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OMG nerf tacs

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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    alhucemas wrote: »
    Yes, sure, from a safe 9km distance. lol.

    Try point blank range, bouncing off the things
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  • alhucemasalhucemas Member Posts: 64 Arc User
    edited February 2013
    Well, if you have APO, EPtS, Polarize Hull, Brace for Impact, Tactical team, TSS, Hazard emitters ... and all your tanking/healing abilities on, you might survive until they wear off. Or you might not.
    Maybe thats the problem. The healing/tanking abilities are too strong and they need a nerf. :)
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    Try EPtS and TT with HE and TSS as needed with RSP as an emergency shield heal
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  • alhucemasalhucemas Member Posts: 64 Arc User
    edited February 2013
    adamkafei wrote: »
    Try EPtS and TT with HE and TSS as needed with RSP as an emergency shield heal

    Well, as I have never had the weird idea of tanking a gate in an escort I cant really say. Only thing I know is if by any means I get between a gate and a cube I have no more than 5 seconds with all my protections on to GTHO or else go BOOM.

    By the way, do you have a video or something of your tac in an escort tanking the gate? I was serious about that I would really like to see it.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    I'll have to remember to Fraps my next ISE run
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  • resoundingenvoyresoundingenvoy Member Posts: 439
    edited February 2013
    lordlalo wrote: »
    You don't start a thread out with "I'm going to be "respectful" and turn around by disrespecting 33% of the player-base.

    Disrespectful would have been name calling, setting traps, being sarcastic, or dishonest. I told you honestly what I was about and why. And if you continue the quote: "Instead I'm going to show you proof of a trend that has steadily been weakening non-tactical roles, and strengthening tactical roles."

    1) Tacs comprise a bigger part then 1/3 of the player base.

    2) To me at least being respectful has nothing to do with like or hating. In point of fact I'd be a shameless flatter and anything but respectful or kind if I ignored flaws because I thought telling you about them would displease you.
    If you believe tactical officers are so OP, why aren't you playing one as a main? You know statistical data on what players gravitate toward is the best indicator for PWE to know what class is OP and what class is UP.

    Assuming for the sake of argument that we agree tactical captains are overpowered? Why? I would not only be in support of a imbalance, I would be making others miserable sheerly because it pleased me. I don't want to inflect that on anyone.
    Instead of disrespectfully proposing NERFS, try proposing what can be done to raise your class to the level you obviously believe it is not yet at.

    Did that several times, and continue to promote alternate approaches. "I have tried the diplomatic approach. I have tried the disarming approach." I'm not sure that's the best idea anyway, that just continues the cold war.

    That fact that you missed them, but feel justified in commenting here justifies the distasteful bait in the thread title.
    Tactical officer abilities are SHEET. Absolute SHEET. The only thing that is "decent" is tactical initiative and attack pattern alpha if you have the skills to back it up. Science officers get to summon an entire fleet of ships and engineers get a "near invulnerability" buff and you're complaining about tactical? Obviously your intent was to come in and do just that -- sleekly offer your disrespect to a third of the community.

    Let me show you how balance works with your proposals:

    1. Nerf DPS -- You have to raise hull/shields (innately)
    2. Nerf Tactical Initiative -- You have to nerf photonic fleet and rotate shield frequency
    3. Nerf Loot -- You have to make them immune to injury (because they die the most)

    Let me wrap it up just by stating, for every positive you see a tactical officer has, there is a negative, the same for every other class. If you nerf one, then be prepared to have the nerf stick taken to your own.

    Just remember, knives are safe if played with in the road.

    1) Where in that original post I am being yelled at for did I call for a nerf?
    2) Where in 16 pages have I said escorts and tactical shouldn't be about damage?
    3) Where in 16 pages has my case been any thing other then their weakness needed to balance that damage have slowly been taken away?

    You seem to be under the impression we start on equal footing and I am unhappy with that. Escorts and tactical captains in general have slowly been given more damage and more health. Point and case?
    engineers get a "near invulnerability" buff

    Assuming for the sake of argument you are right? (Which would be cool if it was even near invulnerability.) I have to ask "And"? It last 30 seconds, and has a 90second cool down after that. You're complain is basically you have to wait 30 seconds every 2min. Or do you want to compare that to being able to stack damage to the point of doing 2-5K a hit with cannon rapid fire?

    I can easily (mis)read that entire triad as you just have to suddenly pay attention or do more then point and shoot at something, and therefore overpowered. Not that you can't in fact beat it.
  • alhucemasalhucemas Member Posts: 64 Arc User
    edited February 2013
    adamkafei wrote: »
    I'll have to remember to Fraps my next ISE run

    Ok, so..., I tried your theory.

    I went to elite ISE with my tac in an advanced escort. EPtSx2 on, HE on, TSS on, TTx2 on. and engaged the gate. Probably some of my team mates thought I was going insane. I didnt have RSP but thankfully had PH to escape the tractor Beam and get prottection or else I would have died a lot faster. Not sure if I had anything else on.

    In 15 seconds (starting to count 9km away from the gate) we exploded (me and the gate, exactly at the same time, because everybody was hitting the thing).

    This test is not too accurate, as I dont know wich debuffs did my teammates put on the gate nor the buffs/heals they putted on me (I think none), nor if the gate started shooting at other player before shooting me... But is aprox what I thought it was going to happen.

    Now, you owe me some minor components. :)
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    alhucemas wrote: »
    Now, you owe me some minor components. :)

    Sure, handle: @adamkafei Mail me and I'll mail you some :P
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  • bareelbareel Member Posts: 3 Arc User
    edited February 2013
    alhucemas wrote: »
    Ok, so..., I tried your theory.

    I went to elite ISE with my tac in an advanced escort. EPtSx2 on, HE on, TSS on, TTx2 on. and engaged the gate. Probably some of my team mates thought I was going insane. I didnt have RSP but thankfully had PH to escape the tractor Beam and get prottection or else I would have died a lot faster. Not sure if I had anything else on.

    In 15 seconds (starting to count 9km away from the gate) we exploded (me and the gate, exactly at the same time, because everybody was hitting the thing).

    This test is not too accurate, as I dont know wich debuffs did my teammates put on the gate nor the buffs/heals they putted on me (I think none), nor if the gate started shooting at other player before shooting me... But is aprox what I thought it was going to happen.

    Now, you owe me some minor components. :)

    - Are you using Maco shield + Assimilated deflector & Engine?
    - Are you setting your weapon power to 90 and shield to 60? I still have 125 weapon power in my escort with that setup and it allows the maco shield to take me nearly to cap on shield power when being shot at.
    - Did you invest in a Leadership boff or two?
    - Do you use Shield Distro Doffs?

    Do the above and try again if you did not answer yes to those questions.

    Remembered more.

    - Do you have shield distribute shields bound to keyboard for mashing in between tac team cycles?
    - Do you 'wiggle' when your tac team is down and a shield facing goes down to keep a fresh one up and keep firing?
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    bareel wrote: »
    - Are you using Maco shield + Assimilated deflector & Engine?
    I'm not, I use full MACO
    - Are you setting your weapon power to 90 and shield to 60? I still have 125 weapon power in my escort with that setup and it allows the maco shield to take me nearly to cap on shield power when being shot at.
    I was running 95/30/45/30 as my base power levels with an EPtS cycle
    - Did you invest in a Leadership boff or two?
    Not yet
    - Do you use Shield Distro Doffs?
    Nope
    Remembered more.

    - Do you have shield distribute shields bound to keyboard for mashing in between tac team cycles?
    - Do you 'wiggle' when your tac team is down and a shield facing goes down to keep a fresh one up and keep firing?

    Yup :)
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  • alhucemasalhucemas Member Posts: 64 Arc User
    edited February 2013
    bareel wrote: »
    - Are you using Maco shield + Assimilated deflector & Engine?
    - Are you setting your weapon power to 90 and shield to 60? I still have 125 weapon power in my escort with that setup and it allows the maco shield to take me nearly to cap on shield power when being shot at.
    - Did you invest in a Leadership boff or two?
    - Do you use Shield Distro Doffs?

    Do the above and try again if you did not answer yes to those questions.

    Remembered more.

    - Do you have shield distribute shields bound to keyboard for mashing in between tac team cycles?
    - Do you 'wiggle' when your tac team is down and a shield facing goes down to keep a fresh one up and keep firing?

    If I were to follow your tips I would better get an eng in a cruiser dont you think? There is no point on running a tac in an escort to lower your weapons energy power and invest in tanking abilities instead of DPS. You will not be good at tanking nor at DPS. Of course, I can raise my shield energy power to 100 and I will last a little longer at the cost of doing no damage at all. I can even run my BoP with only healing/tanking abilities and last probably more, but it doesnt make any sense.

    About the distribute shields keybind yes, I have it, but it wouldnt make much difference. As I said I also have TT. I had TSS on when I was destroyed and my shields still existed.

    EDIT: my power settings were 90 60 25 25
  • bareelbareel Member Posts: 3 Arc User
    edited February 2013
    alhucemas wrote: »
    If I were to follow your tips I would better get an eng in a cruiser dont you think? There is no point on running a tac in an escort to lower your weapons energy power and invest in tanking abilities instead of DPS. You will not be good at tanking nor at DPS. Of course, I can raise my shield energy power to 100 and I will last a little longer at the cost of doing no damage at all. I can even run my BoP with only healing/tanking abilities and last probably more, but it doesnt make any sense.

    About the distribute shields keybind yes, I have it, but it wouldnt make much difference. As I said I also have TT. I had TSS on when I was destroyed and my shields still existed.

    EDIT: my power settings were 100 50 25 25

    DHCs don't get a boost from overcapping weapon power. Engine power in an escort in PvE is typically irrelevant and can be manual switched when desired. I still have 125 weapon power when running at base 90/60 thanks to consoles.

    People have no idea how great high shield power levels are. It increases regeneration speed and resistance. You gain more survivability from a decently high shield power than you do having a TSS on you at all times, no joke.

    O and last thing you are using 2-3 armor consoles, that is important. Skill setup is also important and no that doesn't mean putting more than 3 ranks into the hull resistance skills as they are an aweful return on investment past 3. It means maxing out low level heal/shield skills, 6 in power insulators, 6 in shield power, those things.
  • alhucemasalhucemas Member Posts: 64 Arc User
    edited February 2013
    bareel wrote: »
    DHCs don't get a boost from overcapping weapon power. Engine power in an escort in PvE is typically irrelevant and can be manual switched when desired. I still have 125 weapon power when running at base 90/60 thanks to consoles.
    I agree in part, but my 3 turrets have a different oppinion.
    bareel wrote:
    People have no idea how great high shield power levels are. It increases regeneration speed and resistance. You gain more survivability from a decently high shield power than you do having a TSS on you at all times, no joke.
    I agree, thats why I get more than 100 shield power level when my abilities are on.
    bareel wrote:
    O and last thing you are using 2-3 armor consoles, that is important. Skill setup is also important and no that doesn't mean putting more than 3 ranks into the hull resistance skills as they are an aweful return on investment past 3. It means maxing out low level heal/shield skills, 6 in power insulators, 6 in shield power, those things.

    Advanced escort only have 2 slots (for neutronium of course).

    As a side note, I know its weird, but my power levels were 90 60 25 25 (I forgot to change values back to 100 50 25 25 from a previous test. lol. Edited previous post to actual values)
  • vengefuldjinnvengefuldjinn Member Posts: 1,521 Arc User
    edited February 2013
    buzzout wrote: »
    I'm tac captain and I drive a fleet escort that is a DPS monster. But it didn't come that way off the shelf. I have invested hundreds of hours of endless mission grinding to get the gear I needed to make it that way. I have over 160 million invested in tac consoles alone and I'm still not done. Then there's the hours upon hours of researching STO fan sites comparing notes from other tac captains on the best way to spec out your tac captain and the respec tokens purchased to conduct a lot of trial and error on my own. Making my little escort a DPS monster has been a long evolutionary project with a huge investment of personal time and to have some goof come on this forum demanding that all my efforts be nerfed quite frankly pisses me off. When eng and sci captains start investing half of the time and trouble perfecting their skills and ships that tac captains do then you might have a right to complain, but until then...please shut up and go away.

    You know, as I science captain, I can especially feel your pain.

    I too spent millions of energy credits, hours of research trying to perfect my science builds, only to have one ability after another nerfed to oblivion and my consoles changed or rearranged.

    There's built in immunities now to some of my most powerful science abilities even though they've got counters.

    Science has had to endure the nerf, because other players were frustrated with science taking the fun out of their personal gaming experience, so yeah, I know exactly how you feel. In fact, I remember feeling exactly your expressed sentiment.

    But just as science players have had to adapt, I'm sure tactical captains will too. They are after all, a crafty bunch.
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited February 2013
    buzzout wrote: »
    I'm tac captain and I drive a fleet escort that is a DPS monster. But it didn't come that way off the shelf. I have invested hundreds of hours of endless mission grinding to get the gear I needed to make it that way. I have over 160 million invested in tac consoles alone and I'm still not done. Then there's the hours upon hours of researching STO fan sites comparing notes from other tac captains on the best way to spec out your tac captain and the respec tokens purchased to conduct a lot of trial and error on my own. Making my little escort a DPS monster has been a long evolutionary project with a huge investment of personal time and to have some goof come on this forum demanding that all my efforts be nerfed quite frankly pisses me off. When eng and sci captains start investing half of the time and trouble perfecting their skills and ships that tac captains do then you might have a right to complain, but until then...please shut up and go away.

    I have spent months getting my eng and sci right and most recently my tac and now I'm going to polish off my tac and return to my sci to fine tune that but my eng after about a year of playing and several million ECs and several dozen different builds and extensive testing on Tribble is right and will only benefit from further fine tuning when the other two are at the same standard.

    As it stands my Eng/cruiser can tank the ISE gateway and follow that up with the tac cube without thinking twice, on a normal day my tac/scort can now do the same, my sci however (due to massive lack in the power of sci skills) cannot and that is to be my next project so yeah, I think I have a right to complain when my Tac can do (in an escort) what my eng can do (in a cruiser) and do the damage part over twice as well.

    Sorry...
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  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    The above posters who tested tanking the ISE gate show what I've been saying from the start: The problem is with the skill points.

    Tac captains have enough points to put full hull and shield hp, armor, warp core, etc. boxes to be excellent tanks. On top of that their superior speed = superior defense rating...which is further boosted by escort-only atk ptrn omega and the engineer/sci lt level heals that thanks to the full skillpoint boxes in eng/sci function at very high potency.

    All the equipment combo I see mentioned works by stacking on top of BASE VALUES which are... *drumroll* ... from skill point boxes!

    remove those artificial bonuses and let the EQUIPMENT and boff abilities be what determines performance. Have captain skills affect only secondary effects and such. Directly boosting primary stats only takes an MMO directly down the dps-centric path. As it has STO now.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited February 2013
    Why nerf tacs, buff sci & eng...

    This is the simple truth.
    Tacs are functioning just they should be, as the damage dealers. Thier ability to tank is very dependent on timing and skill further buffed by the little additions to gameplay that have been added such as Rep passives and the like.

    The only class that suffers skill pointwise is the Science class. Both Tacs and Engineers, in my experience, spend points on average in the same skills needed to be both offensively capable as well as defensively so.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited February 2013
    For example, if the skill boxes looked like this:

    Captain Skill Boxes


    You will notice there is a new category for skills: Operations. Ops is a career-neutral set of skills focused on general ship performance and bridge/crew functions. It is not science,tactical or engineering.

    Explanation:

    Operations:

    Shield System: Max shield HP based on #of skill boxes filled.
    Starship Maneuvers: essentially the helm. the +def bonus when moving.
    Power Distribution: Determines how fast power is transferred through the ship.
    Damage control teams: This box alone determines how effectinve tac/science/eng teams are.
    Inertial Dampeners: Modifies inertia and counters to hold.
    Sickbay: determines how fast your crew recovers
    Threat control: self explanatory
    Countermeasures: Same as it is now.
    Crew Efficiency: Increases crew-related bonuses.
    Bridge Officer Efficiency: decreases timers on boff abilities.

    Engineering:
    All are self explanatory and cover the same they cover now. The only changes are:

    Impulse Engines: Determine acceleration and top speed sub-light.
    Thruster Control: improves turn rate (this box alone does this) and increases thruster-only speed.


    Science: Self explanatory except for:

    Starship Deflector Modification: Affects performance of all deflector-based offensive abilities.
    Photonic Systems: Affects photonic abilities/holographic performance.
    Starship Shield Modifications: Affects performance of regeneration-over-time abilities including shield (as equipment) stats.
    Astrometrics: Reduces time for transwarp/slipstream and includes all functions of the old Particle skill box.
    Weapon Modifications: Determines 50% potential of directed energy modulation, subsystem targeting, beam overload, lance weapons and directly increases 2ndary effect (not proc chance) of all weapon types. (9 points = 50% additional effect).


    Tactical: Self explanatory except:

    Attack Patterns: Buffs the offensive bonus of attack patterns.
    Evasive Patterns: Buffs the defensive bonus of attack patterns.
    Weapon Specialization vs Advanced Weapon specialization & tactics: The first buffs accuracy, the second buffs the weapon's secondary proc chance & adds a LITTLE damage boost.




    As you can see, this new skill box setup adds a slew of new skill options which captains need to pick and choose. With this system, using the current skill points available for space, would not permit a player to be able to max dps and max tank but rather have to pick one of the two. Science, Ops and Engineering skills are better organized in terms of who does what and how they inter-relate. The addition of crew related skill boxes adds a whole new dimension to the game and gives larger crew ships the bonuses they lost in the F2P fubar patch. Science ships can return to do science and debuffing, cruisers can return to tanking and escorts can return to their speedy glass cannon OMFGOUCH dps role.
  • kamipoikamipoi Member Posts: 365 Arc User
    edited February 2013
    they just have too much tank no scort should be able to sit and plow through everyone else with out the fear of exploding much like a bop they should explode when sneezed on unless otherwise supported by the rest of the team your engy healer and your sci debuffer

    at this point tac is stepping on both roles with his size 12 boots he can both tank and no longer needs debuffs to kill a target. and thats where the problem is but of course cryptic isnt going to do a thing they like 2/3rds of there community to sit here useless and unwilling to pay for anything....
  • bpharmabpharma Member Posts: 2,022
    edited February 2013
    bitemepwe wrote: »
    This is the simple truth.
    Tacs are functioning just they should be, as the damage dealers. Thier ability to tank is very dependent on timing and skill further buffed by the little additions to gameplay that have been added such as Rep passives and the like.

    The only class that suffers skill pointwise is the Science class. Both Tacs and Engineers, in my experience, spend points on average in the same skills needed to be both offensively capable as well as defensively so.

    I agree, I would love cruisers to be able to get a boost in damage capabilities just the same with science and for the love of Mr Rodenberry tactical skills should boost weapon damage not science skill damage. I'd love to use my wells but it has a hard enough time killing 4 probes on KASE (with the tric nerf) and it has more tactical slots than most science ships!!

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
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