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tacticals boosting science skills

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  • daveynydaveyny Member Posts: 8,227 Arc User
    edited March 2013
    Man, I either gotta get out more or get new glasses...

    I first read that title as Testicles Boosting Science Skills.... :eek:

    :o
    STO Member since February 2009.
    I Was A Trekkie Before It Was Cool ... Sept. 8th, 1966 ... Not To Mention Before Most Folks Around Here Were Born!
    Forever a STO Veteran-Minion
    upside-down-banana-smiley-emoticon.gif
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited March 2013
    ahahah you should
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    attack pattern delta is removed by tactical team, it has a low application time, and i only have a window of 5 seconds if i use it 100% well timed, wich means ill have 33% of my fbp boosted, but not as good as yours during the 15 seconds , beeing a fbp2 ( and i beeing a science officer didnt't fill attack patterns )

    i mean, some of the tactical captain skills, if not all, shoud boost only starship weapons training, in the same % they boost now, only boosting torpedos and weapons, not isometric charge or fbp for example, leaving that job to debuff skills, like fire on my mark or sensor scan

    <Insert Big Tears>

    The best class in the game isn't as super op as it used to be.

    </end Big Tears>

    You guys are too funny... enjoy playing the best class to pvp with the Sci and stop worrying about nerfing the other classes.

    Yes lets go back to the time when no one played Tac at all because having more then one on a team was a recipe for loosing. lol

    Lets all get a little honest with ourselves.... FPB is one of the stupidest skills you can run on a sci ship... period end of story. Its just plain bad... and I laugh at any sci ship running it.... INCLUDING tac sci ships. If anyone is dumb enough to die shooting at your FBP... you could have beat them in a shuttle.

    PS... Fire on My Mark (Tactical Captain skill)... Useless because its remvoed by tac team.
    He's telling you to hit Delta when you FPB... FPB only works if you get shot at... Delta only works if you get shot at... and even if they have a tac team up guess what it still counts in the dmg cause it reapplies every strike.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    All the meanest pvp players in my fleet use SCI.

    And I bet they would laught at this thread.


    You are doing it wrong!

    Drain their power levels, don't try outdo them in direct dps.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    maicake716 wrote: »
    i made this same thread a while ago and basically got told

    "deal with it"


    such nice people.

    Because fixing the "issues" you guys seem to see with sci. (which not every sci player agrees with)... doesn't need to be. Stick tacs in escorts and escorts only type of solution.

    I enjoy flying tac sci now and then... and frankly if there is zero synergy and no sci ship has more then 3 tactical boff stations... it would be very stupid to fly one... So all my tacs go into escorts instead. Same goes for cruisers... if tac skills don't effect things like DEM and EWP... then again you would be dumb to try to make one work instead of just flying an escort.

    I like having options ship wise... that can still be effective.

    Last I checked Sensor scan doesn't ONLY effect Exotic Dmg... perhaps is should.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited March 2013
    <Insert Big Tears>

    The best class in the game isn't as super op as it used to be.

    </end Big Tears>

    You guys are too funny... enjoy playing the best class to pvp with the Sci and stop worrying about nerfing the other classes.

    Yes lets go back to the time when no one played Tac at all because having more then one on a team was a recipe for loosing. lol

    Lets all get a little honest with ourselves.... FPB is one of the stupidest skills you can run on a sci ship... period end of story. Its just plain bad... and I laugh at any sci ship running it.... INCLUDING tac sci ships. If anyone is dumb enough to die shooting at your FBP... you could have beat them in a shuttle.

    PS... Fire on My Mark (Tactical Captain skill)... Useless because its remvoed by tac team.
    He's telling you to hit Delta when you FPB... FPB only works if you get shot at... Delta only works if you get shot at... and even if they have a tac team up guess what it still counts in the dmg cause it reapplies every strike.

    1, fbp dont work if you hit attack pattern delta, its not that simple since tactical team removes tactical debuffs for 10 seconds, thats a window of 5 seconds against 2 tactical teams, and the boost is too little for me since i didnt fill attack patterns

    2, fire on my mark sucks the same way sensor scan do, cleared by tactical team and science team respectively

    3, and tacticals aren't a recipe for loosing anymore, since they now get the use of stupid procs, massive hull regen from human boffs, and fleet shields
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    Because fixing the "issues" you guys seem to see with sci. (which not every sci player agrees with)... doesn't need to be. Stick tacs in escorts and escorts only type of solution.

    I enjoy flying tac sci now and then... and frankly if there is zero synergy and no sci ship has more then 3 tactical boff stations... it would be very stupid to fly one... So all my tacs go into escorts instead. Same goes for cruisers... if tac skills don't effect things like DEM and EWP... then again you would be dumb to try to make one work instead of just flying an escort.

    I like having options ship wise... that can still be effective.

    Last I checked Sensor scan doesn't ONLY effect Exotic Dmg... perhaps is should.

    Sensor scan , if given a duty officer, not only increases damage dealt to target, but also decreases the damage the enemy deals . (Energy weapons damage i think, not sure about torps).

    Sensor Scan + Aceton beam is really bad thing for any cube or boss in stf, drastically reducing their damage output.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    tpalelena wrote: »
    Sensor scan , if given a duty officer, not only increases damage dealt to target, but also decreases the damage the enemy deals . (Energy weapons damage i think, not sure about torps).

    Sensor Scan + Aceton beam is really bad thing for any cube or boss in stf, drastically reducing their damage output.

    True... S Scan is one of the few captain abilities to have a doff as well... a nice perk.

    Its AOE nature in PvP is pretty sweet as well.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    Its something that is worth getting a blue or purple sensors duty officers for.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    1, fbp dont work if you hit attack pattern delta, its not that simple since tactical team removes tactical debuffs for 10 seconds, thats a window of 5 seconds against 2 tactical teams, and the boost is too little for me since i didnt fill attack patterns

    2, fire on my mark sucks the same way sensor scan do, cleared by tactical team and science team respectively

    3, and tacticals aren't a recipe for loosing anymore, since they now get the use of stupid procs, massive hull regen from human boffs, and fleet shields

    Thanks for making my points for me.

    1) though Using Delta doesn't lock out Sci skills sorry... if you are meaning something else I am not understanding it.
    Yes tac team clears Delta and Beta and Fomm... point with delta and fpb is this...
    If you have both up... Each FPB applies a delta debuff to your target AS its applying dmg. Even with tac team up they still take extra dmg from FBP if you have delta up... go try it before you claim otherwise.

    2) Every one runs tac team... lots of people run dual tac teams... Sci team is in general only run on by other sci ships. Also Sensor scan is AOE... fire it on a group and you can hit them all... and there pets and spam as well. There is no comparison really Sensor Scan is 1000% better.

    3) This is where you made my point for me.... There is nothing about Tactical that makes them a recipe for not loosing anymore... you can blame that on the things you mentioned. Rep bonuses / Human Boffs / Stupid Gear... and very dumb changes to things like Tac Team.

    You are blaming Tactical Captain skills for issues with the game that have nothing to do with Captain skills. Pigeon holing tactical captains into the escort class of ship, doesn't fix anything you don't like. Its not going to make your FBP hurt anymore... or make your TBR do a bit more dmg... its just going to ensure that every Pug match you get into will never have less then 4 escorts on both sides. You won't see tac cruisers and more... or that 1-2 tac sci ships you see a week now. ;)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    what class do you still want the most of on your team? its certainly not tac, more then 2 tacs or escorts and your gonna have a bad time. it literally is the more sci the better.


    but scis are mad that tacs can out dps them. with THIER skills. if tacs arent dealing the most damage in everything theres a problem with the game design. does that highest DPS directly = most kills? not even close. killing a target wile its at its best is extreamly difficult, killing a target that cant move, has 3 subsystems off line, and every heal with a minute cooldown on it is effortless.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    what class do you still want the most of on your team? its certainly not tac, more then 2 tacs or escorts and your gonna have a bad time. it literally is the more sci the better.


    but scis are mad that tacs can out dps them. with THIER skills. if tacs arent dealing the most damage in everything theres a problem with the game design. does that highest DPS directly = most kills? not even close. killing a target wile its at its best is extreamly difficult, killing a target that cant move, has 3 subsystems off line, and every heal with a minute cooldown on it is effortless.

    Well the new kids... want to be able to fly like Kirk in there sci and KO people on there own all the time... in the games support class.

    The Premade kids... resent the fact that they now have to support 2 tactical escorts on a team instead of one. :)
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    what class do you still want the most of on your team? its certainly not tac, more then 2 tacs or escorts and your gonna have a bad time. it literally is the more sci the better.


    but scis are mad that tacs can out dps them. with THIER skills. if tacs arent dealing the most damage in everything theres a problem with the game design. does that highest DPS directly = most kills? not even close. killing a target wile its at its best is extreamly difficult, killing a target that cant move, has 3 subsystems off line, and every heal with a minute cooldown on it is effortless.


    I an STF I honestly think 3 tac-escorts, 1 eng-cruiser and 1 science in a science ship is a good thing.

    The cruiser tanks, the science debuffs, and the tacticals shoot. Such a team usually has a good chance in getting the optionals too.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    tpalelena wrote: »
    I an STF I honestly think 3 tac-escorts, 1 eng-cruiser and 1 science in a science ship is a good thing.

    The cruiser tanks, the science debuffs, and the tacticals shoot. Such a team usually has a good chance in getting the optionals too.

    This is the PvP sub section.

    On a PvP team... you want no engi... 1-2 tacs... and 3-4 sci.

    Notice how I typed 3-4 sci. :)

    The Sci that agree tacs shouldn't do well in a science ship at all... will say ya but that's only because of Sub nuke...

    Really they are fooling themselves. Having another copy of Science Fleet is never a bad thing... Having another Sensor scan is never a bad thing... in a team game even having another Damp Field isn't a bad thing.

    1-2 tacs for some spike... everyone else a sci... and there ya go perfect setup for a Premade right now... but oh yes Sci is under powered somehow ? :)

    In PvE your right... the NPCs are just plain badly written... so you may as well have all the DPS you can muster to get it over with as quick as possible. The AI is terrible... that doesn't really translate into PvP.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    maicake716 wrote: »
    i made this same thread a while ago and basically got told

    "deal with it"

    such nice people.

    That's a much nicer way of putting it than I've been tempted to type.
  • maicake716maicake716 Member Posts: 0 Arc User
    edited March 2013
    That's a much nicer way of putting it than I've been tempted to type.

    I personally want science a abilities to deal no damage and strictly buff/debuff things.

    Would solve all the problems and still leave a place for tacs in sci ships.



    At the very least everyone can agree engineers need a once over. Right?
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    maicake716 wrote: »
    I personally want science a abilities to deal no damage and strictly buff/debuff things.

    Would solve all the problems and still leave a place for tacs in sci ships.

    At the very least everyone can agree engineers need a once over. Right?

    That's the thing, though - they do not believe there is any reason for a Tac in a Sci without them boosting the Sci damage in the way they currently do.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    That's a much nicer way of putting it than I've been tempted to type.

    you guys are not the victim, you are trying to remove something in game from 1 captain type, out of some kind of spite, hiding behind some contorted reasoning.
    maicake716 wrote: »
    I personally want science a abilities to deal no damage and strictly buff/debuff things.

    Would solve all the problems and still leave a place for tacs in sci ships.



    At the very least everyone can agree engineers need a once over. Right?

    i certainly hope theres no one against an engineer buff.

    tacs would hardly have a place in sci ships if no sci ability did damage. wiith all the defensive power creep, the sci captain is even more needed. just damage has less and less of an effect, if it wasn't for escort spike, escorts would be no better then tac cruisers are now. sci would be the only thing that could get kills. at this rate scis will eventually be the only one that can get kills.

    if CBP and tach beam worked better, i bet all this nonsense complaining about tacs buffing 3 sci powers would go away. shield striping is an aux heavy skill, and you cant have high aux and high weapon energy at the same time. thats something a tac cant exploit well, he would have to sacrifice weapons damage, a sci isn't dependent on weapons power though.


    fix eng, fix shield striping, and stop trying to remove niches from the game
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited March 2013
    That's the thing, though - they do not believe there is any reason for a Tac in a Sci without them boosting the Sci damage in the way they currently do.

    Exactly... with out the synergy with the captain skills it would be pointless and frankly plan stupid to do it.

    A Sci has great synergy in an escort... Subnuke sensor scan both SUPER charge the dmg from a rapid fire. Does it do it in the same way as boosting the dmg from a TBR or FBP... No but it is just as... and perhaps more effective.

    A engi in an escort... SHOULD reap the rewards of Nadion... but Cryptic has screwed up weapon power drain. Then to add insult given nadion effects to items and doffs. (so yes Mai we all agree Engi gets screwed over in multiple ways)

    In a sci ship...

    Engi rotate is more powerful then it is in a cruiser... Engi sci ships are almost impossible to breach... but on the offense side engi is useless... EPS and nadion both do next to nothing in a sci.

    Tac gains some dmg... but as people like Jorf will point out is missing all the Debuff Synergies that the Sci Sci brings.

    Myself I see no issue with a tac doing more direct dmg in a science ship then a sci. The sci buffs are still seen as superior by most people. I mean really is anyone seeing a huge increase in the number of Tacticals flying science ships or something ? lol

    Every Captain type should have synergies with each ship... and they do.

    Engi has had there synergies made pointless with gear and doffs that replace anything they do that was interesting.

    Sci and Tac however... are BOTH very very good. It can easily be argued both ways which one is superior... myself I think that's a sign of pretty good balance.

    With out the current 50% skill tree resist... I think it was hard to argue that sci was not the better of the 2 classes... because the Ship they synergized with the most (the science ship).. was all but unstoppable. Any team that had 3+ sci had no counter outside of another team with the same or more number of sci. lol

    As it is now every sci skill is good... and to be super effective they all pretty much need to be comboed with other skills / players... which I think is a very good thing for PvP.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • maicake716maicake716 Member Posts: 0 Arc User
    edited March 2013

    tacs would hardly have a place in sci ships if no sci ability did damage. wiith all the defensive power creep, the sci captain is even more needed. just damage has less and less of an effect, if it wasn't for escort spike, escorts would be no better then tac cruisers are now. sci would be the only thing that could get kills. at this rate scis will eventually be the only one that can get kills.

    i disagree, if all sci powers only did buffs and debuffs then a tac would still have a place in a sci ship because he could debuff his target and actually kill it with weapons fire while a sci in a sci would still only be able to debuff and setup for the kill.


    this of course is on the basis that at some point cryptic will realize that weapons fire aside from DHC is totally ineffective and fixes that issue.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited March 2013
    yeah, if you want to kill something without dhc you have to be in a tac, definitely ...

    the sto pvp is all broken, not because of jhas, but because of the fact of maybe all the devs beeing kirks, i mean, or they dont have an idea of what's a pvp, or they are doing it wrong, and they know it

    a cruiser's tanking capability should compensate the escort's extra damage, which is something we don't see

    well about dhc, i dont think they are that strong, take a tac with the same buffs with beams, and he will do pretty good ammounts of dmg, i dont think the point here is about dhc, but about tac's, its all about tacs in this game

    but this is still about science skills, if you compare apo to psw, you will see science officers are in a clear disadvantage, the extra damage apo gives is far more great than those 4 or 5k kinetic dmg against the shields, which means nothing, the disable is nothing, it's only a skill disable for 0.5 seconds, there are no subspace decompiler consoles, so you have to spend like 50k points to have some time on disable, while you only have to spend 9k points to have lots of dmg, turn rate, defense and stupid immunities to everything

    tachyon beam and cpb well ... you might take 20% of a bop's shield's
    gravity well ... it can't hold anymore
    and honestly im just waiting for the nerf of fbp, beacuse tacs can boost it really bad, just like the devs did with repulsors, leaving us without any damage dealing skill
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited March 2013
    maicake716 wrote: »
    i disagree, if all sci powers only did buffs and debuffs then a tac would still have a place in a sci ship because he could debuff his target and actually kill it with weapons fire while a sci in a sci would still only be able to debuff and setup for the kill.

    I agree to an extent (especially for shield drains, which IIRC are not actually buffed by Tac abilities), which means I also disagree to an extent. ;)

    I think powers like GW, TBR & PSW for example, should continue to do damage - for several reasons, but one of those being clearing spam.

    FBP exists to do damage.

    Beyond those 4, what else is really counts atm?

    Out of those 4, which is so dramatically difficult to deal with when a Tac gets his hands on it? (My opinion is none of them)
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited March 2013
    none of them ? repulsors was nerfed because of tacs using it and killing all people with bleed hits of 5k

    that sad pandas guy said he could reach 1.3 reflection with a fbp2

    and you say those are not difficult to deal with ? fbp doesn't inflict damage, it just reflects the incoming damage, why the ... tacticals can boost incoming damage with buffs ? only debuffs should boost fbp, by reducing the enemie's resistance, causing the reflection to hit harder
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    Repulsors were not calculating Particle Gens correctly...unless you're talking about a separate nerf of them.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited March 2013
    I think powers like GW, TBR & PSW for example, should continue to do damage - for several reasons, but one of those being clearing spam.
    definitely they should make damage, even more damage than they do now, but not boosted my tactical buffs that should only boost starship weapons training, increasing only the damage of torpedos and energy weapons, leaving the rest for debuffs.


    yes im talking about the prtg "fix" in repulsors, it was the only commander/ltcommander skill making any considerable damage, now we dont have any skill comparable to apo or auxtosif3
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    Even for non-Tacs the PrtG calc formula was way off.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited March 2013
    i know, but they forgot the damage dealing part of the skill for those non-tacs, but im ok with tacs boosting kinetic, it is insignificant damage one way or another since all damage/shield stripping sci skills are stupidly weak now, but fbp2 reaching 1.3 is just non-sense
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2013
    i know, but they forgot the damage dealing part of the skill for those non-tacs, but im ok with tacs boosting kinetic, it is insignificant damage one way or another since all damage/shield stripping sci skills are stupidly weak now, but fbp2 reaching 1.3 is just non-sense

    thats hardly the norm for tacs, they have to use all their tac buffs at once to pull that off
  • maicake716maicake716 Member Posts: 0 Arc User
    edited March 2013
    thats hardly the norm for tacs, they have to use all their tac buffs at once to pull that off

    but you see, cryptic has somewhat already admited they didnt figure tacs would super buff themselves a while back.

    so...
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited March 2013
    definitely they should make damage, even more damage than they do now, but not boosted my tactical buffs that should only boost starship weapons training, increasing only the damage of torpedos and energy weapons, leaving the rest for debuffs.

    Again, this logic does not work.


    How about once a Sci captain uses SNB or Sensor Scan all of his weapons and tactical powers become locked for 30s?

    Because if Tacs shouldn't be able to generate an effect using Sci powers + Captain abilities, then Sci captains shouldn't be able to generate an effect using SNB + SS followed by Torp spreads or weapons fire.


    Do you see why that doesn't work?


    Just so your clear on why one is actually more powerful than the other.

    The Tac self buffs his damage, +50%, though APA - it's huge and makes big pretty numbers that players love to see.

    The Sci can strip all buffs, all of them. The target who was running 50% or higher shield resistances, only to see those stripped away down to whatever his current shield power provides will now eat more damage than APA could have generated on its own.

    That's a force multiplier, depending on how many allies are now firing on the target.

    Force multiplier, that's what Sci captains are, and that's why they hold the most powerful role in the game and why it's considered cheese to bring 5 of them.



    If you really think a Tac captain buffing FBP or TBR is the height of great things, you haven't properly evaluated how strong SNB and SS are in comparison.

    Two powers that can, in effect, do what the Tac Captain does with FBP except they can do it for the entire team, and for every single offensive power and weapon, and even other captain's abilities, that the team can bring to bear all at once.
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