What's it with pvp pvp pvp ? This impacts PVE and the majority of players that never touches pvp.
Also, could you please stop bashing poor Kirk?
The change has like 0,001% impact on PVE. If you believe otherwise, you just aren't playing long enough. In grand picture of things, tac/escort combo outperfoms every other combination in PVE so heavily, that they are actually not needed. Having one buff less as part of alpha won't change that.
A PvPer generally uses builds that are much more efficient in PVE, hell, 5 PvPErs usually can finish STF quicker than 5 PVErs.
The truth is, something most PvE players do not want to hear...that PvP teaches you 10x more about ship abilities and builds that you will ever learn from PvE and thus, they have much deeper understanding of ship builds / abilities / ability synergies and their effect.
You are right that majority of players never touches pvp, but then again, majority of players are terribad in STF -> I hope you see the correlation here.
I can outtank,outdps and outlive everyone in STF in my tac/steamrunner and I'm just above average PvPer And I do not think that loosing GDF in my alpha will change that.
P.S. Oh and Kirking is common insult in STO. A "kirk" is usually a person who has selfish build and cares only about himself in PvP/PVE.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
The change has like 0,001% impact on PVE. If you believe otherwise, you just aren't playing long enough. In grand picture of things, tac/escort combo outperfoms every other combination in PVE so heavily, that they are actually not needed. Having one buff less as part of alpha won't change that.
A PvPer generally uses builds that are much more efficient in PVE, hell, 5 PvPErs usually can finish STF quicker than 5 PVErs.
The truth is, something most PvE players do not want to hear...that PvP teaches you 10x more about ship abilities and builds that you will ever learn from PvE and thus, they have much deeper understanding of ship builds / abilities / ability synergies and their effect.
You are right that majority of players never touches pvp, but then again, majority of players are terribad in STF -> I hope you see the correlation here.
I can outtank,outdps and outlive everyone in STF in my tac/steamrunner and I'm just above average PvPer
Honestly?
No. I only see self aggrandisment in a great abundance.
I have been doing rather well without ever touching pvp.
But then again I do try to maximalise my build, and will seek advice when its needed.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
I have been doing rather well without ever touching pvp.
I never said otherwise. Don't get me wrong, I do not feel the hull resistance is needed on GDF, actually I think it makes tac/escort combo even more powerful in PVE. So generally thumb down from me on the trait.
I just feel the spirit of "go down fighting" ability is that you should use it as "oh **** button" not as primary attack buff. Even Ramming speed could be used on full hps when the game launched, but because of the same spirit it was changed and works below 50% hull.
But well, we can agree that we disagree with each other
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
What's it with pvp pvp pvp ? This impacts PVE and the majority of players that never touches pvp.
Also, could you please stop bashing poor Kirk?
I can't find the fix about the invisible torpedoes.
Redshirt notes say they decrease gate, cube and sphere torpedo damage. But its not them that do this nasty invisible trolling, its the tactical cubes that are not affected .
the torp fix was in the general visual effects making the torpedo a priority so they do not disappear when there are a lot of objects spawned on lower graphics settings
the torp fix was in the general visual effects making the torpedo a priority so they do not disappear when there are a lot of objects spawned on lower graphics settings
I have maximum graphics.
And its not the problem you don't see them, its the problem they do insane damage.
That needs to be fixed.
Actually..just remove these invisible torpedoes.
The High yield should be enough.
Why do they need an instakill one?
I actually tried PVP , and it needed a different build then PVE .It was a good build, but more tanky vs the more dps in the PVE one.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
To create an illusion that PVE/STF is a challenge. Without these instagibs, noone would die ever.
"Cryptic Studio’s Jack Emmert (2010): Microtransactions are the biggest bunch of nonsense. I like paying one fee and not worrying about it – like my cellphone. The world’s biggest MMO isn’t item based, even though the black market item GDP is bigger than Russia … microtransactions make me want to die.”
that the only STF that is sort of a challenge is hive onsluaght and that is just because you fight 9 tac cubes and 2 B'gers with an instakill lance that can hit you at spawn
the borg queen is just a huge hit point sponge with some annoying at best sci abilities
So...what's new? Oh, wait! I get a resistance bonus now!
Honestly, I agree with dalnar. Sure I guess it sucks that we tacs can't use GDF above 50% anymore...but...I stopped doing that a long time ago. GDF has ALWAYS been best used at 50%, 30%, or the occasional 10% hull (That's some great stuff right there ) Yes, I PvP and PvE. I do both. Every day. And never touch the darn thing until I can get a GOOD use out of it. Sure, 24% is good, but 40% or more is better. It's about timing. If you think about it, actually, the devs did us all a favor. They won't let us settle for a lesser damage buff, instead we now have no option but to use GDF when it gives the most benefit. Thanks devs
Oh...and the resistance thing...yeah, it's cool I guess. But this still leads us back to a bigger problem: Resistance keeps getting higher. And guess what, tacscorts get the best benefit of it ALL. My poor engy is pretty much useless. My tacscort can do, well, everything better than my engy oddy can. Minus sending 20 heals to teammates...meh. Heal, or kill everything uber-fast and tank stupid borg like they are flys? Yeah...tacscorts have it made right now.
If you think about it, actually, the devs did us all a favor. They won't let us settle for a lesser damage buff, instead we now have no option but to use GDF when it gives the most benefit. Thanks devs
iwhats next ? maybe we get a script for pvp and we only have to watch how ships fight .If they do that you will be there to say thanks for removing strategies from the game.
I got a fleet patrol escort with 2 tactical teams and 2 EPTS, Adapted Maco (honour guard) set and all armour consoles , electroceramic, ablative, neutronium and monotanium.
I got science consoles, a -threat romulan mark XI and a Field generator.
For Tactical, I got 3 AP mag regulators and 1 ambiplasma.
All consoles are mark XI blue... I am sorry, I don't have the time to grind up money for mark XII purples.
Weapons are 3 DHC, 1 torpedo, and 3 rear turrets.
I run power settings at 90 weapons and 60 shields (gets up to 125 weapons and around 75 shields... though shields go up to 100 with EPTS running.)
The only thing I did not try is tanking the cube in an escort with full 100 power to shields...but as a tactical should I not be focusing on DPs and not doing a cruiser and engineer's job?
I also try to keep the thing I am firing at before the ship, as to use the dhcs best.
That means I'm not speeding around the map, but moving at slow speed.
I also don't enjoy randomly dying. Different tastes, perhaps. But an arbitary kill that deals 80k damage trough full shields does not sound like fun. It sounds like killing off a player every X time randomly.
Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
tpalelena: It sounds like you have a pretty fair build there. Consider what spacefortress says, though. Increase your shield resistance. Maybe you drop the Polarize for a TSS2. Or maybe change the Aux2Sif to RSP, to keep your shields up longer. Mix and match, try out different things and see what works for you. Fleet Patrol is a very good ship, so you're doing great there. Also, if you don't usually adjust your power settings mid-battle, consider doing that. When you need to tank, get into a defensive setting with higher shield and aux power to help with your resists and heals. Pop an aux battery if needed. Haz1 and TSS2 fully buffed are pretty powerful. By the time those are done, you should have a TT and EPtS ready to go again. Keep those all rotating and laugh at the borg as they throw paper wads at you
I also got an alternative build with 2 (fleet antiproton ) dhcs front and omega-romulan torps front which does not suffer much from weapons power drain... once their shields are down, the barrage of plasma energy bolts and plasma torpedo trios will get even tactical elite cubes to fight for their money, as a fully buffed energy bolt can land a critical hit in excess of 100.000 damage.
This build usually also has me replace the neutronium and monotanium console with borg and romulan consoles, and getting a rear turret out for a kinetic cutting beam.
And when facing a nasty boss like a tac cube in elite stf, the tactical iniative can reduce the cooldown on HY and rapid fire for good effect.
As for my engineer's fleet Excelsior:
Borg mark XI space set (The old 5 green datachip one)
Front: two fleet Plasma dual beam banks, romulan Experimental plasma beam, rom Hyper torpedo.
I personally don't like it but I understand it. As far as the who making these captain abilities only available under certain circumstances is sad but makes sense based on the name.
Could you imagine if they make evasive maneuvers only available if you are being targeted by an enemy contact. That would prevent some people from following a ship that is running away from the battle to heal in PvP. it would make sense based on the name but people would still complain.
I can't survive against a tactical cube in an elite STF against more then a few seconds while firing at it.
Fleeing it is another option, but then you are hardly doing damage, are you? Unless you mount non dual weaponry, of course.
Hm... as happy as you are that that the tacticals will be nerfed to uselessness, that wont make the other classes any better.
So yeah. Pug stfs will be even harder.
And I plan on not only changing my signature, but stopping playing with the tacticals.
Edit: I changed the signature, and I think this is still a bad idea.
glad to see that you got some advice
Balance could have been achived by making engineering and science captains stronger, but nope.
Lets make tacticals useless. Makes more sense then buffing the other two.... why?
The only thing I can imagine behind this would be that people running less STFs means less dilithium, so more people would be buying zen to spend on the dilithium exchange.
you make it sound like it's the end of the world that go down fighting got put to a below 50% hull ability, learn to use your other skills or something there is more to a tactical than "go down fighting" how bout this if your shields are down use tactical team and reverse shield polarity, does wonders for those shields that are down and it might just keep you alive long enough to restore some of your health you just lost, I'm sorry sounds like all you do is depend on GDF I hardly use it and I do fine, sure I die now and then but I respawn and go right back in after the cube and make it pay for that death.
Remember its only a game if your not having fun then maybe its time to take a break.
glad to see you got some advice and your taking it and using it to good use
I generally dislike to die in an STF, even an elite one, ever since Cryptic put in their "stacking respawn time" stuff.
Having 60 sec respawn time is a pain in the rear.
You haven't mentioned if you use redistribute shields or not. If you don't use it, then I highly recommend binding it to spacebar. My fleet patrol, steamrunner, and breen ship all can stand toe to toe with a tac cube. Sometimes I have to pull away to get a facing up between tac teams, but not often.
I also run the excelsior on my engie. Running EPtS3 and EPtW1 with the EPtX doffs, my shield and weapon power are both always 125.
It really does sound like your two problems are lack of Shield Resistance and not redistributing shields. My Excelsior has 6 in threat control and very rarely loses aggro, even in a group with 4 tacs. With 125 shield and EPtS3 and MACO shield, my shield resist is 61% alone (.65 * .7 *.9 = .4095). Add in TSS2 and (for engineers) Rotate Shield Frequency) brings me to 75% which is cap. I can't remember the last time my Excelsior died in an eSTF to anything but 600k crit torps.
For you, with EPtS1 running and what did you say, 60 power in shield? that should be somewhere in the neighborhood of 17% resist. So just with EPtS1 rotating and MACO shield, your resist should be around 39% (.82 * .83 *.9 = .61) which is pretty reasonable. You really need to add in TSS2 though. That would bring you up to around 46%. That is almost 50% damage reduction straight off the top. Combine that with redistribute shields, and you'll understand why many people sleep through eSTFs.
As far as the GDF change, I welcome it with open arms. It really would now be working like it SHOULD have been all along. As far as STFs taking longer...meh. I have done them with an all engy team and still got the optional. GDF is not the end all be all of an escort. In case you haven't figured it out by now, its DHCs. Don't believe me? go ahead and throw beams on an escort and watch what happens to your damage.
I admit, I didn't read every page, but yes I agree that escorts shouldn't be tanks. Its mostly due now to leadership and all human boffs. That seems to be changing. GDF shouldnt be something that adds to you damage all the time, but a backup damage increase. Even on my escort, I find this change to be, less than impactful
You did miss the point that tacticals should not be tanking, that's what cruiser are supposed to do.
False dichotomy - Tacticals can fly Cruisers.
That said, one thing that's been glaringly overlooked through this entire thread almost singlehandedly makes up for the change to Go Down Fighting - the change to EPtW. EPtW will now apply both its damage bonus and weapon power bonus for the full 30s duration of the buff. Keeping in mind that you can maintain essentially 100% uptime on both EPtW and EPtS (even in an Escort, using 2-3 purple Damage Control Engineer DOffs), that's a much bigger boost to your damage out than the loss that you're taking from the GDF change. It's probably even better in PvP due to the lower opportunity cost when you get SNB'd. EPtW is going to be up again a lot faster than GDF would have been.
__________________________________________________
Joined January 2010.
With the expansion, this ability will require at least 50% hull damage to be used.
Say good bye to using this in STFs.
Now... why is this bad? Because if you are getting fire in an STF as an escort, and your shields are down and hull is going below 50% , you either flee, or die in 3 seconds.
Frankly I disagree, if you're popping your GDF with 100% hull you're making a huge mistake. The way I like to use my GDF is to use big warp-core explosions to severely damage your ship when you have all of your defensive buffs still available to you.
For example in KASE - let say you're on the right hand side. Take out 2 generators and let the cube spawn, kill the cube, fly into it - wait for the explosion, down to 30% hull, pop GDF, emergency power to shields, hazard emitters, and anything else you have. Polarize Hull and APO3 for the damage resistance rating and enjoy your +80% damage for a full minute. It's an extremely useful and overlooked ability once you get your head around using it properly.
EDIT: SORRY! I didn't realise this was a necro-post and didn't check before replying. My apologies!
Frankly I disagree, if you're popping your GDF with 100% hull you're making a huge mistake. The way I like to use my GDF is to use big warp-core explosions to severely damage your ship when you have all of your defensive buffs still available to you.
For example in KASE - let say you're on the right hand side. Take out 2 generators and let the cube spawn, kill the cube, fly into it - wait for the explosion, down to 30% hull, pop GDF, emergency power to shields, hazard emitters, and anything else you have. Polarize Hull and APO3 for the damage resistance rating and enjoy your +80% damage for a full minute. It's an extremely useful and overlooked ability once you get your head around using it properly.
While you absolutely don't get the full effect if you use the ability at full health, that's really not the issue at hand. The problem at hand is the precedent of giving a profession specific ability a hard activation threshold.
Look at it this way, how many people actually use Ramming Speed or Abandon Ship? STOs content (both PvP and PvE) has basically two modes: either you're dust or you're operating without a scratch. Placing GDF squarely between the two is going to see it's intended use (you're getting overwhelmed, so you're going to do as much damage as you can before you go kaboom) not happen. Mostly because if you're getting overwhelmed, you're dead. Not slowly dying.
With the expansion, this ability will require at least 50% hull damage to be used.
Say good bye to using this in STFs.
Now... why is this bad? Because if you are getting fire in an STF as an escort, and your shields are down and hull is going below 50% , you either flee, or die in 3 seconds.
Which makes this ability totally useless in an STF.
If you die, you don't deal damage.
If you flee, your turrets will shoot for a second or two.
So this ability should be taken out of your ability tray and put next to abandon ship as "useless trash" when its nerfed.
Or you put it in your key-bind, togetter with your fleet-support...
Keybind: http://sto-forum.perfectworld.com/showpost.php?p=9355971&postcount=463
Bone1970 don't believe in a no-win senario, Kirk's protege. Fed Tac.
Bone Trader don't belief in a no-win senario, Kirk's protege. Fed Tac.
Bone2 don't believe in a no-win senario, Kirk's protege. KDF Eng.
Warning: Not a native English-speaker, sorry if my English sucks.
Huh? No self-respecting Eng is going to waste the 4 min CD of MW unless they are down to 50 or 60% hull, already.
^^for truth my engi only uses it once all other options have been exhausted. it's an OH **** button not an I WIN button.
Sounds like parity to me NI - GDF
Comments
The change has like 0,001% impact on PVE. If you believe otherwise, you just aren't playing long enough. In grand picture of things, tac/escort combo outperfoms every other combination in PVE so heavily, that they are actually not needed. Having one buff less as part of alpha won't change that.
A PvPer generally uses builds that are much more efficient in PVE, hell, 5 PvPErs usually can finish STF quicker than 5 PVErs.
The truth is, something most PvE players do not want to hear...that PvP teaches you 10x more about ship abilities and builds that you will ever learn from PvE and thus, they have much deeper understanding of ship builds / abilities / ability synergies and their effect.
You are right that majority of players never touches pvp, but then again, majority of players are terribad in STF -> I hope you see the correlation here.
I can outtank,outdps and outlive everyone in STF in my tac/steamrunner and I'm just above average PvPer And I do not think that loosing GDF in my alpha will change that.
P.S. Oh and Kirking is common insult in STO. A "kirk" is usually a person who has selfish build and cares only about himself in PvP/PVE.
Honestly?
No. I only see self aggrandisment in a great abundance.
I have been doing rather well without ever touching pvp.
But then again I do try to maximalise my build, and will seek advice when its needed.
I never said otherwise. Don't get me wrong, I do not feel the hull resistance is needed on GDF, actually I think it makes tac/escort combo even more powerful in PVE. So generally thumb down from me on the trait.
I just feel the spirit of "go down fighting" ability is that you should use it as "oh **** button" not as primary attack buff. Even Ramming speed could be used on full hps when the game launched, but because of the same spirit it was changed and works below 50% hull.
But well, we can agree that we disagree with each other
the torp fix was in the general visual effects making the torpedo a priority so they do not disappear when there are a lot of objects spawned on lower graphics settings
I have maximum graphics.
And its not the problem you don't see them, its the problem they do insane damage.
That needs to be fixed.
Actually..just remove these invisible torpedoes.
The High yield should be enough.
Why do they need an instakill one?
I actually tried PVP , and it needed a different build then PVE .It was a good build, but more tanky vs the more dps in the PVE one.
To create an illusion that PVE/STF is a challenge. Without these instagibs, noone would die ever.
the borg queen is just a huge hit point sponge with some annoying at best sci abilities
Honestly, I agree with dalnar. Sure I guess it sucks that we tacs can't use GDF above 50% anymore...but...I stopped doing that a long time ago. GDF has ALWAYS been best used at 50%, 30%, or the occasional 10% hull (That's some great stuff right there ) Yes, I PvP and PvE. I do both. Every day. And never touch the darn thing until I can get a GOOD use out of it. Sure, 24% is good, but 40% or more is better. It's about timing. If you think about it, actually, the devs did us all a favor. They won't let us settle for a lesser damage buff, instead we now have no option but to use GDF when it gives the most benefit. Thanks devs
Oh...and the resistance thing...yeah, it's cool I guess. But this still leads us back to a bigger problem: Resistance keeps getting higher. And guess what, tacscorts get the best benefit of it ALL. My poor engy is pretty much useless. My tacscort can do, well, everything better than my engy oddy can. Minus sending 20 heals to teammates...meh. Heal, or kill everything uber-fast and tank stupid borg like they are flys? Yeah...tacscorts have it made right now.
iwhats next ? maybe we get a script for pvp and we only have to watch how ships fight .If they do that you will be there to say thanks for removing strategies from the game.
Then why did they nerf the other borgs' damage? I mean a general overall higher dps is much "better" challange, then a random superhigh instakill.
A general, sustained, higher dps would also make cruiser engineers much more useful in stfs.
I got a fleet patrol escort with 2 tactical teams and 2 EPTS, Adapted Maco (honour guard) set and all armour consoles , electroceramic, ablative, neutronium and monotanium.
I got science consoles, a -threat romulan mark XI and a Field generator.
For Tactical, I got 3 AP mag regulators and 1 ambiplasma.
All consoles are mark XI blue... I am sorry, I don't have the time to grind up money for mark XII purples.
Weapons are 3 DHC, 1 torpedo, and 3 rear turrets.
I run power settings at 90 weapons and 60 shields (gets up to 125 weapons and around 75 shields... though shields go up to 100 with EPTS running.)
The only thing I did not try is tanking the cube in an escort with full 100 power to shields...but as a tactical should I not be focusing on DPs and not doing a cruiser and engineer's job?
I also try to keep the thing I am firing at before the ship, as to use the dhcs best.
That means I'm not speeding around the map, but moving at slow speed.
I also don't enjoy randomly dying. Different tastes, perhaps. But an arbitary kill that deals 80k damage trough full shields does not sound like fun. It sounds like killing off a player every X time randomly.
For Engineering, two 2 EPTS 1, and 1 auxiliary to integrity field for heals and resistance.
For science, hazard emitters 1 and polarize hull 2.
I also got the subspace modulator device equipped that you get from the Devidian first mission.
My bridge officers are 3 human purples, and 2 romulan blue tacticals. I fly a Fleet Patrol escort.
And, as always, have fun.
I also got an alternative build with 2 (fleet antiproton ) dhcs front and omega-romulan torps front which does not suffer much from weapons power drain... once their shields are down, the barrage of plasma energy bolts and plasma torpedo trios will get even tactical elite cubes to fight for their money, as a fully buffed energy bolt can land a critical hit in excess of 100.000 damage.
This build usually also has me replace the neutronium and monotanium console with borg and romulan consoles, and getting a rear turret out for a kinetic cutting beam.
And when facing a nasty boss like a tac cube in elite stf, the tactical iniative can reduce the cooldown on HY and rapid fire for good effect.
As for my engineer's fleet Excelsior:
Borg mark XI space set (The old 5 green datachip one)
Front: two fleet Plasma dual beam banks, romulan Experimental plasma beam, rom Hyper torpedo.
Rear : two fleet plasma beam arrays, cutting beam, Omega torpedo.
Consoles:
Eng : 2 ablative, 1 electroceramic, 1 romulan console.
Sci : Field generator, shield emitter amplifier
Tac : Borg console, 1 ambiplasma, 2 plasma injectors.
BO:
Tac: tactical team 1, beam overload 2, attack pattern delta 2.
Sci: Hazard emitters 1, polarize hull 2
Eng: EMPTS1, EMPTW1, EMPTA1 , Auxiliary power to structucal intergrity field 1, AP to emergency battery 1, Reverse sheild polarity 2, aceton beam 3
Could you imagine if they make evasive maneuvers only available if you are being targeted by an enemy contact. That would prevent some people from following a ship that is running away from the battle to heal in PvP. it would make sense based on the name but people would still complain.
you make it sound like it's the end of the world that go down fighting got put to a below 50% hull ability, learn to use your other skills or something there is more to a tactical than "go down fighting" how bout this if your shields are down use tactical team and reverse shield polarity, does wonders for those shields that are down and it might just keep you alive long enough to restore some of your health you just lost, I'm sorry sounds like all you do is depend on GDF I hardly use it and I do fine, sure I die now and then but I respawn and go right back in after the cube and make it pay for that death.
Remember its only a game if your not having fun then maybe its time to take a break.
glad to see you got some advice and your taking it and using it to good use
Having 60 sec respawn time is a pain in the rear.
You haven't mentioned if you use redistribute shields or not. If you don't use it, then I highly recommend binding it to spacebar. My fleet patrol, steamrunner, and breen ship all can stand toe to toe with a tac cube. Sometimes I have to pull away to get a facing up between tac teams, but not often.
I also run the excelsior on my engie. Running EPtS3 and EPtW1 with the EPtX doffs, my shield and weapon power are both always 125.
It really does sound like your two problems are lack of Shield Resistance and not redistributing shields. My Excelsior has 6 in threat control and very rarely loses aggro, even in a group with 4 tacs. With 125 shield and EPtS3 and MACO shield, my shield resist is 61% alone (.65 * .7 *.9 = .4095). Add in TSS2 and (for engineers) Rotate Shield Frequency) brings me to 75% which is cap. I can't remember the last time my Excelsior died in an eSTF to anything but 600k crit torps.
For you, with EPtS1 running and what did you say, 60 power in shield? that should be somewhere in the neighborhood of 17% resist. So just with EPtS1 rotating and MACO shield, your resist should be around 39% (.82 * .83 *.9 = .61) which is pretty reasonable. You really need to add in TSS2 though. That would bring you up to around 46%. That is almost 50% damage reduction straight off the top. Combine that with redistribute shields, and you'll understand why many people sleep through eSTFs.
As far as the GDF change, I welcome it with open arms. It really would now be working like it SHOULD have been all along. As far as STFs taking longer...meh. I have done them with an all engy team and still got the optional. GDF is not the end all be all of an escort. In case you haven't figured it out by now, its DHCs. Don't believe me? go ahead and throw beams on an escort and watch what happens to your damage.
But people on the forums think the reverse.
" I can't remember the last time my Excelsior died in an eSTF to anything but 600k crit torps."
This is what i was talking about, and this is what I dislike. 600k crit torps is just something that should be taken out until you get 700k hull.
I got the redistribution bound to the W key.
False dichotomy - Tacticals can fly Cruisers.
That said, one thing that's been glaringly overlooked through this entire thread almost singlehandedly makes up for the change to Go Down Fighting - the change to EPtW. EPtW will now apply both its damage bonus and weapon power bonus for the full 30s duration of the buff. Keeping in mind that you can maintain essentially 100% uptime on both EPtW and EPtS (even in an Escort, using 2-3 purple Damage Control Engineer DOffs), that's a much bigger boost to your damage out than the loss that you're taking from the GDF change. It's probably even better in PvP due to the lower opportunity cost when you get SNB'd. EPtW is going to be up again a lot faster than GDF would have been.
Joined January 2010.
In regard to hating Star Trek 2009:
Frankly I disagree, if you're popping your GDF with 100% hull you're making a huge mistake. The way I like to use my GDF is to use big warp-core explosions to severely damage your ship when you have all of your defensive buffs still available to you.
For example in KASE - let say you're on the right hand side. Take out 2 generators and let the cube spawn, kill the cube, fly into it - wait for the explosion, down to 30% hull, pop GDF, emergency power to shields, hazard emitters, and anything else you have. Polarize Hull and APO3 for the damage resistance rating and enjoy your +80% damage for a full minute. It's an extremely useful and overlooked ability once you get your head around using it properly.
EDIT: SORRY! I didn't realise this was a necro-post and didn't check before replying. My apologies!
Kirk's Protege.
No biggie, it's something that got lost in the EPtX shenanigans but still badly needs to be discussed.
While you absolutely don't get the full effect if you use the ability at full health, that's really not the issue at hand. The problem at hand is the precedent of giving a profession specific ability a hard activation threshold.
Look at it this way, how many people actually use Ramming Speed or Abandon Ship? STOs content (both PvP and PvE) has basically two modes: either you're dust or you're operating without a scratch. Placing GDF squarely between the two is going to see it's intended use (you're getting overwhelmed, so you're going to do as much damage as you can before you go kaboom) not happen. Mostly because if you're getting overwhelmed, you're dead. Not slowly dying.
Or you put it in your key-bind, togetter with your fleet-support...
Bone1970 don't believe in a no-win senario, Kirk's protege. Fed Tac.
Bone Trader don't belief in a no-win senario, Kirk's protege. Fed Tac.
Bone2 don't believe in a no-win senario, Kirk's protege. KDF Eng.
Warning: Not a native English-speaker, sorry if my English sucks.
^^for truth my engi only uses it once all other options have been exhausted. it's an OH **** button not an I WIN button.
Sounds like parity to me NI - GDF
EDIT TRIBBLE necro sorry
and somehow I got NI / MW mixed up..oopse