lets look at engy team:
adds a metric TRIBBLE ton of hull points and removes subsystem debuffs, or repairs bad subsystems for FIVE seconds.
lets look at sci team:
adds a whole bunch of shields to EACH arc AND removes crippling science debufs for five seconds.
ok now lets look at tac team:
tac team makes it so you cant use sci team or engy team for 15 seconds.
tac team adds 50 damage to each heavy cannon or about 10 damage to each phaser bank for 5 seconds... hardly enough to time initiate an attack.
Tac team also alledgedly removes tactical debuffs.
however i have NEVER seen a tac team remove "fire on my mark" once it has been placed on me.
it also removes Beta and Delta ONCE.
but both beta and delta are reoccuring debuffs... that will show up again as soon as the next attack comes!
so...
when a cannon carrying escort like the raptor or defiant is forced to take 3 copies of tac team 1... what is the benefit again?
and who in the WHOLE game actually uses tactical team 3?!?!
if you actually USE tac team 3... PLEASE post on this thread...
i PROMISE i won;t laugh at you!
maybe it's time tactical team actually DID something!!!
Tac team also alledgedly removes tactical debuffs.
however i have NEVER seen a tac team remove "fire on my mark" once it has been placed on me.
Every time I've used it, I've seen it remove fire on my mark or any other tactical debuff. I agree it could stand to be better, probably a lot better. I'd say let Tac Team 1 give immunity to tactical debuffs for 10-15 seconds, leaving the rest more or less as is. That would actually manage to make it competitive. What should higher ranks do? I dunno, maybe they should add some maneuverability as well.
Tactical team restores crew. Unfortunately, its pretty bad for a number of reasons:
it only restores injured and not dead crewmen.
lol crew.
small amounts of kinetic damage easily kills significantly more than tactical team can restore in the same time frame.
Additionally, the other uses are pretty weak as well.
Attack patterns like beta and Delta are just going to be reapplied as soon as the 5 seconds are over.
The 5 second extra damage boost is extremely marginal when used for pressure.
The 5 second extra damage boost has uses with spikes, but even then its marginal at best.
lol crew.
Almost no one uses boarding parties due to a variety of reasons. The fact that they require an engineering skill slot doesn't help either (move them to tactical cryptic!).
Now hold on just a second!!! I completely refute Tac Teams uselessness!!!
After all, Tac Team does... hmmm...
...
Well lets not forget about how it... uhhh...
...
At least it is better than... man...
...
Why the HELL is this a skill anyway? I bet it's only there because we have Eng/Sci team, and they didn't want the Tactical officers to feel left out.
It's like begging your mom for the hottest new namebrand (flavor of the week) thing... and she gets you the super crappy cheap knockoffs. You get to school and you realize right away... you aint fooling anyone.
I agree as compared to the other team skills, Tact ical Team is way outdistanced in usefullness.
It sucks basically, in my opinion.
Rank I: Ensign 1m 25s 50 75
Adds able crewmen - Never noticed any difference and its not like crew size seems important anyways.
Removes hostile boarding parties over 5 sec - Again never noticed any help in combat and 5 seconds is hardly long enough to matter anyways.
Removes tactical debuffs over 5 sec - Again never noticed any help in combat and 5 seconds is hardly long enough to matter anyways.
+X Starship Energy Weapons Training for 5 sec - duration is way too short to help and boosting this skill is less effective than just boosting weapon dammage by a slight "%" instead.
+X Starship Projectile Weapons Training for 5 sec - duration is way too short to help and boosting this skill is less effective than just boosting weapon dammage by a slight "%" instead.
Over all the skill needs a rethinking to make it more effective and inline with the other team skills.
Clearing Fire on my Mark is what makes it shine for support ships. When multiple enemy ships in PvP stack that debuff the damage can become overwhelming, and being able to instantly remove it is wonderful.
I encounter Boarding Team with some regularity. I don't find Tactical Team to be good enough at dealing with it, though. It appears to reduce the duration, not instantly remove the power.
For PvE one of the problems is the prevalence of Science debuffs, most notably SNB which is frustrating at best and encourages ships to run a copy of Science Team to clear it. More copies of Fire on my Mark on future content ships, instead of even more SNB, will somewhat increase the usefulness of this power.
I'd like to see Tactical Team buffed such that:
* It provides immunity to tactical debuffs for 10 seconds.
* It automatically clears any Boarding Party of an equal or lower rank.
* It restores significantly more crew
* It provides a skill bonus for 10 seconds.
The skill should be as tempting as Eng and Sci team, both of which are extremely useful.
Correct me if I'm wrong , but don't they also "recharge / add" to your sick/dead/ill crew count (?) and does that not in turn increase hull repair ?
Sure , it's just a little , but honestly that's all I remember useing them for ... .
I must agree with the general sentiment. I really feel that tactical team should not Place on Cooldown any other Team, it is not worth it, it got me killed more than once and I am about to stop using it.
The best change they can do with it is to make it so that it doe snot cause other Teams to go on cooldown, then it would be really worth having for those that feel they need it.
Augmenting its powers can lead to unbalanced results, by shrewd BOP captains
on one level it would make sense to seperate tac team from the others cooldowns, as a "tactical team" would comprise of "tactical officers" forming a specific team to complete an emergency task as ordered by their commanding officer.
but then you could make the argument for the OTHER teams... since each team would be comprised of the best 5-10 officers of that class: engineering, sciences, or tactical.
so if all these officers are already seperated and waiting orders, why should they step on eachothers toes?
it isnt like they are ALL one team!
i thought THATS the reason WHY we had different specialized classes of officers...
so that they could work on seperate things on a ship without getting in eachothers way?!?!
so do we really want the teams to not share cooldowns?
it would make sense, but then would engy and sci team be too powerful because they could be used back to back?
i personally would love the idea since i could use all three at once.
and i too save my worthless tac team 1 for only specific situations when NO ONE is shooting at me.
if i am taking fire i never use it, in case i need a science team (or engy team if you use it)
even if we did this... tac tam is still COMPLETELY overshadowed by the effectiveness of the other two team skills.
so how is that fair?
again it sounds like a consolation prize.
"tac teams, like many other tactical skills, or not as effective as the other capt classes, but at least you can use it now"
no sir... i don't liek it.
i don't completely understand HOW tac team increases crew?
would that be a "medical team"?
maybe we should have another science power called "medical team"
when i imaginea "tactical team" being activated and sent around the ship to help out... i dont see them "cloning" more troops or rushing to sick bay and kicking wounded crewmen until they get up?!?!
(imagines Lee Ermy yelling at wounded starfleet officers in sickbay and laughs)
i invision officers who were at battlestations awaiting orders to either RUSH against enemy boarding actions to repel boarders.
i could also see them, under orders, abandoning their security posts to rush into the torpedo room or bridge and man extra tactical stations.
i can EVEN see them BOARDING other ships if there shields go down using the teleporter...
as has been done in countless movies and tv episodes.
i also can't for the life of me understand WHY a captain would send enginneers in a shuttle board enemy vessels.
wouldnt you send tactical troops and marines with a couple support troops, like medics and the odd engineer, along for support?
(maybe because security and engineers where the same shirts i guess?!?! thats lame)
shouldn't, as faithborn eluded too, boarding party be a tactical or nutral power?
well thats a discussion for another day.
so although i appreciate a show of support...
i dont think eliminating tac team cooldown so CRUISERS and ENGIES can use engy and sci team more often is going to cut it...
that sounds like a round about way to make sci team and engy team better...
no... tac team SUCKS and it needs to do somethign useful, and something that makes sense.
not "turn orange crew to white, and then amp weapons by 5 points of damage a second" (which is neglegable)
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Every time I've used it, I've seen it remove fire on my mark or any other tactical debuff. I agree it could stand to be better, probably a lot better. I'd say let Tac Team 1 give immunity to tactical debuffs for 10-15 seconds, leaving the rest more or less as is. That would actually manage to make it competitive. What should higher ranks do? I dunno, maybe they should add some maneuverability as well.
- it only restores injured and not dead crewmen.
- lol crew.
- small amounts of kinetic damage easily kills significantly more than tactical team can restore in the same time frame.
Additionally, the other uses are pretty weak as well.Borg Boarding Parties.
After all, Tac Team does... hmmm...
...
Well lets not forget about how it... uhhh...
...
At least it is better than... man...
...
Why the HELL is this a skill anyway? I bet it's only there because we have Eng/Sci team, and they didn't want the Tactical officers to feel left out.
It's like begging your mom for the hottest new namebrand (flavor of the week) thing... and she gets you the super crappy cheap knockoffs. You get to school and you realize right away... you aint fooling anyone.
TAC TEAM BLOWS!
It sucks basically, in my opinion.
Rank I: Ensign 1m 25s 50 75
Adds able crewmen - Never noticed any difference and its not like crew size seems important anyways.
Removes hostile boarding parties over 5 sec - Again never noticed any help in combat and 5 seconds is hardly long enough to matter anyways.
Removes tactical debuffs over 5 sec - Again never noticed any help in combat and 5 seconds is hardly long enough to matter anyways.
+X Starship Energy Weapons Training for 5 sec - duration is way too short to help and boosting this skill is less effective than just boosting weapon dammage by a slight "%" instead.
+X Starship Projectile Weapons Training for 5 sec - duration is way too short to help and boosting this skill is less effective than just boosting weapon dammage by a slight "%" instead.
Over all the skill needs a rethinking to make it more effective and inline with the other team skills.
If it did that at least it'd be worth keeping.
I encounter Boarding Team with some regularity. I don't find Tactical Team to be good enough at dealing with it, though. It appears to reduce the duration, not instantly remove the power.
For PvE one of the problems is the prevalence of Science debuffs, most notably SNB which is frustrating at best and encourages ships to run a copy of Science Team to clear it. More copies of Fire on my Mark on future content ships, instead of even more SNB, will somewhat increase the usefulness of this power.
I'd like to see Tactical Team buffed such that:
* It provides immunity to tactical debuffs for 10 seconds.
* It automatically clears any Boarding Party of an equal or lower rank.
* It restores significantly more crew
* It provides a skill bonus for 10 seconds.
The skill should be as tempting as Eng and Sci team, both of which are extremely useful.
Sure , it's just a little , but honestly that's all I remember useing them for ...
The best change they can do with it is to make it so that it doe snot cause other Teams to go on cooldown, then it would be really worth having for those that feel they need it.
Augmenting its powers can lead to unbalanced results, by shrewd BOP captains
@spartan: i promised i wouldn't laugh...
on one level it would make sense to seperate tac team from the others cooldowns, as a "tactical team" would comprise of "tactical officers" forming a specific team to complete an emergency task as ordered by their commanding officer.
but then you could make the argument for the OTHER teams... since each team would be comprised of the best 5-10 officers of that class: engineering, sciences, or tactical.
so if all these officers are already seperated and waiting orders, why should they step on eachothers toes?
it isnt like they are ALL one team!
i thought THATS the reason WHY we had different specialized classes of officers...
so that they could work on seperate things on a ship without getting in eachothers way?!?!
so do we really want the teams to not share cooldowns?
it would make sense, but then would engy and sci team be too powerful because they could be used back to back?
i personally would love the idea since i could use all three at once.
and i too save my worthless tac team 1 for only specific situations when NO ONE is shooting at me.
if i am taking fire i never use it, in case i need a science team (or engy team if you use it)
even if we did this... tac tam is still COMPLETELY overshadowed by the effectiveness of the other two team skills.
so how is that fair?
again it sounds like a consolation prize.
"tac teams, like many other tactical skills, or not as effective as the other capt classes, but at least you can use it now"
no sir... i don't liek it.
i don't completely understand HOW tac team increases crew?
would that be a "medical team"?
maybe we should have another science power called "medical team"
when i imaginea "tactical team" being activated and sent around the ship to help out... i dont see them "cloning" more troops or rushing to sick bay and kicking wounded crewmen until they get up?!?!
(imagines Lee Ermy yelling at wounded starfleet officers in sickbay and laughs)
i invision officers who were at battlestations awaiting orders to either RUSH against enemy boarding actions to repel boarders.
i could also see them, under orders, abandoning their security posts to rush into the torpedo room or bridge and man extra tactical stations.
i can EVEN see them BOARDING other ships if there shields go down using the teleporter...
as has been done in countless movies and tv episodes.
i also can't for the life of me understand WHY a captain would send enginneers in a shuttle board enemy vessels.
wouldnt you send tactical troops and marines with a couple support troops, like medics and the odd engineer, along for support?
(maybe because security and engineers where the same shirts i guess?!?! thats lame)
shouldn't, as faithborn eluded too, boarding party be a tactical or nutral power?
well thats a discussion for another day.
so although i appreciate a show of support...
i dont think eliminating tac team cooldown so CRUISERS and ENGIES can use engy and sci team more often is going to cut it...
that sounds like a round about way to make sci team and engy team better...
no... tac team SUCKS and it needs to do somethign useful, and something that makes sense.
not "turn orange crew to white, and then amp weapons by 5 points of damage a second" (which is neglegable)