So you'd leave the shield distribution at where it is now, but do something about the higher-level TT's? Ah, but that solves a different problem.
I think the shield distribution is the big problem perceived by many as OP.
IMO, the TT shield distribution and the absence of TT shield distribution are equally big problems.
Face it, removing TT shield distibution would leave a big hole in survivability. A too big hole.
Looking at the issue from another side, one of the main reasons TT IS so much used, is that it has no competition in the T1 tac skills. All the others are TRIBBLE. Torpedo skills are somewhat useful, but that's about it. Only TT compares to the value of EPtoS, TSS or HE. Nerfing TT too much, would leave the Tactical ships at a disadvantage compared to other classes.
I guess what I'm saying is we need balance. Not too little (like old TT) and not too much (like current TT).
So you'd leave the shield distribution at where it is now, but do something about the higher-level TT's? Ah, but that solves a different problem.
I think the shield distribution is the big problem perceived by many as OP.
Perception and reality are not always the same thing.
The shield spin is great... but it only dampens spike... it really doesn't save many people alone.
What many people do not realize... is that tac trying hard to get through your tac team can't use there captain skill debuff FOMM... if they could throw a fomm on there target 5 seconds after there tac team they would be in much more trouble.
If everyone had a real option to run Attack Pattern Beta... tac teams shield spin wouldn't seem so fantastic.
Before the shield spin was added to tac team... not many people ran tac team... and teams used stacking deltas and betas to allow even lower dps teams to perform extremely well. Now teams MUST have one all cannon escort designed for nothing but extreme rapid fire pew pew to even hope to get through healing. I would say that is only because the amount of tac team out there right now makes the debuff tactical skill a bad idea outside of delta for its self buff factor. Even still no one runs Delta 3... which people did do before the tac team change.
I put on a very rare nurse doff that says while in combat, if your crew reaches < 75% total, your crew recovery rate will be +200%. My crew was at zero (0) and I looked at my crew recovery rate in my ship stats and it still said 50%/min, like it always does for my defiant-r. I also had the EFF console on and was at 0 crew for over 5 minutes.
If TT is tied to the amount of crew you have alive, then I am not getting the full benefit of that skill.
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
That would make Tacs even more the pretty much only option to play. If one uses a "debuff by skill" way to reduce the effect of TT, it should be a low-level Tac skill, in my opinion. Maybe a new one, maybe an old one beefed up. So, "Attack Pattern Epsilon: Neutralizes a target's Tactical Team", on Esnign, Lt and Lt Comm level. Or as an addition to APB.
But actually, I'd prefer the "shorter shield distribution duration for lower levels of Tac Team" approach more.
you really need to stop, and have your head examined.
there are reasons to play all of the captain types.
also, you just created a crappy attack pattern in your head, that has 1 effect, put in in an ensign slot...which is not where attack patters go, they are lt and up.
there is a skill that removes buffs from their target, its called subnuke. you find that power on the science captain's innate skill list. and there is a reason its exposure is limited through cooldown.
you can't just make **** up to try and justify your half nonsensical approach to this game.
Why are we even having this discussion? All I see is "Please buff my science skill and make escorts even weaker against my cruiser so I can tank more players"
Shield distribution is fine, it isn't a heal, it is a distribution. There IS a HUGE difference between distribution and heal.
You can make an argument for cleansing, but definitely not one for distribution and you can't say "1 sec cleansing" because some skills last much longer. 8 second cleansing should be okay. But no lower, although I think it is fine as it is.
Here is how you reduce the effectiveness of Tactical Team, get rid of their shields...
If Players would learn to distribute their shields at all times by binding it to the space bar the same way they bind thier weapons to space bar they might not need Tac Team as much.
Fact of the matter is 99.08% of players in STO still dont understand the concept of shield distribution. Only the .02% (PVP Community) knows of this magical ability that enables a player to live longer to and possibly survive a well planned attack.
If you bind shield distribution to space bar you can multitask and fire all weapons while distributing shields at the same time........Its Like Magic (in Mr. Rodgers Neighborhood Voice).
If Players would learn to distribute their shields at all times by binding it to the space bar the same way they bind thier weapons to space bar they might not need Tac Team as much.
Fact of the matter is 99.08% of players in STO still dont understand the concept of shield distribution. Only the .02% (PVP Community) knows of this magical ability that enables a player to live longer to and possibly survive a well planned attack.
If you bind shield distribution to space bar you can multitask and fire all weapons while distributing shields at the same time........Its Like Magic (in Mr. Rodgers Neighborhood Voice).
Um that doesn't do enough distribution, it helps when in tandem of Tactical Team, but is by far not effective enough without it. Especially against higher DPS players.
Well apparantly my experience with shield distribution is far different than some people here. I run an Oddy with 3 EPS Transfer Consoles (not even sure if this helps with the shield tranfer at all but it feels like it does), 3 Shield Regen Sci Consoles giving 26% regen each, and 2 Copies of EPtS. When I distribute shields (which, yes is bound to my spacebar along with Fire Weapons, the 2 EPtS and 2 EPtW) I notice a very fast distribution of shield power. This cycle keeps my shield power at 125.
What I cannot tell is if: (A) Your regeneration amount affects how fast shields distribute or (B) if the EPS Transfer Consoles are making the difference.
In any case, when I take an Alpha on a single shield facing that is now totally gone and I hit Distrubute shields, I often see no loss on the other three shields because I am filling up the left over pools very very quickly. I dare say that it is in very strong competition with TT if not much better. Even if I am taking it on two shields I can handle it. Throw in more than that however and the distribution with regen cannot keep up.
But, I am a cruiser. The escorts are not able to pull this off due to lack of engineering stations. They have to have TT working the way it does or they would go pop so fast it wouldnt even be funny. The difference is not in the shields but in the hull. No matter what happens, a cruiser can take a hole in a shield and still survive to fight on. The Escort cannot. I do think there needs to be an adjustment in the TT1, 2 and 3 though. The distrubution duration should change with each level just as Sci Team heals more shield, and Eng Team Heals more hull. Just my 2 cents.
Comments
IMO, the TT shield distribution and the absence of TT shield distribution are equally big problems.
Face it, removing TT shield distibution would leave a big hole in survivability. A too big hole.
Looking at the issue from another side, one of the main reasons TT IS so much used, is that it has no competition in the T1 tac skills. All the others are TRIBBLE. Torpedo skills are somewhat useful, but that's about it. Only TT compares to the value of EPtoS, TSS or HE. Nerfing TT too much, would leave the Tactical ships at a disadvantage compared to other classes.
I guess what I'm saying is we need balance. Not too little (like old TT) and not too much (like current TT).
Perception and reality are not always the same thing.
The shield spin is great... but it only dampens spike... it really doesn't save many people alone.
What many people do not realize... is that tac trying hard to get through your tac team can't use there captain skill debuff FOMM... if they could throw a fomm on there target 5 seconds after there tac team they would be in much more trouble.
If everyone had a real option to run Attack Pattern Beta... tac teams shield spin wouldn't seem so fantastic.
Before the shield spin was added to tac team... not many people ran tac team... and teams used stacking deltas and betas to allow even lower dps teams to perform extremely well. Now teams MUST have one all cannon escort designed for nothing but extreme rapid fire pew pew to even hope to get through healing. I would say that is only because the amount of tac team out there right now makes the debuff tactical skill a bad idea outside of delta for its self buff factor. Even still no one runs Delta 3... which people did do before the tac team change.
I put on a very rare nurse doff that says while in combat, if your crew reaches < 75% total, your crew recovery rate will be +200%. My crew was at zero (0) and I looked at my crew recovery rate in my ship stats and it still said 50%/min, like it always does for my defiant-r. I also had the EFF console on and was at 0 crew for over 5 minutes.
If TT is tied to the amount of crew you have alive, then I am not getting the full benefit of that skill.
I AM NOT A FAN OF PWE!!!!
MEMBER SINCE JANUARY 2010
you really need to stop, and have your head examined.
there are reasons to play all of the captain types.
also, you just created a crappy attack pattern in your head, that has 1 effect, put in in an ensign slot...which is not where attack patters go, they are lt and up.
there is a skill that removes buffs from their target, its called subnuke. you find that power on the science captain's innate skill list. and there is a reason its exposure is limited through cooldown.
you can't just make **** up to try and justify your half nonsensical approach to this game.
Why are we even having this discussion? All I see is "Please buff my science skill and make escorts even weaker against my cruiser so I can tank more players"
Shield distribution is fine, it isn't a heal, it is a distribution. There IS a HUGE difference between distribution and heal.
You can make an argument for cleansing, but definitely not one for distribution and you can't say "1 sec cleansing" because some skills last much longer. 8 second cleansing should be okay. But no lower, although I think it is fine as it is.
Here is how you reduce the effectiveness of Tactical Team, get rid of their shields...
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
Fact of the matter is 99.08% of players in STO still dont understand the concept of shield distribution. Only the .02% (PVP Community) knows of this magical ability that enables a player to live longer to and possibly survive a well planned attack.
If you bind shield distribution to space bar you can multitask and fire all weapons while distributing shields at the same time........Its Like Magic (in Mr. Rodgers Neighborhood Voice).
Um that doesn't do enough distribution, it helps when in tandem of Tactical Team, but is by far not effective enough without it. Especially against higher DPS players.
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
What I cannot tell is if: (A) Your regeneration amount affects how fast shields distribute or (B) if the EPS Transfer Consoles are making the difference.
In any case, when I take an Alpha on a single shield facing that is now totally gone and I hit Distrubute shields, I often see no loss on the other three shields because I am filling up the left over pools very very quickly. I dare say that it is in very strong competition with TT if not much better. Even if I am taking it on two shields I can handle it. Throw in more than that however and the distribution with regen cannot keep up.
But, I am a cruiser. The escorts are not able to pull this off due to lack of engineering stations. They have to have TT working the way it does or they would go pop so fast it wouldnt even be funny. The difference is not in the shields but in the hull. No matter what happens, a cruiser can take a hole in a shield and still survive to fight on. The Escort cannot. I do think there needs to be an adjustment in the TT1, 2 and 3 though. The distrubution duration should change with each level just as Sci Team heals more shield, and Eng Team Heals more hull. Just my 2 cents.
constant auto distribution, its not OP at all!
[SIGPIC][/SIGPIC]