What if instead of TT transferring shield hit points from other shield faces, it focused shield heals to whatever face was taking damage.
TT would still be very powerful but it would have the downside of needing you to heal your shields. I would say as an added downside, that even if the shields get full, to still have all the heals going to the face taking damage until TT wears off.
So you want to make one ability entirely dependant on other abilities which have a poorer uptime than said ability?
No offence but this isn't a good idea even if TT is very powerful at what it does.
I'm afraid to say but TT is very unlikely to change. You can do without it and indeed premades use a lot less copies than you might think but it makes absorbing damage much easier.
So you want to make one ability entirely dependant on other abilities which have a poorer uptime than said ability?
No offence but this isn't a good idea even if TT is very powerful at what it does.
I'm afraid to say but TT is very unlikely to change. You can do without it and indeed premades use a lot less copies than you might think but it makes absorbing damage much easier.
I wouldn't say shield heals have poorer uptime. everyone gets one ever 6 sec. plus you have ST, TSS, EPtS, ES, shield battery, rep passives, weapon passives, console passives, and I am sure there are a few more.
but you are right about it most likely not getting changed.
A good improvement would simply be removing the shield distro aspect.
that was when the game was released.I'd be for that if the game would have the same amount of "stuffs" it had in 2010.I say don't even talk about changes to TT or anything else ...last time someone talked about something to be changed we got FAW thingy.
either way most people play without it ...makes me ragequit when I pug as healer lol
either way most people play without it ...makes me ragequit when I pug as healer lol
Heh, that made me laugh - I'll never forget the time I tossed somebody a TT and they thanked me for the heals. I think I laughed because my brain just couldn't process it any other way. :eek:
It's kinda OP right now. It's pretty much necessary on 95% of the builds already.
95% of the builds should run in teams and ask the escort to cast a tt.Team work is op but your healer should get tt from a escort and the escort should get heals from the healer....that's the idea.
Manual distribution...might be something they should consider as a toggle.
distrib shield on spacebar should be ingame by default.Thats the only bind I use .As for tt ...to change tt you have to pretty much change the entire way people play and remove all the shets from the last 3 seasons.It would be like eptx stunt back when LoR was on tribble.
If your ship has not enough tac stations for tt they better give it a tac station than change tt now.Also tt is the last thing in game that needs change. ...back to faw thread lol
Forgive my ignorance, but I see the three team abilities representing people on the ship, scurrying around and doing different jobs. The Engineering team, well, they heal up damage by scurrying to the damaged section and engineering things. The Science team, they scurry to the shield generators and science up whatever they need to. The tactical team scurry to where and do what? How does their scurrying translate to balancing shields? Do they go to the side that's being hit and start chanting whilst holding their hands up, willing the shields to move over to their side of the ship? Are they the ones that drank the Kool Aid and grew from the experience?
Yes, yes, I know I shouldn't try to rationalise abilities, but that's the sort of person I am. I like things, even in a fantasy, make-believe world to make at least a modicum of sense.
I really fail to see why tactical team redistributes the shields. I would imagine that they would repair weapon systems that are knocked offline (which they do) give a small boost to weapons power (which they do) and perhaps speed up the firing of ALL weapons systems by a small amount by knocking a bit of the standard weapon reload times. This would work for cannons, beams, torps and mines. This makes sense as they're scurrying to the weapons systems and improving efficiency. This would stack with BFAW and CRF, making the weapon cycle time that little bit faster.
But escorts would do more damage, you may say. Yes, but that benefit would be balanced by their shields not magically redistributing. More damage and less tanking should be the way of the escort.
What if instead of TT transferring shield hit points from other shield faces, it focused shield heals to whatever face was taking damage.
TT would still be very powerful but it would have the downside of needing you to heal your shields. I would say as an added downside, that even if the shields get full, to still have all the heals going to the face taking damage until TT wears off.
TT needs to be nerfed not improved
Jellico....Engineer ground.....Da'val Romulan space Sci
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
Number 1 that's more of a role players question and doesn't really work in terms of game mechanics. Star Trek BASED game not a sim or canon.
Number 2 if you're looking for a canon reference I can remember Worf telling Sisko on the Defiant that he was redistributing the shields as they entered combat. With Worfs tactical background this might be the reason why TT redistributes shields.
TT doesn't repair downed weapon systems, Engineering Team does. .
I understand all of that, however just because something operates in a particular way isn't justification for it to continue working that way forever.
Additionally, Worf would have had to be singing some ancient, mystical Klingon opera for him to be able to redistribute the shields as fast as it happens in this game.
What if instead of TT transferring shield hit points from other shield faces, it focused shield heals to whatever face was taking damage.
TT would still be very powerful but it would have the downside of needing you to heal your shields. I would say as an added downside, that even if the shields get full, to still have all the heals going to the face taking damage until TT wears off.
What about science and engineering team?? People would like to use them as well maybe even more if they had shield distribution. Then you could talk about something like buffing the damage potential of tac team.
To be honest I would much rather see shield distribution based on your EPS and shield emitters level and removed from tactical team.
Though you'd have to either remove the heals from the other team abilities or give something else to tactical team. If I had to add something instead of shield distribution it would be a scaling accuracy and maybe CrtD or CrtH, it might even encourage use of TT2 maybe even TT3 for strikers.
Having people not use TT to distribute shields at a decent level would also help improve fire on my mark and other tactical debuffs as fewer people would use them and bring balance to the force..team. Would also free up tactical slots for cruisers and science ships.
To be honest I would much rather see shield distribution based on your EPS and shield emitters level and removed from tactical team.
Though you'd have to either remove the heals from the other team abilities or give something else to tactical team. If I had to add something instead of shield distribution it would be a scaling accuracy and maybe CrtD or CrtH, it might even encourage use of TT2 maybe even TT3 for strikers.
Having people not use TT to distribute shields at a decent level would also help improve fire on my mark and other tactical debuffs as fewer people would use them and bring balance to the force..team. Would also free up tactical slots for cruisers and science ships.
Tactical Team
Removes hostile boarding parties for 10 sec
Removes tactical debuffs for 10 sec
+X Startship Energy Weapon Training for 10 sec
+X Starship Projectile Weapon Training for 10 sec
Distributes shield strength to shields receiving damage for 10 sec
Engineering Team
+X Hit Points
Repairs disabled systems and Engineering Debuffs for 5 sec
Science Team
+X Shield Regeneration applied once to each facing
Removes science debuffs for 5 sec
X Team
Repair/Cleanse X Related Systems/Debuffs
Do Something About Damage (Heal Shields, Heal Hull, Increase Damage)
The three teams have that. One of the teams adds something above and beyond that.
If TT's going to have that third item, that defensive item - then shouldn't an offensive item be added to both ET and ST to balance that out?
Otherwise, that additional item should be removed from TT...no?
As for adding offense to ET and ST? Have ET increase the Weapon Power cap. Have ST increase Exotic damage. Sounds pretty bad, right? Hrmmm, but then why is it okay for TT?
edit: Heck, why they're looking at it - they could actually make the ET cleanse the DOFF'd VM, right? You know, like TT actually removes the BPs - preventing them from doing recurring disables...the ET should cleanse the DOFF'd VM to prevent it from doing the same?
Why? TT's the one that does something extra compared to the other teams already.
X Team
Repair/Cleanse X Related Systems/Debuffs
Do Something About Damage (Heal Shields, Heal Hull, Increase Damage)
The three teams have that. One of the teams adds something above and beyond that.
If TT's going to have that third item, that defensive item - then shouldn't an offensive item be added to both ET and ST to balance that out?
Otherwise, that additional item should be removed from TT...no?
As for adding offense to ET and ST? Have ET increase the Weapon Power cap. Have ST increase Exotic damage. Sounds pretty bad, right? Hrmmm, but then why is it okay for TT?
edit: Heck, why they're looking at it - they could actually make the ET cleanse the DOFF'd VM, right? You know, like TT actually removes the BPs - preventing them from doing recurring disables...the ET should cleanse the DOFF'd VM to prevent it from doing the same?
Absolutely. Lock-in-step logic here. I suspect TT's advantages are more of the tetris-coding ethic they've fallen into for years and nothing more. I highly doubt whomever cradled TT as-is from its inception most likely had a lackluster comprehension on visiting ET and ST.
Yes I've seen that when you originally posted it VD but the damage increase from tactical team is in no way equal to the healing from the others. Isn't that why tactical team had shield distribution added anyway?
If you take shield distribution for TT then would anyone actually use it? Even now does anyone use TT3 for the damage boost?
The way things are currently, removing the 'automatic redistribution' aspect from TT would be disastrous. Even WITH Tactical Team on, resisting the sheer amount of firepower that can be dished out is bloody difficult. Without TT, the majority of escorts wouldn't last long at all, even with healers supporting them.
The game has grown and power-creeped on the assumption that TT won't change.
If TT were 'nerfed' in that way, that would basically be removing the last effective line of defense my Fleet Norgh has, as well. It uses two TTs, EPtS1, and RSP1 for shield-related defenses, with Hazard Emitters 1 for hull healing/cleansing. Everything else is sci-attack or tactical. BO2 and HY3, two copies of Attack Pattern Omega, Tractor Beam and Viral Matrix. I can't fit any more heals onto the thing, not without sacrificing a boff power that I actually have use for in my build. Even with TT up and cycling, people can easily gouge huge chunks out of my shields due to the blatantly RIDICULOUS amounts of spike damage people can do. Even A2B cruisers with EPtW can make big dents in the shields.
I was hoping for this kind of reaction. My ?improvement? is to help make TT not OP anymore. Half the people posting in the thread seem to think that what I am say will make TT better the other half know it?s a big nerf to TT.
I will explain why a little better. Right now TT already takes your heal and puts them into whatever face is taking damage but only until it is full. It also takes current hit points from your other shield. So in the end what I am suggesting will remove the shield auto balancing and could make you over heal your shields.
Now for a numbers example, without using any heal and you only have shield regen. Say you have 10k per shield face max and 50% resis. If you have TT up a person would have to do 80k damage to get through your shields. To keep it really simple say you average 100 shield healing per second per face, or about 800 damage per second average. Now take the TT I am suggesting you would need 20k of damage to get through one face the 800 dps to keep it down.
But you say there are a lot of other heals you can use, yes but if TT makes you heals go to one face first you will very quickly fill the shield up and start over healing. So with a heals TT will still be able to fill a shield face very quickly maybe even faster than now but only if you have a balanced build with shield heals (or good team mates).
The Devs can?t just remove the balance part of TT without pissing a lot of people off so they need the change it. This change will keep TT very powerful if people fly more balanced builds( which is what Devs want) but it will also put a hard cap on how good it is (max shield hit points).
For the people that say TT current state is need to keep up with power creep, I say 2 wrongs don?t make a right. As it is now not everyone uses TT with max up time and even if they do it only has an up time 66%. I think shields themselves should have a weaker version of auto balances. With Regen shield being better at it then Covariant.
I think the elephant in the room that's getting ignored is that healing and damage is so out of hand to the point that if you don't take TT into PvP, you're dead. An unbuffed (no abilities, no skills, 50 weapon power) single DHC does roughly as much DPS as Science ships can passively regenerate in shield points per second.
If this formula is correct (it's from the sto wiki "Guide: Shields", so it might not be), a tier 5 science ship with regenerative shields, regX3 mod, and mk xii, 50 shield power, and no skills would be:
83.4*1.3*1.25*1.3*2.19=385 every 6 seconds.
Boost shields to 125 and you get 1540 regen every 6 seconds. Divide that by 6 and you get 256 shield points per second (the same base DPS of an unbuffed DHC). It would take a little under 24 seconds to regenerate 6000 (a typical amount for regenerative shields) points of shields. Even if this is outdated, it does make a good point here. If one DHC can match the regen of a science ship at its peak regen, five DHC would tear through those shields in about 6 seconds without TT or heals. TT increases the TTL (time to live) to 24 seconds (4x the points in one facing) in the best of scenarios. So, your shields aren't protecting you, your heals are. It makes you wonder why you even have shields; they're totally useless without abilities to heal or instantly redistribute them. So it seems to follow that shields should have more capacity with a nerf to heals (and TT) in favor of more passive regeneration or damage needs to be nerfed heavily.
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I think the elephant in the room that's getting ignored is that healing and damage is so out of hand to the point that if you don't take TT into PvP, you're dead. An unbuffed (no abilities, no skills, 50 weapon power) single DHC does roughly as much DPS as Science ships can passively regenerate in shield points per second.
If this formula is correct (it's from the sto wiki "Guide: Shields", so it might not be), a tier 5 science ship with regenerative shields, regX3 mod, and mk xii, 50 shield power, and no skills would be:
83.4*1.3*1.25*1.3*2.19=385 every 6 seconds.
Boost shields to 125 and you get 1540 regen every 6 seconds. Divide that by 6 and you get 256 shield points per second (the same base DPS of an unbuffed DHC). It would take a little under 24 seconds to regenerate 6000 (a typical amount for regenerative shields) points of shields. Even if this is outdated, it does make a good point here. If one DHC can match the regen of a science ship at its peak regen, five DHC would tear through those shields in about 6 seconds without TT or heals. TT increases the TTL (time to live) to 24 seconds (4x the points in one facing) in the best of scenarios. So, your shields aren't protecting you, your heals are. It makes you wonder why you even have shields; they're totally useless without abilities to heal or instantly redistribute them. So it seems to follow that shields should have more capacity with a nerf to heals (and TT) in favor of more passive regeneration or damage needs to be nerfed heavily.
Let's visit that for a second. You inadvertently opened up the looking glass here because you may also notice some loosely paralleled issues about
You see, you'll get nothing but opposition to any idealistic approach to nerf TT so long as regen shield arrays are pointless. To this effect it was worthy to glimpse here because it is only in revitalizing regenerative shielding will we begin to unravel some of this higher-than-god spike damage if devs refuse to properly balance weapon damage, shelving it's peak curvature.
So in one part I have to salute you for putting a focus on that as I'd wish more would while simply nodding at the obviousness you've put into context here.
The way things are currently, removing the 'automatic redistribution' aspect from TT would be disastrous. Even WITH Tactical Team on, resisting the sheer amount of firepower that can be dished out is bloody difficult. Without TT, the majority of escorts wouldn't last long at all, even with healers supporting them.
The game has grown and power-creeped on the assumption that TT won't change.
If TT were 'nerfed' in that way, that would basically be removing the last effective line of defense my Fleet Norgh has, as well. It uses two TTs, EPtS1, and RSP1 for shield-related defenses, with Hazard Emitters 1 for hull healing/cleansing. Everything else is sci-attack or tactical. BO2 and HY3, two copies of Attack Pattern Omega, Tractor Beam and Viral Matrix. I can't fit any more heals onto the thing, not without sacrificing a boff power that I actually have use for in my build. Even with TT up and cycling, people can easily gouge huge chunks out of my shields due to the blatantly RIDICULOUS amounts of spike damage people can do. Even A2B cruisers with EPtW can make big dents in the shields.
This, pretty much.
Remove the shield distro and then you just make my fleet Defiant's job of making you dead in 1-3 seconds so much easier.
Comments
when I say Improving I mean to add a downside so its not so OP.
Explain how this is an improvement.
Valdus | Charn | Costello | Typhus | Thyran
Well, if you want something improved, then add a downside to it as well, then it's not really an improvement, is it?
I say make TT put your shields heals to the face taking damage. it you don't have any shields heals you will get nothing.
so instead of pull hit points from the other 3 sides it will only pull from heals you use.
ya I should have said for improving the balances of TT
No offence but this isn't a good idea even if TT is very powerful at what it does.
I'm afraid to say but TT is very unlikely to change. You can do without it and indeed premades use a lot less copies than you might think but it makes absorbing damage much easier.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
I wouldn't say shield heals have poorer uptime. everyone gets one ever 6 sec. plus you have ST, TSS, EPtS, ES, shield battery, rep passives, weapon passives, console passives, and I am sure there are a few more.
but you are right about it most likely not getting changed.
lol, I know but that will NEVER happen so I trying to think of something else.
that was when the game was released.I'd be for that if the game would have the same amount of "stuffs" it had in 2010.I say don't even talk about changes to TT or anything else ...last time someone talked about something to be changed we got FAW thingy.
either way most people play without it ...makes me ragequit when I pug as healer lol
Heh, that made me laugh - I'll never forget the time I tossed somebody a TT and they thanked me for the heals. I think I laughed because my brain just couldn't process it any other way. :eek:
Or reduce the speed of distribution to the same speed as manual distribution, and also 1 side at the same time only
@rudiefix Feds: Rudiefix / Thron / Opa
@rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
@rudiefix Roms (KDF alligned): Chicita
Manual distribution...might be something they should consider as a toggle.
95% of the builds should run in teams and ask the escort to cast a tt.Team work is op but your healer should get tt from a escort and the escort should get heals from the healer....that's the idea.
distrib shield on spacebar should be ingame by default.Thats the only bind I use .As for tt ...to change tt you have to pretty much change the entire way people play and remove all the shets from the last 3 seasons.It would be like eptx stunt back when LoR was on tribble.
If your ship has not enough tac stations for tt they better give it a tac station than change tt now.Also tt is the last thing in game that needs change. ...back to faw thread lol
Yes, yes, I know I shouldn't try to rationalise abilities, but that's the sort of person I am. I like things, even in a fantasy, make-believe world to make at least a modicum of sense.
I really fail to see why tactical team redistributes the shields. I would imagine that they would repair weapon systems that are knocked offline (which they do) give a small boost to weapons power (which they do) and perhaps speed up the firing of ALL weapons systems by a small amount by knocking a bit of the standard weapon reload times. This would work for cannons, beams, torps and mines. This makes sense as they're scurrying to the weapons systems and improving efficiency. This would stack with BFAW and CRF, making the weapon cycle time that little bit faster.
But escorts would do more damage, you may say. Yes, but that benefit would be balanced by their shields not magically redistributing. More damage and less tanking should be the way of the escort.
TT needs to be nerfed not improved
Saphire.. Science ground......Ko'el Romulan space Tac
Leva........Tactical ground.....Koj Romulan space Eng
JJ-Verse will never be Canon or considered Lore...It will always be JJ-Verse
I understand all of that, however just because something operates in a particular way isn't justification for it to continue working that way forever.
Additionally, Worf would have had to be singing some ancient, mystical Klingon opera for him to be able to redistribute the shields as fast as it happens in this game.
What about science and engineering team?? People would like to use them as well maybe even more if they had shield distribution. Then you could talk about something like buffing the damage potential of tac team.
Though you'd have to either remove the heals from the other team abilities or give something else to tactical team. If I had to add something instead of shield distribution it would be a scaling accuracy and maybe CrtD or CrtH, it might even encourage use of TT2 maybe even TT3 for strikers.
Having people not use TT to distribute shields at a decent level would also help improve fire on my mark and other tactical debuffs as fewer people would use them and bring balance to the force..team. Would also free up tactical slots for cruisers and science ships.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
I like this. A lot.
Why? TT's the one that does something extra compared to the other teams already.
X Team
Repair/Cleanse X Related Systems/Debuffs
Do Something About Damage (Heal Shields, Heal Hull, Increase Damage)
The three teams have that. One of the teams adds something above and beyond that.
If TT's going to have that third item, that defensive item - then shouldn't an offensive item be added to both ET and ST to balance that out?
Otherwise, that additional item should be removed from TT...no?
As for adding offense to ET and ST? Have ET increase the Weapon Power cap. Have ST increase Exotic damage. Sounds pretty bad, right? Hrmmm, but then why is it okay for TT?
edit: Heck, why they're looking at it - they could actually make the ET cleanse the DOFF'd VM, right? You know, like TT actually removes the BPs - preventing them from doing recurring disables...the ET should cleanse the DOFF'd VM to prevent it from doing the same?
Absolutely. Lock-in-step logic here. I suspect TT's advantages are more of the tetris-coding ethic they've fallen into for years and nothing more. I highly doubt whomever cradled TT as-is from its inception most likely had a lackluster comprehension on visiting ET and ST.
If you take shield distribution for TT then would anyone actually use it? Even now does anyone use TT3 for the damage boost?
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
The game has grown and power-creeped on the assumption that TT won't change.
If TT were 'nerfed' in that way, that would basically be removing the last effective line of defense my Fleet Norgh has, as well. It uses two TTs, EPtS1, and RSP1 for shield-related defenses, with Hazard Emitters 1 for hull healing/cleansing. Everything else is sci-attack or tactical. BO2 and HY3, two copies of Attack Pattern Omega, Tractor Beam and Viral Matrix. I can't fit any more heals onto the thing, not without sacrificing a boff power that I actually have use for in my build. Even with TT up and cycling, people can easily gouge huge chunks out of my shields due to the blatantly RIDICULOUS amounts of spike damage people can do. Even A2B cruisers with EPtW can make big dents in the shields.
I will explain why a little better. Right now TT already takes your heal and puts them into whatever face is taking damage but only until it is full. It also takes current hit points from your other shield. So in the end what I am suggesting will remove the shield auto balancing and could make you over heal your shields.
Now for a numbers example, without using any heal and you only have shield regen. Say you have 10k per shield face max and 50% resis. If you have TT up a person would have to do 80k damage to get through your shields. To keep it really simple say you average 100 shield healing per second per face, or about 800 damage per second average. Now take the TT I am suggesting you would need 20k of damage to get through one face the 800 dps to keep it down.
But you say there are a lot of other heals you can use, yes but if TT makes you heals go to one face first you will very quickly fill the shield up and start over healing. So with a heals TT will still be able to fill a shield face very quickly maybe even faster than now but only if you have a balanced build with shield heals (or good team mates).
The Devs can?t just remove the balance part of TT without pissing a lot of people off so they need the change it. This change will keep TT very powerful if people fly more balanced builds( which is what Devs want) but it will also put a hard cap on how good it is (max shield hit points).
For the people that say TT current state is need to keep up with power creep, I say 2 wrongs don?t make a right. As it is now not everyone uses TT with max up time and even if they do it only has an up time 66%. I think shields themselves should have a weaker version of auto balances. With Regen shield being better at it then Covariant.
If this formula is correct (it's from the sto wiki "Guide: Shields", so it might not be), a tier 5 science ship with regenerative shields, regX3 mod, and mk xii, 50 shield power, and no skills would be:
83.4*1.3*1.25*1.3*2.19=385 every 6 seconds.
Boost shields to 125 and you get 1540 regen every 6 seconds. Divide that by 6 and you get 256 shield points per second (the same base DPS of an unbuffed DHC). It would take a little under 24 seconds to regenerate 6000 (a typical amount for regenerative shields) points of shields. Even if this is outdated, it does make a good point here. If one DHC can match the regen of a science ship at its peak regen, five DHC would tear through those shields in about 6 seconds without TT or heals. TT increases the TTL (time to live) to 24 seconds (4x the points in one facing) in the best of scenarios. So, your shields aren't protecting you, your heals are. It makes you wonder why you even have shields; they're totally useless without abilities to heal or instantly redistribute them. So it seems to follow that shields should have more capacity with a nerf to heals (and TT) in favor of more passive regeneration or damage needs to be nerfed heavily.
Let's visit that for a second. You inadvertently opened up the looking glass here because you may also notice some loosely paralleled issues about
You see, you'll get nothing but opposition to any idealistic approach to nerf TT so long as regen shield arrays are pointless. To this effect it was worthy to glimpse here because it is only in revitalizing regenerative shielding will we begin to unravel some of this higher-than-god spike damage if devs refuse to properly balance weapon damage, shelving it's peak curvature.
So in one part I have to salute you for putting a focus on that as I'd wish more would while simply nodding at the obviousness you've put into context here.
Hull tanking? What's that?
#NoShieldsandYourFaceGetsMelted
This, pretty much.
Remove the shield distro and then you just make my fleet Defiant's job of making you dead in 1-3 seconds so much easier.