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the 'need' for tac team is cheese

skollulfrskollulfr Member Posts: 5,407 Arc User
its doing what should be an integral part of the game.
that shield distribution effect should be a factor derived from flow caps, shield emitters and eps.
not taking at least one copy of tt has a drastic effect on survivability. this isnt to say the ability is "op", buy that tt should only be providing a small multiplier to a an automated function.

once thats done re-purpose the current button powers so that they shift shield resistances between facings
startrek online - to seek out new life, and seduce or kill it.
heh heh
Post edited by skollulfr on

Comments

  • makburemakbure Member Posts: 422 Arc User
    edited May 2013
    Fine, but then there should be a skill just like tt in its current form that is trainable for tac captains at a certain level.

    Ok, honestly messing with tt is a bad idea.
    -Makbure
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  • cmdrskyfallercmdrskyfaller Member Posts: 0 Arc User
    edited May 2013
    I agree.

    The shield balance should be removed from tac team.

    Instead of auto balance, the shield should receive bonuses from the different -teams

    While the -team effect is active:

    Tactical: Increases resist to incoming damage types (all) and transfers shield power to ONE shield facing (the one where incoming damage the damage resist is picking up) (resist/transfer: I= +2%/two pulses of shield transfer to one shield facing per hit II= +4%/three pulses of shield transfer to one shield facing per hit, III= +8%/four pulses of shield transfer to one shield facing per hit. *per hit only triggers once every 3 seconds)

    Science: Increase shield resist and lowers bleedthrough (Resist/Bleedthrough: I=+2%/-1%, II=+4%/-2% III=+10%/-4%

    Engineering: Lowers regeneration cycle of shields and increases shield regen. (Cycle/Regen: I= -1s/+5% , II= -2s/+10%, III= -4s/+20%)

    This way every -team has a very important and active role in shield and ship defense. Tactical receives the shield balance but it drains other shields to reinforce the one taking damage (and does not transfer the shield at insane speed like tac team does now since it only pulses a few times and has a time gap) and increases specific damage resist.

    Science hardens the shields.

    Engineering increases the shield passive regeneration amount and the time each native shield regeneration takes to trigger (every second at III when engineering team is active).
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  • aexraelaexrael Member Posts: 0 Arc User
    edited May 2013
    I think removing the automated Shield Distribution from Tactical Team as an idea has merit.

    I don't believe the directional button changes have much relevance however, there's enough button mashing in the game as is with upwards of 30 odd powers which needs to be hammered every 30-45 seconds.

    Shield Distribution could be automated and affected by the the mechanics already in game.
    I'm not sure Flow Capacitors is such a good skill to marry with this setup however, as it largely deals in the effectiveness of Drain Abilities.

    However Shields already have a regeneration value, you could further tie in Electro-Plasma Systems as the stat which augments the regeneration rate stat, to determine how fast shield points are taken from other sides to bolster the side being damaged. So you have Regeneration Rate of Equipped Shield + EPS = New stat called Shield Distribution Rate.

    I would take it one step further and revamp the other Team abilities.

    Engineering Team
    - Maintain Subsystem Recovery Effect
    - Remove Hull Repair
    - Add Increase to Electro-Plasma Systems
    - Add Increase to Starship Hull Repair

    Science Team
    - Maintain cleanse for Science debuffs
    - Remove Shield Regeneration
    - Add Increase to Shield Systems
    - Add Increase to Shield Emitters

    Tactical Team
    - Maintain cleanse for Tactical debuffs & Boarding Party
    - Remove Auto Shield Distribution
    - Maintain Increase to Starship Energy Weapons Training
    - Maintain Increase to Starship Projectile Weapons Training
  • cmdrscarletcmdrscarlet Member Posts: 5,137 Arc User
    edited May 2013
    Nice ideas here :)

    TT is not a "needed" ability, that's the perception from the players. At the same time, Cryptic made a darn good ability that is hard to pass up or is not easily compensated by other single-button abilities.

    Could they tweak it? Sure, but that could have a cascading effect: fix one and then others may need "fixing". I'd rather resources go to content development.
  • buddha1369buddha1369 Member Posts: 386 Arc User
    edited May 2013
    No.

    Tacs have almost no good ensign level abilities and TT is by far the best. Except for TT and APX all the tac abilities are weapon specific, i.e. unless you have mines then mine abilities are worthless, no torps than torp abilities are worthless, et al. The bread and butter of tacs is the cannon/turret build, and that leaves almost 2/3 of tac BOFF abilities un-useable (mine, torp, beam) unless you sacrifice a weapon slot for a weaker weapon. TT is viable for low-level slots because of the shield distro, take that away and you leave ens/lt slots filled with redundant nothingness abilities or force tacs to slot a mine or beam.

    Also no.
  • greatzippy44greatzippy44 Member Posts: 0 Arc User
    edited May 2013
    Leave Tac Team as it is. Before they added the Shield Distro it was a useless skill. They added the shield distro to make this skill more usefull.

    The point of the skill it to distribute shields to the shield face thats getting slammed at the time. Yes it takes from the remaining shield faces to buff the one getting hit ... but thats the same thing that happens if you distro shields manually, TT just does it faster.

    I say leave it as it is, it works just fine.
  • drasketodrasketo Member Posts: 148 Arc User
    edited May 2013
    Nice ideas here :)

    TT is not a "needed" ability, that's the perception from the players. At the same time, Cryptic made a darn good ability that is hard to pass up or is not easily compensated by other single-button abilities.

    Could they tweak it? Sure, but that could have a cascading effect: fix one and then others may need "fixing". I'd rather resources go to content development.

    Tactical team not needed? What? I have made precisely one build that does not incorporate the ability to use tactical team every 15 seconds. ONE. And that build only functions in pve when Im playing with my group who I know can out damage that particular ship enough that they have aggro. Its a torpedo spamming atrox heal-boat. If I take it into a pug group I will probably actually die once (or God-forbid, maybe even twice) because the player-activated shield re-routing isnt fast enough.

    Now, no, its not needed as in " 'Helmsman, take us out! Ahead three-quarters thrusters.' 'Aye, Captain.' *beeps* *EAR-SPLITTING KLAXONS!!!!!* 'ARGH, what the hell is that noise!?!?' *the bridge crew writhes in sonically induced pain* 'WARNING, TACTICAL TEAM NOT DETECTED ON THIS VESSEL. ALL HELM CONTROL NOW REROUTED TO MAIN COMPUTER. ALL COMMAND CODES OVERRIDDEN AND LOCKED OUT. COURSE PLOTTED FOR RETURN TO SPACE DOCK FOR REARM/REFIT PROCEDURES. CAPTAIN ORDERED TO REPORT TO STARFLEET COMMAND FOR DISCIPLINARY ACTION AS PER GENERAL ORDER 8-6 PART C.' *dead silence as the bridge crew just stares at the captain, who hangs his head in shame and refuses to meet their gaze* " but seriously, you *have* to have it or you are basically crippling yourself. Especially since in any sort of elite difficulty STF or fleet action, youre about one hit away from a one-shot at all times.
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  • captainforfuncaptainforfun Member Posts: 154 Arc User
    edited May 2013
    drasketo wrote: »
    Tactical team not needed? What? I have made precisely one build that does not incorporate the ability to use tactical team every 15 seconds. ONE. And that build only functions in pve when Im playing with my group who I know can out damage that particular ship enough that they have aggro. Its a torpedo spamming atrox heal-boat. If I take it into a pug group I will probably actually die once (or God-forbid, maybe even twice) because the player-activated shield re-routing isnt fast enough.

    Now, no, its not needed as in " 'Helmsman, take us out! Ahead three-quarters thrusters.' 'Aye, Captain.' *beeps* *EAR-SPLITTING KLAXONS!!!!!* 'ARGH, what the hell is that noise!?!?' *the bridge crew writhes in sonically induced pain* 'WARNING, TACTICAL TEAM NOT DETECTED ON THIS VESSEL. ALL HELM CONTROL NOW REROUTED TO MAIN COMPUTER. ALL COMMAND CODES OVERRIDDEN AND LOCKED OUT. COURSE PLOTTED FOR RETURN TO SPACE DOCK FOR REARM/REFIT PROCEDURES. CAPTAIN ORDERED TO REPORT TO STARFLEET COMMAND FOR DISCIPLINARY ACTION AS PER GENERAL ORDER 8-6 PART C.' *dead silence as the bridge crew just stares at the captain, who hangs his head in shame and refuses to meet their gaze* " but seriously, you *have* to have it or you are basically crippling yourself. Especially since in any sort of elite difficulty STF or fleet action, youre about one hit away from a one-shot at all times.

    Wondering what you have done before tac team was able to distribute shields?

    Ppl were fine before, so why shouldn't they be fine again if they would nerf the distribute shields ability of tac team?

    And just for the record, on my fed chars i don't use tac team in pve or pvp.

    The only ship which i use tac team on is my Dhelan Warbird, but that was basically, cause i had a ensign slot left to fill... the only time i really use it is to clear boardig partys, casue i don?t have the transporter doff on it so far.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
  • drasketodrasketo Member Posts: 148 Arc User
    edited May 2013
    I dont think we are playing the same game...

    For example? No tac team in pvp means you live about 2-5 seconds longer than your RSP lasts. +/- depending on the amount of SS spam there is.
  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    skollulfr wrote: »
    its doing what should be an integral part of the game.
    that shield distribution effect should be a factor derived from flow caps, shield emitters and eps.
    not taking at least one copy of tt has a drastic effect on survivability. this isnt to say the ability is "op", buy that tt should only be providing a small multiplier to a an automated function.

    once thats done re-purpose the current button powers so that they shift shield resistances between facings


    you can always manually distribute shields....you know ...shift shield resistances between facings like you said...its already in game.

    if you want your cruiser to not have TT or use the ensign station for something else you can always take a escort with you...it will have enough tt .

    I always said the ingame tutorial is bad (which never shows people how to disrtibute their shields) ,but worse than tutorial are "nerf X " threads.If you dont have room on your ship for TT it means you have to redesign the build ,not QQ on the forums about powers .
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  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    skollulfr wrote: »
    needless micro and works too slowly ever combining it with the single direction redistribution.


    if it works to slow use tt...wow you keep going in circles .

    if 1 tt is not enough ...use con doffs....thats why doffs exists.

    skollulfr wrote: »
    my primary is a mirror prometheus and what ever specific ship it is, has nothing to do with this thread. which is about a poorly realised game mechanic

    not knowing how to distribute your shields is not a poor game mechanic.The in game tutorial is a poor game mechanic because it should show you how to do it.
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  • simpus1983simpus1983 Member Posts: 3 Arc User
    edited May 2013
    How about they put the automatic shield balancing on all the team abilities?
  • kaltoh9kaltoh9 Member Posts: 16 Arc User
    edited May 2013
    Tac Team is quite useful. It is a balancing factor in STO and makes the game playable and more enjoyable. Brings a dynamic and adaptable element to space combat.

    Ensign level and Lt. level Tactical space (buff) abilities can be obnoxiously under powered, yes. However, the sole perk of being a Tactical Career captain is that your LtCmdr and Commander level abilities can really line you up for success--when you use Ensign/Lt. abilities correctly.

    There are game flaws related to the lower tactical abilities, however. For instance, Cryptic's "Tier 5" Fleet Defiant has a third Tactical Ensign station for space combat abilities. But TT and it's duty officer in the first station, plus the second Ensign station using a HYtorp/TT makes the third Tactical Ensign station utterly useless. More appropriate would be a sci, eng, or universal station. Especially since the newer ships & aux2batt builds consistently outmatch well-outfitted/built T5 Defiants, even in its appropriately designated escort role.

    But aside from having a useless Tactical Ensign Station, most lower tactical combat abilities can be utilized to effectively compliment a player's setup.
  • captainforfuncaptainforfun Member Posts: 154 Arc User
    edited May 2013
    drasketo wrote: »
    I dont think we are playing the same game...

    For example? No tac team in pvp means you live about 2-5 seconds longer than your RSP lasts. +/- depending on the amount of SS spam there is.

    I don't use RSP. Since they nerfed it the first time, until they unnerfed it a bit again, i don't use it anymore. And RSP is a nice example of another skill of what ppl (me included) originally said it is a must have. And what a surprise, you could also do well without it.

    I am around here for more then 3 years now, and there is always a so called "must have" skill or at least a skill of which quite an ammount of ppl think it is. And it always turns out that this skill isn't as important as ppl think.

    The fact ppl like tac team so much is that it makes them thougher. Which i don't think is a good thing, cause the ships survivability is high enough already. With all the passives we get lately the ships get even tougher. Which makes things even easier then they already are...
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
  • aexraelaexrael Member Posts: 0 Arc User
    edited May 2013
    Wondering what you have done before tac team was able to distribute shields?

    Ppl were fine before, so why shouldn't they be fine again if they would nerf the distribute shields ability of tac team?.

    The game is so radically different, that the game today is not comparable to the way it was back in February 2011 when the change was introduced.

    skollulfr wrote: »
    itt, read first line, tldr, embarrass selves with reading fail.:rolleyes:

    i didnt say remove shield distro from tt. read the fraking post! i said that shield distro should be an automatic function.#

    and if you get to the end of the post, in spite of reading being difficult, you will see i said tt should STIL HAVE the higher shield distro, ie(to quote myself)" providing a small multiplier to a an automated function".

    see it in red?

    Your idea is completely pointless then as TT is already too effective, it certainly doesn't need to be boosted any further via skills.
  • captainforfuncaptainforfun Member Posts: 154 Arc User
    edited May 2013
    aexrael wrote: »
    The game is so radically different, that the game today is not comparable to the way it was back in February 2011 when the change was introduced.




    Your idea is completely pointless then as TT is already too effective, it certainly doesn't need to be boosted any further via skills.

    Yes you are right, the game has changed, with all the passives and gear you can get now, which weren't available back then, the ships got way tougher then they were before, even without tac team.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
  • fraghul2000fraghul2000 Member Posts: 1,590 Arc User
    edited May 2013
    There are still enough ppl (including me) in the game without the "must have" tac team which seem to have no problem without it.

    The question is weather you (and the others not using it) could be more effective with TT than without. Given how easy this game is, your arguement could be applied to any skill, piece of equipment or setup. Of course you could do fine by flying a all-cannon-escort without using RF or SV for example, but you'll always be more effective using them, hence making them a "must have" for that build.

    As far as the original idea goes, I think it would raise a few questions. What would you put into the ensign tac boff skill slot as a replacement? There are already very few, useful abilities on that slot (especially ships with 3 tac ensigns are already struggling) and removing the one, powerful attribute from TT would leave that slot empty, as people might be using the "team cooldown" for engineering or science teams instead.

    Also turning shield distribution it into an automated function would take away the ability for the player to control when and if he wants to distribute shields. There are times and situations where is would be counterproductive and even deadly to distribute from one facing to the side being attacked.
  • dareaudareau Member Posts: 2,390 Arc User
    edited May 2013
    I'll say this:

    I've "manually rebalanced" against the Elite Tac Cube in a Vesta that drew aggro (Rommie +100 boosted GW, TB, Deflector "lance", CSV I, Energy Syphon, Subnuc, etc.) for 40% of it's lifebar with "rainbow quasi-fail" teams.

    Would have gone longer if my micro on my heals was a bit better... :P

    Same with my Recluse, though I can go much longer unless I completely ignore healing (then again, it's much harder for said Recluse to out-aggro any decent escort due to lack of threat control...)

    Therefore, TT is not 100% necessary for PvE.

    However, when I maintain a steady stream of TT even on the "default" 30 sec cooldown and remember to mix in EPtS I / TSS III into my rotation in between bursts of manual redistribution I can tank almost anything, as long as I also remember to heal appropriately... (dang paper hull of Vestas, and they say escorts have it bad... :P)

    Now, for PvP, why is it that every post-F2P thread I see on this board seems to include 2xTT or TT with 2-3 cooldown reducer DOffs and keybind file to activate it every chance it can seems mandatory and (as I have yet to participate in one) probably the first thing taught in the PvP boot camps?
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • dareaudareau Member Posts: 2,390 Arc User
    edited May 2013
    The question is weather you (and the others not using it) could be more effective with TT than without. Given how easy this game is, your arguement could be applied to any skill, piece of equipment or setup. Of course you could do fine by flying a all-cannon-escort without using RF or SV for example, but you'll always be more effective using them, hence making them a "must have" for that build.

    As far as the original idea goes, I think it would raise a few questions. What would you put into the ensign tac boff skill slot as a replacement? There are already very few, useful abilities on that slot (especially ships with 3 tac ensigns are already struggling) and removing the one, powerful attribute from TT would leave that slot empty, as people might be using the "team cooldown" for engineering or science teams instead.

    Also turning shield distribution it into an automated function would take away the ability for the player to control when and if he wants to distribute shields. There are times and situations where is would be counterproductive and even deadly to distribute from one facing to the side being attacked.

    Sorry for the separate post, early morning for me...

    Granted, I'm guilty of this, but my Tac/Armitage uses HY I, Torp Spread I, and TT in the ensign slots, because the remaining powers are all beam-oriented and "conventional wisdom" says that mixing beams and cannons isn't effective unless the build is set for that, even then, "CW" says to mount the array aft for peel-attacking with the power or as a lead-in during an arc approach... (IE, come in at angle so array fires first with BO to crack shield, then turn cannons to bear and bring on pain...)
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
  • captainforfuncaptainforfun Member Posts: 154 Arc User
    edited May 2013
    The question is weather you (and the others not using it) could be more effective with TT than without. Given how easy this game is, your arguement could be applied to any skill, piece of equipment or setup. Of course you could do fine by flying a all-cannon-escort without using RF or SV for example, but you'll always be more effective using them, hence making them a "must have" for that build.

    As far as the original idea goes, I think it would raise a few questions. What would you put into the ensign tac boff skill slot as a replacement? There are already very few, useful abilities on that slot (especially ships with 3 tac ensigns are already struggling) and removing the one, powerful attribute from TT would leave that slot empty, as people might be using the "team cooldown" for engineering or science teams instead.

    Also turning shield distribution it into an automated function would take away the ability for the player to control when and if he wants to distribute shields. There are times and situations where is would be counterproductive and even deadly to distribute from one facing to the side being attacked.

    True the tac ensign abilities are limited, so there is not much to put there, which i already said a few posts before, that i have one on my Dhelan cause of the lack of other abilities also, but i rarely use it. The sci ships have so less tac slots normally that you have only 1 or 2 ens tac anyways which you need for other skills. Would be nice if there would be some ens slot atk. patterns.

    In my case i have my distribute shields on a keybind, which works fine.

    And still, tac team is not a "must have" like some ppl are convinced. I am basically a fan of not having any shield distribution except the manual one.

    dareau wrote: »
    I'll say this:

    I've "manually rebalanced" against the Elite Tac Cube in a Vesta that drew aggro (Rommie +100 boosted GW, TB, Deflector "lance", CSV I, Energy Syphon, Subnuc, etc.) for 40% of it's lifebar with "rainbow quasi-fail" teams.

    Would have gone longer if my micro on my heals was a bit better... :P

    Same with my Recluse, though I can go much longer unless I completely ignore healing (then again, it's much harder for said Recluse to out-aggro any decent escort due to lack of threat control...)

    Therefore, TT is not 100% necessary for PvE.

    However, when I maintain a steady stream of TT even on the "default" 30 sec cooldown and remember to mix in EPtS I / TSS III into my rotation in between bursts of manual redistribution I can tank almost anything, as long as I also remember to heal appropriately... (dang paper hull of Vestas, and they say escorts have it bad... :P)

    Now, for PvP, why is it that every post-F2P thread I see on this board seems to include 2xTT or TT with 2-3 cooldown reducer DOffs and keybind file to activate it every chance it can seems mandatory and (as I have yet to participate in one) probably the first thing taught in the PvP boot camps?


    I can asure you that tac team is not mandatory in pvp, at least not on a sci ship.

    And yep, the hull on sci ships is not that great, especially with all the add bleedtrough and dots you can get now, but at least we have decent shields.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
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