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Stop Beating Around the Bush - Just nerf Tacs

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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    but your wrong. I only have to spend time to get the dil than i can convert it to c points and get the same stuff. I didn't pay a dime.

    Does Zen magically appear in the game? No. Somebody had to buy that Zen - with actual money.

    So what you're claiming you've done here then is the following:

    Worked at well below minimum wage to farm a product that Cryptic can turn around and sell at a juicy profit (since they don't actually pay you any wage).

    It's one thing to accrue it as you're normally playing the game.

    It's another if you're actively grinding it out to convert to Zen to make purchases.

    You're not logging into a game when you log into STO then...you're logging into a job. A job with no pay and no benefits... Cryptic's little sweatshop.

    edit: Course, out of some sense of fairness - I'll grind Dil every now and again to convert to Zen for somebody that bought it - I'd like the game to stick around and all.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    mewi wrote: »
    I care that their motivation is only to make cash by whatever scummy means they can come up with.

    I can respect that.
    Does Zen magically appear in the game? No. Somebody had to buy that Zen - with actual money.

    So what you're claiming you've done here then is the following:

    Worked at well below minimum wage to farm a product that Cryptic can turn around and sell at a juicy profit (since they don't actually pay you any wage).

    It's one thing to accrue it as you're normally playing the game.

    It's another if you're actively grinding it out to convert to Zen to make purchases.

    You're not logging into a game when you log into STO then...you're logging into a job. A job with no pay and no benefits... Cryptic's little sweatshop.

    edit: Course, out of some sense of fairness - I'll grind Dil every now and again to convert to Zen for somebody that bought it - I'd like the game to stick around and all.

    Grinding is apart of this mmo. That will not change. No matter how much time most people spend play games is at a loss. it is how much of a loss one is willing to take. if you want a profitable hobby then try arts and crafts or wood working. Then your hobbie might generate income albeit it is usually still way below minimum wage and normally just to cover costs.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2013
    robdmc wrote: »
    Grinding is apart of this mmo. That will not change. No matter how much time most people spend play games is at a loss. it is how much of a loss one is willing to take. if you want a profitable hobby then try arts and crafts or wood working. Then your hobbie might generate income albeit it is usually still way below minimum wage and normally just to cover costs.

    I do not follow where that has anything to do with what I said...hrmmm...
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    They hit shields, now do I use it for most of my ships, no but for my KDF carrier yes, and I have Omeaga mk 12 set on my Armitage with tets. pretty effective.

    Mmmhmm...

    Well, I'll say this much about Tetryon weapons: they're cheaper to pick up on the exchange than Disruptors, Phasers, or Polarons.
    robdmc wrote: »
    I feel sorry for the guy who has to pay money to get enough dilithium to get fleet items.

    I was referring to fleet upgrades. Put enough money in, and you can run a fleet yourself. Even if you aren't running a fleet by yourself, putting money in will still let you meet upgrade requirements faster and with fewer members.

    That being said, we have gotten way off topic.

    Maybe I've said this before, but I don't find anything all that wrong with Tactical BOff skills except for Attack Pattern Omega. The necessity of Attack Pattern Beta as a crutch skill for damage is something that is brought on by other factors in-game. Would also change Scatter Volley so that it doesn't overlap nearly as much with Fire at Will

    TacCap skills are a different matter entirely. Tactical Initiative should go, and Attack Pattern Alpha effects should be weakened. I'd also take out Go Down Fighting as well, albeit for reasons that don't have to do with balancing.
  • chi1701dchi1701d Member Posts: 174 Arc User
    edited March 2013
    eraserfish wrote: »
    Mmmhmm...

    Well, I'll say this much about Tetryon weapons: they're cheaper to pick up on the exchange than Disruptors, Phasers, or Polarons.



    I was referring to fleet upgrades. Put enough money in, and you can run a fleet yourself. Even if you aren't running a fleet by yourself, putting money in will still let you meet upgrade requirements faster and with fewer members.

    That being said, we have gotten way off topic.

    Maybe I've said this before, but I don't find anything all that wrong with Tactical BOff skills except for Attack Pattern Omega. The necessity of Attack Pattern Beta as a crutch skill for damage is something that is brought on by other factors in-game. Would also change Scatter Volley so that it doesn't overlap nearly as much with Fire at Will

    TacCap skills are a different matter entirely. Tactical Initiative should go, and Attack Pattern Alpha effects should be weakened. I'd also take out Go Down Fighting as well, albeit for reasons that don't have to do with balancing.

    Could be that they have access to a large number of +% damage boost which stack as well as shorter cds.
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    chi1701d wrote: »
    Could be that they have access to a large number of +% damage boost which stack as well as shorter cds.

    If you say so, but science captains also have useful abilities with relatively short cooldowns.

    The way I see it, captain abilities...

    - Shouldn't be overly interchangeable with BOff abilities
    - Represent their respective specialization, but not be overly restricted to that
    - Retain usefulness across a variety of ships
  • janewaywarriorjanewaywarrior Member Posts: 93 Arc User
    edited March 2013
    I grow somewhat more concerned with the way that Cryptic attempt to suppress general negative opinions of their game. No other MMO forum attempts to suppress the opinions or freedom of speech of their members. Blatent trolls yes, but not negative comments.

    I have seen whole topics dissapear just for speaking out against Cryptic. If they want people that will continually kiss their behind then just allow the largest fleets in the game access to the forums and nobody else.

    Why is there such a need to be so tyrannical... why is there a need to suppress people's opinions on the state of the game and blatant favoritism that Cryptic have displayed over their own preferences in ships and weapons etc...
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited March 2013
    Does Zen magically appear in the game? No. Somebody had to buy that Zen - with actual money.

    So what you're claiming you've done here then is the following:

    Worked at well below minimum wage to farm a product that Cryptic can turn around and sell at a juicy profit (since they don't actually pay you any wage).

    It's one thing to accrue it as you're normally playing the game.

    It's another if you're actively grinding it out to convert to Zen to make purchases.

    You're not logging into a game when you log into STO then...you're logging into a job. A job with no pay and no benefits... Cryptic's little sweatshop.

    edit: Course, out of some sense of fairness - I'll grind Dil every now and again to convert to Zen for somebody that bought it - I'd like the game to stick around and all.

    What is the exchange. except for the Ambassador I have spent a dime since S7 i convert dil to zen thus NOT P2W
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    What is the exchange. except for the Ambassador I have spent a dime since S7 i convert dil to zen thus NOT P2W

    Dil-Zen exchange works on free market principles, or so I've heard.

    Players trade around Zen and Dil, with demand setting the price. Point is, there's always someone paying out of their own pocket for the Zen that you buy...
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    What is the exchange. except for the Ambassador I have spent a dime since S7 i convert dil to zen thus NOT P2W
    Where'd all that zen come from that you purchased?
    [SIGPIC][/SIGPIC]
  • miri2miri2 Member Posts: 112 Arc User
    edited March 2013
    Wow! A lot of posts since last night. Y'all are making me work for this, y'know that? :P
    EDIT: Especially with this tangent on the nature of dilithium exchange and zen-store purchases going on...
    robdmc wrote: »
    No. When someone can do an 10k fleet galaxy-r with an aux2bat build then it is not an issue with escorts that can tank because they still aren't as tanky as that galaxy.
    The Gal-X pays for its potentially quite-high weapon damage with lack-luster tactical officer stations, which acts as a rather large damper on their potential DPS (you only get one cannon skill, and it's a rank 1).
    The Gal-X pays for its tankiness with this poor cannon support, and with an abysmal turn-rate, if I understand correctly.
    robdmc wrote: »
    The issue is that there are no enemies with a degree of difficulty between insta-invisi-torp-kill and the standard npcs we instantly kill. They tried to make things harder. Into the hive with the wave of tac cubes to start shows that a healer/tank can be practical. But why run it when you can do ISE/CSE/KASE with a better time to reward ratio.

    We have High DSP cruisers and high powered aux2bat cruisers. We need content, that can reflect that without the the community screaming the content is too hard and the npcs in them nerfed with cryptic agreeing.
    Here, I agree with you 80% on this count, Robdmc. Part of my reservation is that we do have an STF enemy with a degree of difficulty between insta-death and instantly-killed-- spheres! (Dum-dum-duuummm!)
    This is one of the most wonderfully insidious things about Hive Onslaught-- the spheres are more dangerous than the tactical cubes, and their constant use of tachyon beams makes a shield-repair boat vital to keeping a balanced party alive.
    ... that's not to say that I haven't seen a party of 4 escorts and a tac cruiser roflstomp 'em, but it was my tac-cruiser, which is a heal-boat in disguise. So take that as you will.

    I love a challenge, myself-- why bother playing if I'm not challenged?-- and the only time you'll ever see me complaining about "difficulty" in PvE is when it comes to the insta-gib-torp-spread-of-doom that the Unimatrix vessels in Hive Onslaught use. (I'd love to see that part of the encounter remain just as challenging, but without getting one-shot-killed every 30 seconds. :P)

    eraserfish wrote: »
    If you say so, but science captains also have useful abilities with relatively short cooldowns.

    The way I see it, captain abilities...

    - Shouldn't be overly interchangeable with BOff abilities
    - Represent their respective specialization, but not be overly restricted to that
    - Retain usefulness across a variety of ships
    If I understand things correctly, the captain abilities are actually quite flexible between ship types and party roles. My tac in an Ambassador is a decent heal-boat, but my tactical captain powers allow my cruiser to "hulk out" and drop a huge bundle of damage on whatever's in front of me. And Subnucleonic Beam has struck me as being incredibly useful in any chassis (Galaxy, Oddy, Bortas, and Vo'quv excluded on the basis of turn rate, of course). I can't help but imagine that Miracle Worker is just as flexible.
    I'm really not out for any of the Tac powers' blood (although making attack patterns only apply to weapon damage would be a huge boon to science captains, since their powers can be allowed to do damage again).

    I'm going to quote an old post from this thread that I think sums up what I've seen as the problem pretty well:
    Their weapons are fine.

    As long as Tactical Team remains by far the best engineering skill in the game, nothing will change.

    The issuse isn't the cannon. It's the glass.

    ... Tsurutafan, you're so quotable. :)
    “True success is going from failure to failure without losing enthusiasm.”
    -- Winston Churchill
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited March 2013
    Where'd all that zen come from that you purchased?

    Um maybe cryptic puts some in.
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    miri2 wrote: »
    If I understand things correctly, the captain abilities are actually quite flexible between ship types and party roles. My tac in an Ambassador is a decent heal-boat, but my tactical captain powers allow my cruiser to "hulk out" and drop a huge bundle of damage on whatever's in front of me. And Subnucleonic Beam has struck me as being incredibly useful in any chassis (Galaxy, Oddy, Bortas, and Vo'quv excluded on the basis of turn rate, of course). I can't help but imagine that Miracle Worker is just as flexible.
    I'm really not out for any of the Tac powers' blood (although making attack patterns only apply to weapon damage would be a huge boon to science captains, since their powers can be allowed to do damage again).

    Well I got a lot of issues with how redundant and restrictive TacCap and EngCap abilities are.

    Nadion Inversion is only useful for offsetting beam power drain. TacCap abilities only really boost damage. EPS is somewhat redundant with BOff abilities, and isn't nearly as useful outside of cruisers.
  • miri2miri2 Member Posts: 112 Arc User
    edited March 2013
    eraserfish wrote: »
    Well I got a lot of issues with how redundant and restrictive TacCap and EngCap abilities are.

    Nadion Inversion is only useful for offsetting beam power drain. TacCap abilities only really boost damage. EPS is somewhat redundant with BOff abilities, and isn't nearly as useful outside of cruisers.

    Really, though, any class can benefit from a nice little turn-rate boost and a healthy bump to their damage every 90 seconds or so. Even science vessels mount weapons of some sort which can be buffed by dropping Attack Pattern Alpha and Fire on My Target to finish a damaged target off, or to sprout teeth when cornered.

    I've never played an Engineer, though, so I'm not all that familiar with their captain powers. Looking at what the Wiki says they do, though, EPS Power Transfer actually does look reasonably useful once you've reached Captain-level (the cooldown drops to a much more manageable 75 seconds, says the Wiki), and a +25 boost to all power levels looks like a nice way to add that last bit of power you need to god-strike the bejeezus out of someone with an Overloaded beam bank, while staying at high weapon power and getting a little extra shield resist and heal-efficacy for the next 25-30 seconds to help you ride out the agro.
    That might apply even more substantively to a science vessel than a cruiser, since the sci has far fewer engineering station to devote to cycling Emergency Power abilities.
    Escorts... maybe less so, depending on your build. I can see an Advanced Escort using EPS Power Transfer as an emergency panic button to boost their shield resist and healing powers when they draw too much heat.
    ... Or a generally conscientious eng/escort tossing it to their party tank/healer if they're looking a little roughed up and could use the boost.

    ... Nadion Inversion looks like a kinda' duff draw, though (from what the wiki says) unless you're fighting a Dual-cannon bugship or a science drain-boat or something.

    Again, disclaimer repeats: I've never played an engineering captain, I'm just going by what the wiki says about their captain powers, and comparing them to powers and uses I'm familiar with.
    Please take all of the above with a grain of salt.
    Disclaimer ends.
    “True success is going from failure to failure without losing enthusiasm.”
    -- Winston Churchill
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    mewi wrote: »
    You paid in time my friend, and that equals money for Cryptic. Time = Money. They know this, that is why they have you as their slave, running recycled content over... and over... and over again, for hours, and hours and hours.



    Imagine that, one of STO's oldest players, and one of the top PvPers in STO... saying that this game is P2W. I don't care that it is P2W, I care that their motivation is only to make cash by whatever scummy means they can come up with. Keyword: Scummy

    Lower staff, virtually eliminate customer support, reduce bug fixes, pump out new untested overpowered eyecandy content IE: Specialization doffs, lockboxes, etc, recycle old content and call it new, nerf in-game currency rates, implement untradable c-store compatible currency, nerf untradable c-store compatible currency, kill small fleets to ensure dilithium costs are always at a premium, make untold sums of real life currency from currency conversion system known as Dilithium Exchange, break every game mechanic and state it is in working order.

    The Star Trek IP is gone in STO.

    Paramount should make a new sci fi called Greed, I'm sure Cryptic would quickly take the IP into their warm laps.

    It is all there, clearly written out. Sure I expect gaming companies to be greedy, but the sheer magnitude of Cryptic's Greed has surpassed all other MMOs I have ever played. That tells a lot, because I have played an uncountable amount.

    So you never played The Old republic.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited March 2013
    I grow somewhat more concerned with the way that Cryptic attempt to suppress general negative opinions of their game. No other MMO forum attempts to suppress the opinions or freedom of speech of their members. Blatent trolls yes, but not negative comments.

    I have seen whole topics dissapear just for speaking out against Cryptic. If they want people that will continually kiss their behind then just allow the largest fleets in the game access to the forums and nobody else.

    Why is there such a need to be so tyrannical... why is there a need to suppress people's opinions on the state of the game and blatant favoritism that Cryptic have displayed over their own preferences in ships and weapons etc...

    You must not play BSGO. Bigpoint's forums are so tightly censored it reminds me of some real countries. You can't even poke fun at them without having your thread removed and your account either suspended or threatened with a ban. It's quite sad and highly amusing.
    Um maybe cryptic puts some in.

    ... Can I have some of whatever it is you're smoking?
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    eraserfish wrote: »
    I've only just joined a few months ago.

    Exactly how long has this been going on?

    Before F2P it wasn't as bad, not that you would think that from how much everyone complained. Those controversial days following the creation of the +1 ship category seem like a placid paradise now. But Mewi is right,its only going to get worse as time progresses. It would not surprise me if the Rom ships are more in line with the recent ship lineup than with the older ships.

    For example, I expect the D'deridex to be a lot like the Breen Chel or the Dominion Dreadnought.
  • jexsamxjexsamx Member Posts: 2,803 Arc User
    edited March 2013
    Where'd all that zen come from that you purchased?

    Why does that matter?

    You over-complicate the situation by tracing the Zen all the way back to its original buyer. If I give a guy a $10 for a car wash and he uses that $10 to buy lunch, did I buy that lunch? Hell no, he bought that lunch with money he earned, that just happened to originate from me.

    The DilEx is exactly the same. I exchange my time for a currency with a backed, set value, that I then spend on whatever I want. It doesn't matter who bought it before me. It's not P2W because I can spend $0 and get everything.

    Seriously, saying it's P2W because I use currency someone else bought it like saying the government is guilty of buying drugs off the street because they printed the money to start with.
  • admiralq1732admiralq1732 Member Posts: 1,561 Arc User
    edited March 2013



    ... Can I have some of whatever it is you're smoking?

    I'm not smoking anything. Zen only has value because Cryptic and PWE made it valuable. They can put as much as they want into that exchange for when they started it they would have to put in something to get it started. I would think that would be a simple concept to get.
  • marshalericdavidmarshalericdavid Member Posts: 0 Arc User
    edited March 2013
    f2pdrakron wrote: »
    Oh I can think of some ...

    Rotate Shield Frequency = all shield abilities (EptS, TSS, RSP)

    Since after you are messing with the shields.

    EPS Power Transfer = all Emergency Power to abilities.

    After all you are raising power levels.

    Miracle Worker = Engineering Team

    You are healing the hull by being Mister Scotty by leading the Engineering Team in repairs, naturally they will be busy.

    Why cant someone rotate their shield frequency wile still using emergency power to their shields or transfer their shield strength or reversing their shield polarity? This is not the same as using 2 Attack Patterns at the same time. You can only use 1 Attack Pattern at same time not 2.

    EPS is not the same. Yes your raising power levels but their are multiple ways to do so that don't prevent other ways.

    Miracle Workers is a single person performing a Miracle and that person does not prevent a Engineering team at another location of the ship do their work.

    Attack Pattern Alpha with another Attack Pattern makes no sense whatsoever wile all the others have a possibility of being done at the same time.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    Don't nerf tactical ships.

    But they could sure use a little more weapon slots in the forward area!
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • bpharmabpharma Member Posts: 2,022
    edited March 2013
    tpalelena wrote: »
    Don't nerf tactical ships.

    But they could sure use a little more weapon slots in the forward area!

    They also need DHCs to drain less, something on par with turrets.

    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.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    bpharma wrote: »
    They also need DHCs to drain less, something on par with turrets.

    I never liked the power drain mechanic for weapons anyway.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • robdmcrobdmc Member Posts: 1,619 Arc User
    edited March 2013
    miri2 wrote: »
    Here, I agree with you 80% on this count, Robdmc. Part of my reservation is that we do have an STF enemy with a degree of difficulty between insta-death and instantly-killed-- spheres! (Dum-dum-duuummm!)
    This is one of the most wonderfully insidious things about Hive Onslaught-- the spheres are more dangerous than the tactical cubes, and their constant use of tachyon beams makes a shield-repair boat vital to keeping a balanced party alive.
    ... that's not to say that I haven't seen a party of 4 escorts and a tac cruiser roflstomp 'em, but it was my tac-cruiser, which is a heal-boat in disguise. So take that as you will.

    I admit that in Hive it is a good balance for sphere. Part of the escort issues with the "roflstomp" of spheres is either they need a bit more health or a bit more speed/maneuverability or maybe a bit more aggressive. In ISE people kill the gate then the the spawn sphere. The ones that pop out of the gate stop flying when the generator blows up until some one shoots one and agros them. Then they one by one fly into range and get shot down. Some in a broad siding pattern will fly out of range again. Usually it is easy to pick off in their single fire pattern.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    Um maybe cryptic puts some in.
    Nope. They don't. So the entire system hinges on cash transactions. I wouldn't worry about people abandoning the system though, since Fleet projects get done much faster if people just buy up some zen, convert to DIL and viola, fleet progress.
    [SIGPIC][/SIGPIC]
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    They can put as much as they want into that exchange
    They don't.
    for when they started it they would have to put in something to get it started.
    That's not how they started it.
    [SIGPIC][/SIGPIC]
  • eraserfisheraserfish Member Posts: 0 Arc User
    edited March 2013
    tpalelena wrote: »
    I never liked the power drain mechanic for weapons anyway.

    I want to make it so that a cruiser using ramming speed on an escort will crumple it like a highway rig flattening a tin can.
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    jexsamx wrote: »
    Why does that matter?

    In this case it matters because the poster I quoted seems to think that Cryptic puts zen on the market, not players who purchase it and sell it. And seems to think that the economy works in a way that it doesn't. So in this case it matters because that particular poster needs the facts to be clarified.
    [SIGPIC][/SIGPIC]
  • snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2013
    eraserfish wrote: »
    I want to make it so that a cruiser using ramming speed on an escort will crumple it like a highway rig flattening a tin can.
    Been there done that. PvP used to be all about ramming speed your way through capture and hold. Back in late 2010 at least.
    [SIGPIC][/SIGPIC]
  • marshalericdavidmarshalericdavid Member Posts: 0 Arc User
    edited March 2013
    f2pdrakron wrote: »
    Why should they?

    In your opinion they can but in mine they dont, also EptS gives a resistance and guess what resistence?

    RSF.



    In shory, you have no idea what you are talking about.

    EPS is this.

    http://en.memory-alpha.org/wiki/Electro-plasma_system

    Problem if you are feeding it more power then at what point it overloads? If you are basically putting more power from the one that is currently in the grind shouldnt it overload when you push even more power into it from the emergency reserves?

    Besides both do the same, different is EPS power transfer affects all subsystems and is much better ...



    No, its not its a Captain ability ... its pretty much going down there and oversee the repairs or at least shout how to do it from the chair.

    This mean the entire engineering crew is on standby and its very powerful ability as I raised sci ships from the dead with it.



    Its really relevant? I pointed examples and you just given excuses ... fact is no captain ability is every going to be have a shared cooldown and you want to single one out because bawww escorts and tacts.

    The scariest thing you see in PvP is a Sci on a Escort, not a Tac ... a Sci because nothing stops a Sci in skilling as a Tac.

    Also best ground? Sci and Eng ... dont believe me? the very best TANK in the game is a Sci because of self-heals and buffs and Engs are not only variable but KAGE is a Eng game ... Tacs in ground rely very much on team because they sure as hell cannot tank and when about everyone is ranged you screwed as a DPS with no mobility of evasion (and tacs lack that).

    That leaves Space PvE were, yes they shine but that it ... its like the Cat races that are very good at ground but that it because their traits means they arent very good at space (a fact some ground PvPers complain because bawww their Bolian Tac is not uber and pwns everyone).

    Either way, you want a nerf because baww escorts and only for escotrs ... I am pretty sure if PvPers had a nerf on captain abilities it would be Subnuclear beam.

    Your opinion and my opinion are different but is seems to make more sense that you can do multiple things with shields at the same time then just 1 at a time. Shields regenerate wile still blocking transports and other stuff. Shields do a lot of things at the same time.

    The ships EPS is the primary form of energy distribution on starships. Primary not the only one. We have seen different ways to give power to systems. We have seen a Type II Phaser power a transporter before. Their is multiple ways to give power to a system. Yes a system can overload if it gets to much power but how do you know that the different shield abilities in the game are overloading anything? This game takes place in the future from the shows and movies with better technology and they could of done something to help with overloads. You just don't know.

    Yes A captiains ability not a entire Engineering team ability. It is possible the captain does something with his Captains chair consoles that performed that miracle without effecting any engineering teams abilities. In addition a ship has a lot of engineering teams.

    It is a possible nerf one that would make sense given that a ship can not perform 2 attack patterns at the exact same time.

    A Science Officer in a Escort can do well so can a Engineer not arguing that but this game involves more then just PvP. A Sci or Engineer in a Escort will not out perform a Tactical in a Escort for Starbase 24 or Gorn Minefield or Klingon Scout Force when it comes to damage and winning very rare gear should the players be equally skilled.

    I was not even talking about on ground. On ground I love playing as a Sci or Engineer compared to a Tactical however a full Tactical team can roll stomp STF missions with their chaining of powers thanks to Tactical Initiative allowing teams to use their powers a lot. Heck I have been on a team with 3 total Tactical officers and abilities had been spammed like crazy.

    PvP play is a minor part of the game I have done some PvP'ing and it takes a wile to get games going compared to PvE. Maybe make things different for PvP and PvE?

    I have not flat out said to just nerf Tactical officers or Escorts I said nerf Tactical Officers OR boost the others. Did you miss the OR?

    Things are not fine as is can you agree to that? Or are you letting some sort of bias you have effect your judgement. I play all career paths from both factions and I know things are messed up not just from career path but ships too. So many people know this as well. I play the game and I see more Tactical Officers then Science or Engineers. Their is a reason for that.
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