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Suggested changes for tac team

falloutx23falloutx23 Member Posts: 456
edited October 2012 in PvP Gameplay
With the recent change and rewind of this last patch, many great ideas have been thrown out there that I believe would have a better chance of being looked at if it was in it's own thread. This thread is to talk about a change to Tac team. While we can talk about the synergy of this ability with other abilities, lets keeps the thread on topic as to how to better balance Tac team and keep the ideas of how to balance other abilities in their own threads.

My hope is to have a CIVIL discussion. Most the community agrees that this ability could be better balanced, so lets throw out some ideas.

Here's my idea:

Why not give some incentive to run higher levels of tac team by making tac team1 distribute for 5 secs, tac team2 for 10 secs, and tac team3 for 15 secs. Two tac team3's would be extremely powerful, but at the cost of completely neutering an escort.
Post edited by falloutx23 on

Comments

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited October 2012
    1 second clear, 9, 10, 11 second distribute, REAL buffs to weapons training, not the tiny ones it has now.
  • husanakxhusanakx Member Posts: 1,607 Arc User
    edited October 2012
    falloutx23 wrote: »
    Why not give some incentive to run higher levels of tac team by making tac team1 distribute for 5 secs, tac team2 for 10 secs, and tac team3 for 15 secs. Two tac team3's would be extremely powerful, but at the cost of completely neutering an escort.

    Or we would see escorts and perhaps even cruisers running tac team 3... with tac team doffs to = 100% up time on there shield spin....

    I think version 3 should be 10 seconds... as 1 is now... For everything clear and spin.

    Version 2... 7.5 seconds...

    Version 1... 5 seconds.

    It would still be very powerful... but at least no one could chain tac team 3 no matter the doff combo ect.
  • matteo716maikaimatteo716maikai Member Posts: 823
    edited October 2012
    husanakx wrote: »
    Or we would see escorts and perhaps even cruisers running tac team 3... with tac team doffs to = 100% up time on there shield spin....

    I think version 3 should be 10 seconds... as 1 is now... For everything clear and spin.

    Version 2... 7.5 seconds...

    Version 1... 5 seconds.

    It would still be very powerful... but at least no one could chain tac team 3 no matter the doff combo ect.

    chaining tac teams though is a risky bussiness.

    but i agree, it shouldnt be 100% uptime unless cpb gets a massive buff :P
  • husanakxhusanakx Member Posts: 1,607 Arc User
    edited October 2012
    chaining tac teams though is a risky bussiness.

    but i agree, it shouldnt be 100% uptime unless cpb gets a massive buff :P

    Well while where at it then... I know this is the tac team thread... but I know cpb is the only thing mai wants fixed... well mabey tachyon. :)

    Lets make CPB rip 4x what it does now (about where it used to be)... however lets add a Anti CPB protection to the anti cloak debuff it leaves behind.... I think CPB would be awsome then. Great skill impossible to chain.... Cause really the return of 5 man sci teams can just go away. lol ;)
  • orondisorondis Member Posts: 1,447 Arc User
    edited October 2012
    The problem is we shouldn't even need the present tactical team. However without it you're likely to be space dust in a few seconds, which suggests that DPS is far too high in this game.

    So to combat the insane damage, we've got insane heals. Both need a nerf. This of course will never happen, partly because of the work involved but also because you'll get a large portion of the player base whining about it.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
  • ghostyandfrostyghostyandfrosty Member Posts: 864
    edited October 2012
    TT after it's change should NEVER have cleared tac debuffs. That's how powerful it is.

    That change alone would reshape pvp considerably.

    That's my vote, remove the tac debuff cleanse.
  • bobtheyakbobtheyak Member Posts: 374 Arc User
    edited October 2012
    falloutx23 wrote: »
    Why not give some incentive to run higher levels of tac team by making tac team1 distribute for 5 secs, tac team2 for 10 secs, and tac team3 for 15 secs. Two tac team3's would be extremely powerful, but at the cost of completely neutering an escort.

    If we're going that route then I say more like 5, 7, and 9 seconds, respectively.
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited October 2012
    The permanent clearing of tactical debuffs is an issue, but I guess the first thing to change has to be the shield redistribution part.

    A tiered system with short duration for the shield redistribution of TT1 and a longer one for higher TT levels seems like the way to go. Maybe 5, 7.5, 10 seconds.

    husanakx wrote: »
    Or we would see escorts and perhaps even cruisers running tac team 3... with tac team doffs to = 100% up time on there shield spin....
    Here we see another example of how doffs introduce problems for balancing the game because they take away differences between ship types. Reducing the doffs as to not allow perfect doubling of an ability would be enough to minimise this problem, but by now people have become so dependent on their ET/ST/TT doffs, that it would affect a lot of builds, so maybe it's too late to rebalance these doffs.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited October 2012
    I'm probably crazy. This is probably like getting a scorpion to sting you to counteract a snakebite. But...

    What if the shield redistribution portion of Tac Team was made into a doff? Listen! There's some argument that time will make the BFI (bort said it's getting a pass, I know) less mandatory as more doffs come out. This would do that. BFI, shield redistribution on TT, evasive doff, AP doff, team specific cd doff. Can't run them all. Technician, of course, but that's a different build, IMO.

    I think having 3 purples give the current redistribution rate would be fair. Duration I don't know.

    And, um... what if you could get a redistribution doff for each specific team? Each team still clears debuffs, Tac Team boosts damage, Sci team and Eng team still heal. Now, Tac buffs aren't cleared by pretty much everybody since a shield heal and redistribution will be attractive on Sci Team, but Tacs will still want Tac Team for the damage buff.

    Of course, that means handing out your team heal means you gave up your redistribution until it's back up, so...

    Maybe this is more like fixing a gunshot wound with a flamethrower...
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • dant158#3249 dant158 Member Posts: 11 Arc User
    edited October 2012
    A tiered system with short duration for the shield redistribution of TT1 and a longer one for higher TT levels seems like the way to go. Maybe 5, 7.5, 10 seconds.

    I think I've always preferred the idea of halving the tactical debuff clear halved, and removing the auto-distribute all together in favour of a buff to shield manual redistribute rate, scaling with TT level. So TT1 would double manual redistro speed, TT2 would triple it TT3 would quad it, or whatever figures work.
  • zarathos1978zarathos1978 Member Posts: 0 Arc User
    edited October 2012
    ^ Agree ^

    My idea was to cut down and gradate the auto distribution (100-125%, 125-175%, 175%-200% depending on TT and something from skill tree), but removing it from TT and just speeding up the manual distribution is, I think, even better idea. It would force us, players, to play the game, not just set everything on automatic.
  • fakehilbertfakehilbert Member Posts: 252 Arc User
    edited October 2012
    removing it from TT and just speeding up the manual distribution is, I think, even better idea. It would force us, players, to play the game, not just set everything on automatic.
    Then all the pugs who aren't smart enough to redistribute their shields will die, because we cannot do it for them and so they will ruin even more matches for us.

    There are good side effects to the auto-rebalance from TT. I don't think it's necessary to to remove those.
  • zarathos1978zarathos1978 Member Posts: 0 Arc User
    edited October 2012
    Hey, I'm a PUGer too, you know.

    And while i generally agree that most PUGers will have troubles with shield distribution those who want PvP will learn (I have, after all :D ). Sooner or later but they will.

    I advocate the removal or great nerf of this ability because it is a "must have" skill. Probably more or at least as much as EPtS and that says a lot. And as someone said - any skill that is "must have" is greatly OP.
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