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Iam tired of TT wiping ApB

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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    patrickngo wrote: »
    Maybe so, I don't SEE a problem with the game mechanics here

    In general, what's the opportunity cost for taking TT over the opportunity cost in taking any of the abilities that TT can cleanse?
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    maicake716maicake716 Member Posts: 0 Arc User
    edited May 2013
    adrianm63 wrote: »
    ensign engineering last for 30 seconds
    ensign tac - 5 seconds

    so yea eptX should last 5 seconds...engineering powers are op...nerf them all.



    no its not laziness .People make a build and find some hole in the build like X power and the only way to fill that hole is to ask that X power to get nerfed/removed /scraped/changed.

    Did you just compare apples to oranges?

    Tactical team to emergency power to subsystems?

    Dude...
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
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    maicake716maicake716 Member Posts: 0 Arc User
    edited May 2013
    edalgo wrote: »
    Another whiner thread I see.

    So he wants to turn APB into an "I Win" button?

    Maybe he should change his tactics instead of smashing the space bar over and over again and hardly ever winning.

    I use APB and it works just fine. APA, APB, CRF3, FOMM, TACT FLEET won't work if you're shooting into a fully buffed target. If you wait until the TT goes on cool down you'll reach and severely damage the hull...

    Same goes for my sci scort but with APB comes a Sensor scan... Huge hull resist debuff. But you gotta get to their hull first.

    i think its completely reasonable to want the tac team cleanse to be reduced to 5 seconds like the other team abilities is completely reasonable and not making apb an "i win" button.


    there are 2 major issues that make tac team unbalanced compaired to the other team abilites.

    1- it lasts 10 seconds. thats twice as long as either of the other teams and allows for a nearly constant uptime with 2 copies/1 copy and doffs.

    2- it distributes shields to the side taking fire. no other team ability has anything remotely close this, AND it lasts 10 seconds as well. which as stated above makes it possible to have near constant uptime.


    the way to "balance" this team ability with the other 2 teams is to do one of the following-

    1- make all team cleanses last 10 seconds (this will have its own issues)

    2- make tactical team only cleanse for 5 seconds like the other teams.

    1+2= this applies to both of the stated choices above- REMOVE the shield distro from tactical team and make it a new ensign engineering power that shares a cooldown with the current 3 teams. yes, this means that engys will have 2 "team" powers to pick from, one for hull heals, the other for shield redirecting.

    name it something technobabbley and its good to go.
    engys get a new choice for an ensign power that will be handy, AND the power itself stays in the game, AND tactical team will be picked for its own reasons (cleansing or weapons boosting).

    its that simple, if you dont think this would solve everything and just want to keep tactical team the way it is because YOU dont want to have to change your build/adapt/learn a new way to play...

    you cant have your cake and eat it too, which is currently what tactical team allows you to do.


    (notice how i did not say anywhere that it was overpowerd?)
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
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    edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    maicake716 wrote: »
    Did you just compare apples to oranges?

    Tactical team to emergency power to subsystems?

    Dude...

    most common ensign engineering powers...so yes ,5seconds eptX is enough ...same for tt.Some increase in duration will be needed for ET and ST...but who cares ...lets change how the game works .

    same for all science ensign powers ...which btw are too many .

    Now any other lets nerf/remove ideas?

    how about all tholian pets have apb III .I mean its normal to get a cruiser's resistence to - 10 trillions using npcs.

    if you want to use the "move around to take damage on all sides" which was when the game was released start adding more danube pets ,gravitons ,vms that spread ....all easy to get in 1 ship....it will sure make pvp like a cowboy movie ...who fires first wins...it will also make easy to bind all powers to spacebar so when you fire vm's you also fire all movement control stuffs...that is sure fun.

    tt duration shorter...no problem ...make subnuc a captain skill again .Almost every power in pvp is a subnuc now thanks to doffs.5 s for TT ...thanks to the rest of powers in game the cd for it will be 20 minutes :rolleyes:

    so yea pong online ...move the game back in 2010....it was such a success.
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    maicake716maicake716 Member Posts: 0 Arc User
    edited May 2013
    adrianm63 wrote: »
    most common ensign engineering powers...so yes ,5seconds eptX is enough ...same for tt.Some increase in duration will be needed for ET and ST...but who cares ...lets change how the game works .

    same for all science ensign powers ...which btw are too many .

    Now any other lets nerf/remove ideas?

    how about all tholian pets have apb III .I mean its normal to get a cruiser's resistence to - 10 trillions using npcs.

    if you want to use the "move around to take damage on all sides" which was when the game was released start adding more danube pets ,gravitons ,vms that spread ....all easy to get in 1 ship....it will sure make pvp like a cowboy movie ...who fires first wins...it will also make easy to bind all powers to spacebar so when you fire vm's you also fire all movement control stuffs...that is sure fun.

    tt duration shorter...no problem ...make subnuc a captain skill again .Almost every power in pvp is a subnuc now thanks to doffs.5 s for TT ...thanks to the rest of powers in game the cd for it will be 20 minutes :rolleyes:

    so yea pong online ...move the game back in 2010....it was such a success.

    just because its the most common doesnt mean they can be compared to each other.

    dude 1- "i own a honda"
    dude 2- "i own a porshe"
    dude 1- "ah so we like, both own cars so theyre the same thing right?"
    dude 2- -facepalm-

    your "theyre the most common" approch would be more understand able if them engineers didnt have their own ensign team power called "engineering team"


    currently on holodeck all the eptx powers do have a 5 second abiltiy. except epts. if you also make it so you can cast it every 15 seconds if you have 2 copies of it. oh thats right... you cant, it has a higher cooldown then any of the team abilites....

    i dont think theres too many sci ensign powers, there needs to be more tactical and engy ensign powers to pick from so its not all "take tac team and epts" for everyone.


    i hate that they gave a captain power(s) to doffs, they never should have added buff strip doffs or abiltiy timer increase doffs.

    HOWEVER! neither one of them is the same thing as a subnuc, the buff strip doff is random (lol) and only removes what. 1-3 powers? it doesnt mess with power recharge times.

    the scramble sensor doff was just flat out TRIBBLE for them to add. they didnt learn their lesson with the TI TRIBBLE so they gave it to everyone that could take a sramble sensor, then they made it a flat 10 seconds, so your 6 second scramble would f'them up for 10 seconds reguardless... bad move cryptic. but it doesnt remove buffs at all.
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
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    mrtsheadmrtshead Member Posts: 487 Arc User
    edited May 2013
    maicake716 wrote: »
    engys get a new choice for an ensign power that will be handy, AND the power itself stays in the game, AND tactical team will be picked for its own reasons (cleansing or weapons boosting).

    The problem with this line of reasoning is that we've been there before - when TT was only a clear/dmg buff, almost nobody took it, because the dmg buff sucked (and still does), and the things TT clears are often not threatening enough to warrant putting a better 'clear/heal' like Eng or Sci team on cooldown.

    I also think that given the current state of the game, the shield distro that TT gives is such a bedrock foundation of the way things 'work' now that splitting it off into another power just creates a new 'mandatory' selection, instead of achieving the goal of increasing variety.

    So, here's what I would do, instead, if it were me:

    1) I would increase the rate of manual shield distribution to a specific facing to be equal to what TT does now. If possible I would leave 'balance' where it is, so that people like me can't just mash a keybind to get the 'best' shield distribution. This way keeping shields properly distributed is about player skill, and not just cycling TT.

    2) Improve tactical team's other function, by one or more of the following:

    a) Increase the damage buff by enough to make it worth taking as a spike power, in the same way Eng team and Sci team are in theory worth it for the spike heals.

    b) Increase the skill buff to Tac powers by enough to make it worth taking as a way to occasionally supercharge attack patterns or a single weapon volley, and the like. (Ideally this would mean doing something similar to the other Team powers, as well) I have in mind here something like the intended functionality of the massive skill boost from the Rom tier V space power, but obviously lower cooldown/effect, yet with enough magnitude to be noticeable.

    c) Buffing the powers TT clears. Primarily here I'm thinking of Beta, Delta, and FOMM, and I think the buff may be to add some shield res debuff to them, so that you can't just ignore them like you can now if you have shields up. This last is the one I'm most iffy about, but depending on the magnitude of the debuffs, it might be do-able.
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    p2wsucksp2wsucks Member Posts: 0 Arc User
    edited May 2013
    I like the AP abilities and team abilities as is. I generally only roll w/1 copy of 2-3 different team abilities. The cleanse and potentionally significant repairs of the other 2 abilities make them worthwhile. Depending on ship and style of play ET subsystem repairs can save a pilot more than TT. Sci team cleanse can likewise clear a well timed crippaling debuff.

    APO isn't a force multiplier, but a significant buff to a single target. APD is a blend of single target buff (resists) and debuff force multiple target force multiplier that the targets can control. APB is a potential force multiplier on many targets that aside from TT is not controlled by the targets.
    [Zone] Dack@****: cowards can't take a fed 1 on 1 crinckley cowards Hahahaha you smell like flowers
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    paradise1killerparadise1killer Member Posts: 145 Arc User
    edited May 2013
    When I started this thread, It was not about how op TT is; shield distribution is now a unmovable corner stone in STO, we all need it.

    What we don't need is a ensign power that 90% of sto uses clearing ApB of higher level

    TT1 clearing Apb3 really its the stupidest mech of the game.

    No one uses ApB# because of this reason in pvp.

    Lets atleast have debuff clear with appropriate level like Apb3 can only be clear by TT3.

    or move it to another team.

    Its about time

    Fix pls
    Nova Core
    ParadiseKiller

    House of Beautiful Orions
    Zeadonouse
    ToLate
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    oracion666oracion666 Member Posts: 338 Arc User
    edited May 2013
    Other than TT wiping ApB, do we have any other self buffs that wipe other buffs?
    Formerly known as Echo@Rivyn13
    Member since early 2011




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    seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited May 2013
    You might also find (after a discussion with some guys from Apocolypse fleet) that beta isn't used much for a couple of reasons, one being all the pet spam with tractors and warp plasma, basically the amount of movement debuffs is nuts, so a great many are running with dual copies of omega.
    The other fact is, with all the resistances added to ships via shields and reputation, the focus of many escorts is big spike damage to kill shields then quick takedown (which on an alpha will still cut through tacteam), most don't even bother with the debuff side anyway, only the shield redist. If you still can't lay a beta attack down because of Tac team, you are doing it wrong, end of story.

    As for splitting the skill in two and given the redist over as an an engineer skill is pointless and counter productive, how about you get the debuff instead and the Tac slot keeps the shield redist?
    You give the bit that everyone uses over to engineer skill, you eliminate many ships from using it effectively, only an engineer orientated BOff setup would be able to use it properly.
    Unless your plan is to beef up engineer and all but eliminate escort as a class.
    Why's this? Have you used an escort effectively as Tac?
    Constantly cycling buffs whilst watching and trying to anticipate the enemy, all whilst flying at a million miles an hour, at the same time watching the enemies buffs so you can time an alpha or standard spike for most affect, not forgetting that as an escort you too are also being hunted so you have to watch for that, pet spam, warp plasma, mines, possible SNB attacks. So this idea of splitting Tac team would mean on top of the thousand things that a Tac scort pilot has think about, they would also have to manually redist shields, this is also far inferior to Tac team unless you can mash the button 100 times a second. Unfeasable.

    Take the debuff to 5 seconds if you want, I'm sure no one will care.

    Just stop trying to get stuff nerfed because you can't time an attack.
    If you haven't tried an escort as Tac, try it, nothing more frustrating than a failed alpha because it was mistimed.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    patrickngo wrote: »
    As to an Ensign power cleansing a higher power-so what? seriously, so what?

    Return on investment.

    Think of the investment some people could/would make into various abilities...cleared by Ensign ranked abilities with no investment.

    The knowledge that the investment is useless because it is pointless to make the investment knowing that somebody with no investment can clear it.

    That's bad game mechanics when it comes to abilities.

    On the weapon side - that investment battle exists. People invest in better and better weapons while people invest in better and better shields/defensive gear.

    Imagine if TRIBBLE (not even Mk I) shields/armor consoles worked as well against UR Mk XII weapons as they did against TRIBBLE weapons as if they were UR Mk XII shields/armor consoles, eh?

    Tada, Ensign ranked abilities being able to cleanse things that might have had a Hell of a lot of investment made into them (skill points, gear, DOFFs, overall build, etc, etc, etc).

    What's wrong with expecting some investment in skill/abilities from the target of abilities...like one does with weapons?

    It's not just TT. It's ET, ST, HE, etc, etc, etc...all those lower ranked abilities that with little investment neuter any investment made by the attacker...

    ...everybody might as well just fly Escorts in some sort of TPS shooter...

    ...oh wait.
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    seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited May 2013
    With no investment? What investment? A few skill points, a tiny bit of EC for training BOffs?
    What about the investment people would put in to a respec token so they can train in TT3?
    That by you logic should make them invincible.
    Because not everyone can train in tt3, what you are saying essentially is 'I can't time my attacks properly so nerf the game so I can kill people'.
    Instead of trying to force nearly every other player to adjust, why don't you adjust how you play? Adjust your timing, adjust your ship setup to be more efficient at a set role.

    As to the above post. Nail head right there.
    I've seen guys in the 'oh so ridiculous OP unkillable bugship' get killed continuously by odyssey's, by non fleet Tac escorts, popped by sci ships etc.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    Dudes, my boots only go up so high...enough with the flood of tears on "oh noes, I'd have to learn to play if they made the game harder"...

    ...it's really sad.
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    seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited May 2013
    Dudes, my boots only go up so high...enough with the flood of tears on "oh noes, I'd have to learn to play if they made the game harder"...

    ...it's really sad.

    The irony of this statement is just beyond.

    You fail at playing but everyone else has to bend to you because of YOUR innadiquacy to quite simply time your buffs!
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    The irony of this statement is just beyond.

    You fail at playing but everyone else has to bend to you because of YOUR innadiquacy to quite simply time you buffs!

    I think the irony is in you using irony...without considering the irony of your complaints.

    Oh noes, what if I had to slot a higher rank of an ability! What would I do? However would I learn to adapt? It's just too much! I can't do it! Don't do it, Cryptic! Don't do it...please don't do it!

    One of the biggest complaints in the game is about the survivability of people. This is has led to the common 2 Tac/3 Sci layout for a team - to have access to the 3x SNBs. This has become "necessary" in my humble opinion because it is so easy to clear debuffs.

    As I said earlier in the thread, I know no change will come about - there are entirely too many people that can't tie their shoes or maybe they can tie their shoes...by the third or fourth try.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    patrickngo wrote: »
    add in 'friendly fire' conditions and you end up with a match that's challenging on multiple levels.

    Well then, that just changed my whole attitude toward you with that one statement. I had put you in a certain group...there's not a chance in Hell that group would have made a suggestion like that.

    Friendly fire would definitely up the scale, imho.

    I apologize for dropping you in with that group.
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    virusdancervirusdancer Member Posts: 18,687 Arc User
    edited May 2013
    sophlogimo wrote: »
    I believe that is not the issue that the OP wanted to address in this thread.

    Hrmmm, have to admit that the majority of what I have talked about in the thread didn't directly address the OP's issue either.

    The TT vs. APB thing is going to be a timing thing as pointed out (in general, I'm going to put my separate pet peeve about mechanics aside - since even I know it will never happen).

    Yes, if there's somebody that's chaining TTs - there's going to be a smaller gap than somebody running a single TT. If they're getting TT from somebody else, there might be no gap.

    Thing is, APB is not a target debuff - it's a self buff. You can get folks to use their TT early to set them up or you can get somebody to use their TT on somebody else so they do not have it. With Spread/FAW, you can drop it out to multiple targets and see how they react.

    There are definitely creative ways in which you can use the ability to your own advantage or to the advantage of the team.

    It's possible that you might find yourself in a situation where you just can't find anything to do with it...so at your next opportunity out of combat, just switch that BOFF for another BOFF that has something else.

    Hell, you might even be running the other BOFF when you notice the other guy or guys would be vulnerable to the APB and end up switching to the BOFF with APB on it.

    It's about adapting and realizing that not everything is going to be useful in every situation and sometimes you have to create the situation yourself for something to be useful...
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    seansamurai1seansamurai1 Member Posts: 634 Arc User
    edited May 2013
    Would this certain group be the group that pay attention in PvP? Time their buffs to the enemies downtime?
    Fighting the idea of nerfing TT to yet another engineer skill, plenty of the Boff skills are already a little OP, EPtS being one (hence it gets a nerf soon), RSP whilst not infallible is just stupid, especially when fitted to escorts.
    You haven't answered any of my questions, can you train in tt3?
    A great many cant due to the skills tree.
    Do you seriously expect everyone else to buy respecs to retrain to obtain tt3 because you can't time your attacks properly?
    What about all the peeps who don't have an engineer orientated ship?
    What are they supposed to do if TT got split? Lets face it, manual shield dist is great in PvE, not fast enough in PvP, especially with all the spike running around.
    You an engineer toon by any chance?
    Have you even tried adjusting your tactics in PvP?
    I adjusted mine to take better advantage of things like the TT downtime, you know, that time where TT isn't doing anything, funnily that's the best time to attack.


    I do like the PvP idea though with the convoy.
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    lascaillelascaille Member Posts: 78 Arc User
    edited May 2013
    maicake716 wrote: »
    ...
    there are 2 major issues that make tac team unbalanced compaired to the other team abilites.
    ...

    on the other hand, sci team and eng team have an healing effect (sci team up to 5500 shield per facing, eng team up to 13k hull). tac team only got a "preventing" effect. in older days there was a boost for the crew regeneration or crew number. even now that the crew number has some influence, it would be hilarious, due to mines, torpedoes, plasma burn, theta radiation...

    i think it is not so easy to bring tac team on one level with sci team and eng team. several other skills and abilities, like the "natural shield distribution" would need an adjustment.
    [SIGPIC][/SIGPIC]
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    starboardnacellestarboardnacelle Member Posts: 67 Arc User
    edited May 2013
    Fighting the idea of nerfing TT to yet another engineer skill, plenty of the Boff skills are already a little OP, EPtS being one (hence it gets a nerf soon), RSP whilst not infallible is just stupid, especially when fitted to escorts.

    Actually, Emergency Power to Shields will be staying the same, while all other Emergency Power skills have their buffs extended to 30 seconds.
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    maicake716maicake716 Member Posts: 0 Arc User
    edited May 2013
    so it sounds to me that everyone likes their cake and to eat it too.


    seriously, you guys cant think that tactical team is good for the game as it stands right now?

    i mean think about it, when you take tactical team you dont have to worry about your shield facings, you dont have to worry about tactical debuffs, you dont have to worry about boarding parties...

    all at the cost of a single ensign power.

    why would it be so bad to have to actually THINK and PICK one or the other of the abilities if it were to be split into 2 different powers?

    power 1- tactical team: gives weapons boost, clears tactical debuffs and boarding parties.

    power 2- shield team: would give a slight resist buff and shield allocation to weapons fire. (ie how tac team currently does its shields things)

    make the tac team stay a tac power and make the shield team be the first ever universal power- ie can be trained to anyone.

    now, stay with me here.

    if this were to happen, what would be the down sides?

    i dont see any.

    youd still be able to take 2x copies of either

    youd still have you tac cleanse

    youd still have your shield thing



    that only difference is, youd have to actually think "do i want to cleanse this single atb or save my team from cooldown incase i need to move my shields around quickly"

    OMG the thinking required.....


    -sighs-


    also-
    sophlogimo wrote: »
    "we don't see any need for modifications",

    totally just read that like in star wars when obi-wan tells the guards "we dont need to see their identification" HAHAHAHAHAAHA

    -amused-
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
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