Already been done, not many people really gave a doodoo.
I know I dont. At the moment its 29.1% extra damage for 21.1% less resistance (Or hull strength, I keep forgetting).
more like training wheels so you dont use it before it would be really powerful. but this is certainly a nerf to the potential power of your first alpha going into a fight, or from cloak
theres 5% damage res when its on now too, 10% if you take the trait
I'm undecided what to think on this. I do like that it attempts to lower the skill gap though -- lesser teams gain more benefit as they can expect their escorts to get under 50% health far more regularly.
I see the bonus resistance as problematic for PUGs to deal with, combined with the massive damage bonus.
In Premades:
I see GDF with its massive damage and now resistance bonus as a giant, flashing "SNB ME!" sign.
In General:
They had to restrict it to 50% because the trait is so powerful.
However, I dislike graying out a captain power so that it's literally unavailable at other times you might need it as well as being prevented from using it if you get to 51% and someone happens to heal you.
I see GDF with its massive damage and now resistance bonus as a giant, flashing "SNB ME!" sign.
To be fair, attack buffs -- especially APA and certainly APA and GDF used together -- are already a bit of an "SNB ME!" sign.
I get your point though. If my team is trying to kill an escort, gets him below 50%, and he pops a GDF, he's going to be nuked ASAP if we have one available for him.
At the least though, we have to waste an SNB that we might otherwise not have had to.
That being said, there's no guarantee a nuke if going to be available, or lined up in time when that escort pops GDF. If that escort pilot is on the ball though he could combine GDF with either the tier 5 placate of the KHG 3-piece placate so that he isn't immediately nuked. He could also use a jump console to move outside of SNB arc for a short while.
This is also a good time to plug my idea to add a short SNB immunity period to engineering fleet. Combining this new GDF behavior with a long-cooldown SNB immunity would have perfect synergy and create loads of depth.
What this does is simply make PvP more noobplay and automation by simply putting GDF on your spacebar now, whenenver its available <50% it automatically activates.
However, I dislike graying out a captain power so that it's literally unavailable at other times you might need it as well as being prevented from using it if you get to 51% and someone happens to heal you.
They thought tactical initiative is way to good and GDF would be a second too awesome tactical buff .Of course we also needed more resistence *facepalm*
In few updates they will remove all tactical buffs .Now lets all thank to PvE because that section is always bi***ing about tacs and escorts.
I think good teams will work this in so they let their tacs get past 50% pop their gdf then get heals. Good pug players might have a keybind warning potential healers not to heal until they say and a bind on gdf that says heal me now.
I dunno what ot think other than its another step to the move/countermove game.
This kills my defiant build a little bit. I always liked stacking GDF every third or forth decloak attack. Without RSP, This was a solid tactic for that build.
Now, tac captains have three almost inconsequential captain abilities.
FOMM is cleared by the insane amount of tac teams out there. And may only last a few seconds of its given duration.
Tac Init has been fairly useless on a lot of focused escort builds for a very long time, especially since the introduction of the attack pattern doffs.
And now Go down fighting changes? I can maybe see adding the damage resistance buff, and lowering the increase in damage potential.... But having it greyed out until 50% hull is borderline TRIBBLE.
What science and engineering captain abilities should now be greyed out and can only be used in specific circumstances?
Trying to have fun and kill bad guys here.
But you guys are making it so damn hard to kill anything with the insane healing and resists in this game.
This kills my defiant build a little bit. I always liked stacking GDF every third or forth decloak attack. Without RSP, This was a solid tactic for that build.
Now, tac captains have three almost inconsequential captain abilities.
FOMM is cleared by the insane amount of tac teams out there. And may only last a few seconds of its given duration.
Tac Init has been fairly useless on a lot of focused escort builds for a very long time, especially since the introduction of the attack pattern doffs.
And now Go down fighting changes? I can maybe see adding the damage resistance buff, and lowering the increase in damage potential.... But having it greyed out until 50% hull is borderline TRIBBLE.
What science and engineering captain abilities should now be greyed out and can only be used in specific circumstances?
Trying to have fun and kill bad guys here.
But you guys are making it so damn hard to kill anything with the insane healing and resists in this game.
This Horizon is one Sad Panda
It would be easier if every Tac/Escort came with a slot where they could equip a Sci/Sci to deploy on command to do their bidding. I don't agree with this particular change to GDF as they could have changed it to a small damage boost and no DR buff at >50% HP with rapidly ramping damage and DR at <50% HP while achieving the design goal behind it, and keeping its operation inline with other Captain powers as always available.
FOMM's one of those skills that really, really needs a team or superb timing to make the most of (not that you don't already know this). A bit like SNB in a vacuum. Tactical Initiative is, IDK, nice to have if you don't have the AP Cooldown DOffs?
If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
GDF isn't an alpha strike power, it's a lifeboat power, like ramming speed or self destruct.
er, I mean it isn't supposed to be a alpha strike power.
Go down fighting is an innate captain ability. You are confusing those with powers all captains get...
Any potential increase to damage can be considered an alpha strike ability. And is needed at this point to counter the insane healing that's rolling through boff powers and rep bonuses.
really? sad panda's QQing about being hard to kill something?
really?
when was the last time you had a hard time killing anything that wasn't a ridiculously buffed out support vessel?
15/0 is fail play mate. that's where this comes from. imo nyway,
As far as the text goes the changes actually make sense.
I was surprised when I found that I could hit 'go down fighting' while I was nowhere near to 'going down fighting'.
Personally, I would have thought a nerf to its effectiveness would have been a better choice, say 10% damage buff at 100% hull, rather than 24%.
Just because I'm in the fleet doesn't mean I am part of any of our premades right now friend. I'm trying to look at this through a purely mechanics standpoint.
I PuG 95% of the time.
Edit: and as I said in my above post, this kills my recent attempt to bring my defiant build back into prominent performance. Now while I play I am going to need an RSP to use my GDF at all, because PuGer healers only heal themselves most of the time.
Go down fighting is an innate captain ability. You are confusing those with powers all captains get...
Any potential increase to damage can be considered an alpha strike ability. And is needed at this point to counter the insane healing that's rolling through boff powers and rep bonuses.
This kills my defiant build a little bit. I always liked stacking GDF every third or forth decloak attack. Without RSP, This was a solid tactic for that build.
Now, tac captains have three almost inconsequential captain abilities.
FOMM is cleared by the insane amount of tac teams out there. And may only last a few seconds of its given duration.
Tac Init has been fairly useless on a lot of focused escort builds for a very long time, especially since the introduction of the attack pattern doffs.
And now Go down fighting changes? I can maybe see adding the damage resistance buff, and lowering the increase in damage potential.... But having it greyed out until 50% hull is borderline TRIBBLE.
What science and engineering captain abilities should now be greyed out and can only be used in specific circumstances?
Trying to have fun and kill bad guys here.
But you guys are making it so damn hard to kill anything with the insane healing and resists in this game.
I was surprised when I found that I could hit 'go down fighting' while I was nowhere near to 'going down fighting'.
It's one of those funny things where the description has been off - even back in July 2010, patch notes referenced a fix because the amount of buff at full health was too high. From the start, it's been one of those...huh?...abilities.
I've wondered why it wasn't an all Captain ability...Go Down Fighting - that less than 50% thing you'd expect the "heroes" of Star Trek to start pulling out plot armor, plot weapons, and all the rest to overcome defeat. Cryptic definitely had a difficult time with those Captain rank abilities though... imho, 4 of 6 of them (Ground & Space) are out of place or not very sound.
I try to communicate my thoughts in the most constructive manner!!!
And also, malak,
I get it. You know, your standpoint, and I don't entirely disagree. If you are a tac pilot in an escort you should very well know how tough it can be to get a kill in on a competent science or engineering captain that has even a sliver of support form 1 other person.
I am also constantly equally as shocked at the amount of people that think tac caps are ruling the game right now. The amount of healing and resists out there are downright absurd. This makes the Sci cap the MVP. And engineers about useless.
I get it. You know, your standpoint, and I don't entirely disagree. If you are a tac pilot in an escort you should very well know how tough it can be to get a kill in on a competent science or engineering captain that has even a sliver of support form 1 other person.
Are you trying to kill the person that is being supported by somebody else...by yourself?
To be honest, and I know engineers will shoot me when I say this, but I always thought Miracle Worker should work the same as GDF is set on tribble.. where you can only use it when at 50% or less. Because typically that's when you want a miracle. :P
Ah well, I'm sure some of the PVErs will get upset with this change and will complain more then the PVP community will. Would be nice if GDF worked at 75% Hull instead of 50%..
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
The reason that tacs are seen as so powerful right now, is due to this massive amount of healing from low tier boff powers like epts1,2 and he1,2 and tss1,2 on top of rep Passives.
Conversely, GDF lasts for 60 seconds. Why? I'll never understand that. But as a tac pilot if you give up a 60 second damage buff window that you can then stack APA and tac fleet on top of it in your own 30 sec window intervals based on kill potential.... Then you may not be exploring all of your options for the potential of that power.
Like... An engineering captain throwing EPS over to an escort or Sci healer. They already have all the power they need, why hog more?
This change will just lengthen the silly queue matches that end up with no, or just one or two tacs in the match. Lol, 45 minute 5v5 to 15 kill pug matches.
To be honest, and I know engineers will shoot me when I say this, but I always thought Miracle Worker should work the same as GDF is set on tribble.. where you can only use it when at 50% or less. Because typically that's when you want a miracle. :P
Ah well, I'm sure some of the PVErs will get upset with this change and will complain more then the PVP community will. Would be nice if GDF worked at 75% Hull instead of 50%..
Switch Photonic Fleet and Scattering Field...
...the Captain 50% Hull Abilities: Go Down Fighting, Miracle Worker, Scattering Field.
Comments
I know I dont. At the moment its 29.1% extra damage for 21.1% less resistance (Or hull strength, I keep forgetting).
theres 5% damage res when its on now too, 10% if you take the trait
In PUGs:
I see the bonus resistance as problematic for PUGs to deal with, combined with the massive damage bonus.
In Premades:
I see GDF with its massive damage and now resistance bonus as a giant, flashing "SNB ME!" sign.
In General:
They had to restrict it to 50% because the trait is so powerful.
However, I dislike graying out a captain power so that it's literally unavailable at other times you might need it as well as being prevented from using it if you get to 51% and someone happens to heal you.
To be fair, attack buffs -- especially APA and certainly APA and GDF used together -- are already a bit of an "SNB ME!" sign.
I get your point though. If my team is trying to kill an escort, gets him below 50%, and he pops a GDF, he's going to be nuked ASAP if we have one available for him.
At the least though, we have to waste an SNB that we might otherwise not have had to.
That being said, there's no guarantee a nuke if going to be available, or lined up in time when that escort pops GDF. If that escort pilot is on the ball though he could combine GDF with either the tier 5 placate of the KHG 3-piece placate so that he isn't immediately nuked. He could also use a jump console to move outside of SNB arc for a short while.
This is also a good time to plug my idea to add a short SNB immunity period to engineering fleet. Combining this new GDF behavior with a long-cooldown SNB immunity would have perfect synergy and create loads of depth.
Bah, n00bplay i tell ya.
They thought tactical initiative is way to good and GDF would be a second too awesome tactical buff .Of course we also needed more resistence *facepalm*
In few updates they will remove all tactical buffs .Now lets all thank to PvE because that section is always bi***ing about tacs and escorts.
I dunno what ot think other than its another step to the move/countermove game.
Now, tac captains have three almost inconsequential captain abilities.
FOMM is cleared by the insane amount of tac teams out there. And may only last a few seconds of its given duration.
Tac Init has been fairly useless on a lot of focused escort builds for a very long time, especially since the introduction of the attack pattern doffs.
And now Go down fighting changes? I can maybe see adding the damage resistance buff, and lowering the increase in damage potential.... But having it greyed out until 50% hull is borderline TRIBBLE.
What science and engineering captain abilities should now be greyed out and can only be used in specific circumstances?
Trying to have fun and kill bad guys here.
But you guys are making it so damn hard to kill anything with the insane healing and resists in this game.
This Horizon is one Sad Panda
It would be easier if every Tac/Escort came with a slot where they could equip a Sci/Sci to deploy on command to do their bidding. I don't agree with this particular change to GDF as they could have changed it to a small damage boost and no DR buff at >50% HP with rapidly ramping damage and DR at <50% HP while achieving the design goal behind it, and keeping its operation inline with other Captain powers as always available.
FOMM's one of those skills that really, really needs a team or superb timing to make the most of (not that you don't already know this). A bit like SNB in a vacuum. Tactical Initiative is, IDK, nice to have if you don't have the AP Cooldown DOffs?
When you activate GDF, but if you get killed, it will still be running when you re-spawn.
Cheers.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
LOL, Classic !!
They fix an exploit but break it some more.
Awoken Dead
Now shaddup about the queues, it's a BUG
I may have missed something.... But what was exploitable about GDF?
Edit: also, the fact that it remains after you've been pew pew'd is.... Laughably classic cryptic.
You could use it above 50% health.
Awoken Dead
Now shaddup about the queues, it's a BUG
I wanted to, but each time I ask Cryptic about giving GDF to my Sci Cappy I just get stern glares and a lot of frowns.
Yeah, but that's not an exploit, it's just not not getting the max potential out of a power.
Kind of like... Nuking someone that has no buffs up.... Or using miracle worker at 80% hull and shields...
GDF isn't an alpha strike power, it's a lifeboat power, like ramming speed or self destruct.
er, I mean it isn't supposed to be a alpha strike power.
Awoken Dead
Now shaddup about the queues, it's a BUG
Go down fighting is an innate captain ability. You are confusing those with powers all captains get...
Any potential increase to damage can be considered an alpha strike ability. And is needed at this point to counter the insane healing that's rolling through boff powers and rep bonuses.
really?
when was the last time you had a hard time killing anything that wasn't a ridiculously buffed out support vessel?
15/0 is fail play mate. that's where this comes from. imo nyway,
As far as the text goes the changes actually make sense.
I was surprised when I found that I could hit 'go down fighting' while I was nowhere near to 'going down fighting'.
Personally, I would have thought a nerf to its effectiveness would have been a better choice, say 10% damage buff at 100% hull, rather than 24%.
I PuG 95% of the time.
Edit: and as I said in my above post, this kills my recent attempt to bring my defiant build back into prominent performance. Now while I play I am going to need an RSP to use my GDF at all, because PuGer healers only heal themselves most of the time.
All I can do is re-make all my escorts to be as tanking as possible, at the sacrifice of damage.
Go to tribble forums and complain about this, maybe if its not just me, devs will listen.
power or ability, it IS supposed to be a last resort damage buff.
http://www.stowiki.org/Ability:_Go_Down_Fighting
As a Tac/escort PvP'er I support this 'adjustment' to GDF and I'm quite surprised at the number of PvP'ers who see this as a nerf to their OPness.
Awoken Dead
Now shaddup about the queues, it's a BUG
Mr. Head of Nail, meet Mr. Hammer.
It's one of those funny things where the description has been off - even back in July 2010, patch notes referenced a fix because the amount of buff at full health was too high. From the start, it's been one of those...huh?...abilities.
I've wondered why it wasn't an all Captain ability...Go Down Fighting - that less than 50% thing you'd expect the "heroes" of Star Trek to start pulling out plot armor, plot weapons, and all the rest to overcome defeat. Cryptic definitely had a difficult time with those Captain rank abilities though... imho, 4 of 6 of them (Ground & Space) are out of place or not very sound.
I try to communicate my thoughts in the most constructive manner!!!
And also, malak,
I get it. You know, your standpoint, and I don't entirely disagree. If you are a tac pilot in an escort you should very well know how tough it can be to get a kill in on a competent science or engineering captain that has even a sliver of support form 1 other person.
I am also constantly equally as shocked at the amount of people that think tac caps are ruling the game right now. The amount of healing and resists out there are downright absurd. This makes the Sci cap the MVP. And engineers about useless.
Are you trying to kill the person that is being supported by somebody else...by yourself?
Ah well, I'm sure some of the PVErs will get upset with this change and will complain more then the PVP community will. Would be nice if GDF worked at 75% Hull instead of 50%..
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
The reason that tacs are seen as so powerful right now, is due to this massive amount of healing from low tier boff powers like epts1,2 and he1,2 and tss1,2 on top of rep Passives.
Conversely, GDF lasts for 60 seconds. Why? I'll never understand that. But as a tac pilot if you give up a 60 second damage buff window that you can then stack APA and tac fleet on top of it in your own 30 sec window intervals based on kill potential.... Then you may not be exploring all of your options for the potential of that power.
Like... An engineering captain throwing EPS over to an escort or Sci healer. They already have all the power they need, why hog more?
This change will just lengthen the silly queue matches that end up with no, or just one or two tacs in the match. Lol, 45 minute 5v5 to 15 kill pug matches.
Oh the healing. Wow.
Switch Photonic Fleet and Scattering Field...
...the Captain 50% Hull Abilities: Go Down Fighting, Miracle Worker, Scattering Field.
Even with a "kill this guy!!!" Keybind. Yes. Yes, match after match kirks out there doing there own thing. Happens to me daily.
When I'm with a panda team, this of course is no worry. But like I said,,, I'm trying to approach this from my pugger heart.
Me pug 95% people.