flash max range..Mid to close range against a skilled sci toon is not recommended..Use your range to your advantage...Damn Boolean Cannons..
    Post edited by odinforever20000 on

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    somerandomguy#1510 somerandomguy Member Posts: 3 Arc User
    I really dont care about pvp, security escorts and players vaped by sci so i dont see what a shorter cooldown on them would hurt.
    I really dont care about dps, securty escorts dont usually beam out during ntte and they changed it so calling in new escorts Beams out the old ones so i dont see what difference it would make.

    Playing thru pve or episodes to grind gear for toons, they beam out after 30 seconds and are never there.
    Really sucks when sci are heal tanks, engs are shield tanks, and tacs that used you be meat shield/drawfire escorts are now left 3 mins without them. So breaking ground for all my tacs really leaves me zero reason to play this game anymore.
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    arionisaarionisa Member Posts: 1,421 Arc User
    As someone else already mentioned, I also have numerous Tac captains, and I rarely use security escorts. They are nice as a little bit of added damage, and on an extremely rare basis, the enemy actually attacks them instead of me. I rarely use them because one, They don't help much anyway and two, with their long cooldown I save them for when I really need them. The thing is I never end up needing them so they just end up not being used.

    I have to also agree with what someone else already said "this sound more like a play style issue not a problem with the power,"
    LTS and loving it.
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