Does TT counter ApD as well? Never really paid attention.
As well I wonder how the Tactical Team personel actually disrupt the attack pattern movement of your ship?
Does your ship jettison personel into space to physical block the APing foe, disrupting its advantage?
Or does your ship teleport personel onboard the foe ship where constantly slap the manuevering controls until dispatched?
It's not like your APB would do anything while they have TT running, anyway, since it only matters if you're hitting hull. You should be timing your buff cycle to hit them while their TT is down, either because they're getting their TT subnuked off or because you're pulling a TT with regular fire and then loading up your buffs when it goes down.
the clear should only last 5 seconds like all other team skills. or 1 second, and APB should only apply once per target wile its up. i'd prefer that.
No need to change beta... beta hasn't changes really ever... well ok once when they stopped the stacking of same levels. (not even sure if thats still working I mean how often does more then one person use beta anymore)
The game needs more resistance debuffing... we are ALL living way to long right now anyway.
No, thank you. I'd rather we not nerf TT in that manner. My dual-TT is all that keeps my Hegh'ta alive in PvP, most of the time. In the 'oshi-' moments I can pop on RSP, but that just buys time to escape.
I don't need to be dealing with APB debuffs on top of all that. My hull is already soft enough, tyvm.
Also, I don't think TT clears the APD debuff. . .so there's that. Just activate APD when someone attacks you and then fire back.
My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
If I'm not mistaken, last I checked APB is applied throughout the duration with every shot, and TT clears it every time when it's up. So its beta-clear-beta-clear-beta-clear, etc. Same with APD debuff. Not sure how effective the debuffs are though, during TT uptime.
Tactical buffs are very deadly, its a good thing they get cleared as often as they do. It would make Alpha stikes far far too easy if TT lasted any shorter than it does now.
TT is a counter to too much: Damage (by virtue of shield redistribution), tactical debuffs like APB and APD, boarding parties, etc. And on top of that, it increases the ship's damage...
If this forum had a like function, you would have a big one from me.
Made me chuckle.
It's not that Tac team is OP, its more like the author of this thread isn't watching buff cycles (as has been pointed out).
Pay closer attention to what the target is doing, I am now and its far more effective. So much so I've had two good PvPers mention my spike damage and ship killing prowess was pretty immense. Happy days, I'm getting there.
I'm aiming for the dizzy heights of being able to go toe to toe with players like entrax and come out on top every time rather than if I'm lucky.
Hrmmm, I wish I could find my posts on things like this elsewhere. I'm too lazy to look right now.
Basically, I don't agree with the current state of cleansing in the game. It's broken, imho.
Consider the following:
Ensign ranked TT1 cleanses Lieutenant ranked APB1, Lieutenant Commander ranked APB2, and Commander ranked APB3 as if they were all the same.
It's a higher ranked ability. Cleanses should have diminished effect on higher ranked abilities.
Something along the following lines...
TT1 should have a chance to cleanse APB1. That chance shouldn't be 100%.
TT1 should have a lower chance to cleanse APB2.
TT1 should have an even lower chance to cleanse APB3.
TT2 should cleanse APB1.
TT2 should have a chance to cleanse APB2. That chance shouldn't be 100%.
TT2 should have a lower chance to cleanse APB3.
TT3 should cleanse both APB1 and APB2.
TT3 should have a chance to cleanse APB3. That chance shouldn't be 100%.
Even though that's just TT/APB...that's because it's the topic of the thread...I feel that should apply to all cleanses.
Think about if you've got a mess to clean up. Some messes you can use a paper towel, some messes you need a mop, and some messes you break out the shop vac. STO treats it like you can use the paper towel for everything...meh.
So, tac team is not OP? An Ensign-level power that clears everything, buffs damage an mitigates incoming damage in such an efficient way?
o.O
I forgot it clears SNB, scramble and jam sensors, energy siphon, warp plasma, tractor beams, sensor sweep, DEM the list goes on.
Oh wait, no it doesn't!?
That's 4-5 other skills required and half of those share cool down with Tac team.
Tac team is also one of the big 'dammit Jim, SNB me now' beacons.
You cry Tac team is OP yet you forget the ONE skill that wipes everything and screws CD timers. Tacteam not used correctly or even used correctly is not a get out of jail free card.
I've heard of so many people crying 'nerf this, nerf that!' Never have I heard anyone cry about Tac team, a skill that can be used by all.
Oh and the damage 'boost' isn't a game changer at all.
I forgot it clears SNB, scramble and jam sensors, energy siphon, warp plasma, tractor beams, sensor sweep, DEM the list goes on.
Oh wait, no it doesn't!?
That's 4-5 other skills required and half of those share cool down with Tac team.
Tac team is also one of the big 'dammit Jim, SNB me now' beacons.
You cry Tac team is OP yet you forget the ONE skill that wipes everything and screws CD timers. Tacteam not used correctly or even used correctly is not a get out of jail free card.
I've heard of so many people crying 'nerf this, nerf that!' Never have I heard anyone cry about Tac team, a skill that can be used by all.
Oh and the damage 'boost' isn't a game changer at all.
Yeah, the damage boost is icing on the cake. Get rid of it, almost nobody will care. People use Tactical Team because it keeps them from blowing up at the first sign of an alphastrike. In my case, as I've said, it's basically one of two abilities that keeps me from being shredded in this rusty ol' Hegh'ta of mine with the .88 shield mod and low hull. Even then, huge amounts of burst DPS can overwhelm it. I've literally seen 5-tac console escorts alphastrike me and carve chunks out of my shield HP as my TT scrambles to compensate.
And yeah, Tactical Team is most effective when you use two of them in a cycle, preferably with doffs reducing the cooldown gap. This cycle is easily disrupted by SNBs, shield disables, and stuns.
Nerf Tactical Team. . .what ridiculous folly.
My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
Its time the fix the OP team-work, every time i go against a team alone i lose, team are OP.. fix it cryptic
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.
You can always tell how lacking in skill a person is by the amount of complaining they do when somebody mentions balancing a skill, ability, or piece of gear they use...
[edit: Obviously I am wrong, because people are getting sarcastic. Obviously a power that does 3 different things at the same time (one of which makeing it a must-have) and, en passant, renders several other powers completely obsolete is not OP or broken or worth debating. Never mind, sleep on, gentlemen.]
The sarcasm wasn't directed at you...
...how you thought it was - well, that's probably your past experience on the forums creating a bias in how you take things.
No, it doesn't. I worded "everything" too quickly. "Everything tactical" is of course what would have to be said.
Now, how is TT not OP again?
As opposed to a skill only available to one class that scrubs everything?
tactical team is available to all with tac BOffs, it also shares a CD with other teams (engineer and sci teams, both of which scrub far more lethal debuffs)
Tactical team on its own isnt enough to stop an alpha for example, it also has a 5 second vulnerability window so its not even a 100% up time.
What do you want? 4 other new teams to be added for the likes of scrubbing Beta/Delta, another for boarding parties, another for redist of shields and another for adding the extra (negligable amount at best) damage that cruiser toons are always crying for?
Sci team gives a massive shield boost, scrubs jam and SNB debuffs and gives a nice little immunity and resistance buff too. Engineer team scrubs viral, gives a pretty big hull heal and a cheeky little hull resistance with further immunity to viral, yet tac team is OP because it scrubs tac abilities?
Its more like someone doesnt know how to time their abilities against others and gets popped because of it. Tac team doesnt give a shield boost, doesnt give a further shield resistance, doesnt single handedly stop spike damage (although it can reduce it), doesnt stop DEM (which at the moment is a big killer in PvP), it gives you no hull resist etc etc.
So please after reading what the other teams do that also share a CD with tac, tell me why TT is OP? Everything else has a debuff, why should tac skills be different?
Heres a shocker, ApB has a 5 second burn time, its kinda made for an alpha or a gap in the shields moment, strangely theres a 5 second downtime on tac team? Coincidence?
How many folks cycle ETs or STs like they cycle TTs?
Not many, that would be an even bigger beacon for an SNB.
Although I have seen a few big ships cycling Sci teams and manually distributing shields, combined with say EPtS, thats a big shield resist, combined further with scis scattering field, you might as well flick tiddely winks at the enemy.
Comments
As well I wonder how the Tactical Team personel actually disrupt the attack pattern movement of your ship?
Does your ship jettison personel into space to physical block the APing foe, disrupting its advantage?
Or does your ship teleport personel onboard the foe ship where constantly slap the manuevering controls until dispatched?
R.I.P
Yes, an Enemy used Tac team will clear the Debuff from when they attack you for the Duration of Tac Team.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
/loledit
No need to change beta... beta hasn't changes really ever... well ok once when they stopped the stacking of same levels. (not even sure if thats still working I mean how often does more then one person use beta anymore)
The game needs more resistance debuffing... we are ALL living way to long right now anyway.
R.I.P
So OP.
I don't need to be dealing with APB debuffs on top of all that. My hull is already soft enough, tyvm.
Also, I don't think TT clears the APD debuff. . .so there's that. Just activate APD when someone attacks you and then fire back.
yes TT is op ...TIF is a joke compared to tac team :rolleyes:
also the log in button should be considered hacking into server.
wonder how many times "OP" acronym is used in 24 hours on these forums.
Elite Defense Stovokor
People always use TT to buff damage lol
If this forum had a like function, you would have a big one from me.
Made me chuckle.
It's not that Tac team is OP, its more like the author of this thread isn't watching buff cycles (as has been pointed out).
Pay closer attention to what the target is doing, I am now and its far more effective. So much so I've had two good PvPers mention my spike damage and ship killing prowess was pretty immense. Happy days, I'm getting there.
I'm aiming for the dizzy heights of being able to go toe to toe with players like entrax and come out on top every time rather than if I'm lucky.
Entrax, your soul will be mine one day.
Basically, I don't agree with the current state of cleansing in the game. It's broken, imho.
Consider the following:
Ensign ranked TT1 cleanses Lieutenant ranked APB1, Lieutenant Commander ranked APB2, and Commander ranked APB3 as if they were all the same.
It's a higher ranked ability. Cleanses should have diminished effect on higher ranked abilities.
Something along the following lines...
TT1 should have a chance to cleanse APB1. That chance shouldn't be 100%.
TT1 should have a lower chance to cleanse APB2.
TT1 should have an even lower chance to cleanse APB3.
TT2 should cleanse APB1.
TT2 should have a chance to cleanse APB2. That chance shouldn't be 100%.
TT2 should have a lower chance to cleanse APB3.
TT3 should cleanse both APB1 and APB2.
TT3 should have a chance to cleanse APB3. That chance shouldn't be 100%.
Even though that's just TT/APB...that's because it's the topic of the thread...I feel that should apply to all cleanses.
Think about if you've got a mess to clean up. Some messes you can use a paper towel, some messes you need a mop, and some messes you break out the shop vac. STO treats it like you can use the paper towel for everything...meh.
I forgot it clears SNB, scramble and jam sensors, energy siphon, warp plasma, tractor beams, sensor sweep, DEM the list goes on.
Oh wait, no it doesn't!?
That's 4-5 other skills required and half of those share cool down with Tac team.
Tac team is also one of the big 'dammit Jim, SNB me now' beacons.
You cry Tac team is OP yet you forget the ONE skill that wipes everything and screws CD timers. Tacteam not used correctly or even used correctly is not a get out of jail free card.
I've heard of so many people crying 'nerf this, nerf that!' Never have I heard anyone cry about Tac team, a skill that can be used by all.
Oh and the damage 'boost' isn't a game changer at all.
Yeah, the damage boost is icing on the cake. Get rid of it, almost nobody will care. People use Tactical Team because it keeps them from blowing up at the first sign of an alphastrike. In my case, as I've said, it's basically one of two abilities that keeps me from being shredded in this rusty ol' Hegh'ta of mine with the .88 shield mod and low hull. Even then, huge amounts of burst DPS can overwhelm it. I've literally seen 5-tac console escorts alphastrike me and carve chunks out of my shield HP as my TT scrambles to compensate.
And yeah, Tactical Team is most effective when you use two of them in a cycle, preferably with doffs reducing the cooldown gap. This cycle is easily disrupted by SNBs, shield disables, and stuns.
Nerf Tactical Team. . .what ridiculous folly.
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.
...just saying.
edit: For those not getting the gist of it...
...methinks the ladies doth protest too much.
TT is not OP because some of the folks posting in this thread specifically bought the Kumari so they could run the following Tac BOFF layout...
TT1, TT2, TT3, APO3
TT1, TT2, TT3
TT1
And they're only running APO3 because they can't run TT4...
The sarcasm wasn't directed at you...
...how you thought it was - well, that's probably your past experience on the forums creating a bias in how you take things.
As opposed to a skill only available to one class that scrubs everything?
tactical team is available to all with tac BOffs, it also shares a CD with other teams (engineer and sci teams, both of which scrub far more lethal debuffs)
Tactical team on its own isnt enough to stop an alpha for example, it also has a 5 second vulnerability window so its not even a 100% up time.
What do you want? 4 other new teams to be added for the likes of scrubbing Beta/Delta, another for boarding parties, another for redist of shields and another for adding the extra (negligable amount at best) damage that cruiser toons are always crying for?
Sci team gives a massive shield boost, scrubs jam and SNB debuffs and gives a nice little immunity and resistance buff too. Engineer team scrubs viral, gives a pretty big hull heal and a cheeky little hull resistance with further immunity to viral, yet tac team is OP because it scrubs tac abilities?
Its more like someone doesnt know how to time their abilities against others and gets popped because of it. Tac team doesnt give a shield boost, doesnt give a further shield resistance, doesnt single handedly stop spike damage (although it can reduce it), doesnt stop DEM (which at the moment is a big killer in PvP), it gives you no hull resist etc etc.
So please after reading what the other teams do that also share a CD with tac, tell me why TT is OP? Everything else has a debuff, why should tac skills be different?
Heres a shocker, ApB has a 5 second burn time, its kinda made for an alpha or a gap in the shields moment, strangely theres a 5 second downtime on tac team? Coincidence?
How many folks cycle ETs or STs like they cycle TTs?
Not many, that would be an even bigger beacon for an SNB.
Although I have seen a few big ships cycling Sci teams and manually distributing shields, combined with say EPtS, thats a big shield resist, combined further with scis scattering field, you might as well flick tiddely winks at the enemy.