test content
What is the Arc Client?
Install Arc

Tac Team

husanakxhusanakx Member Posts: 1,608 Arc User
edited July 2012 in PvP Gameplay
Ok so it looks like our friend borticuscryptic... has looked into and hopefully is fixing Chron resistances... and is now willing to do something to correct the phaser issue...

I would say next up is tactical team. (imo anyway)

So what is it that needs to change... imo... 10 seconds is way to long and 5 seconds would be fine outright for the skill... however I doubt people will be happy about the loss of there 10 second shield spinner....

So what I think would be a good solution if borticuscryptic can make it work...

10 Second Shield Distribue
5 Second Debuff Clearance

I think the fact that tac team completely removes tac debuffs including FOMM, and can be chained to be up 66% of the time is silly and very bad for the game. Every other team skill clears debuffs for 5 seconds... tac team is twice as good.

It also makes Boarding Party a joke of a skill for pvp. Which could be a semi good counter to high spam teams as they have as hard a time targeting as there opponents do. However having always on tac teams sort of hinders that idea.

Anyway what are peoples thoughts on Tac Team... am I alone?
Post edited by husanakx on
«13

Comments

  • matteo716maikaimatteo716maikai Member Posts: 823
    edited July 2012
    husanakx wrote: »
    Ok so it looks like our friend borticuscryptic... has looked into and hopefully is fixing Chron resistances... and is now willing to do something to correct the phaser issue...

    I would say next up is tactical team. (imo anyway)

    So what is it that needs to change... imo... 10 seconds is way to long and 5 seconds would be fine outright for the skill... however I doubt people will be happy about the loss of there 10 second shield spinner....

    So what I think would be a good solution if borticuscryptic can make it work...

    10 Second Shield Distribue
    5 Second Debuff Clearance

    I think the fact that tac team completely removes tac debuffs including FOMM, and can be chained to be up 66% of the time is silly and very bad for the game. Every other team skill clears debuffs for 5 seconds... tac team is twice as good.

    It also makes Boarding Party a joke of a skill for pvp. Which could be a semi good counter to high spam teams as they have as hard a time targeting as there opponents do. However having always on tac teams sort of hinders that idea.

    Anyway what are peoples thoughts on Tac Team... am I alone?



    i thought that the chrono resists werent working right even though they "fixed" them?
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited July 2012
    husanakx wrote: »
    Ok so it looks like our friend borticuscryptic... has looked into and hopefully is fixing Chron resistances... and is now willing to do something to correct the phaser issue...

    I would say next up is tactical team. (imo anyway)

    So what is it that needs to change... imo... 10 seconds is way to long and 5 seconds would be fine outright for the skill... however I doubt people will be happy about the loss of there 10 second shield spinner....

    So what I think would be a good solution if borticuscryptic can make it work...

    10 Second Shield Distribue
    5 Second Debuff Clearance

    I think the fact that tac team completely removes tac debuffs including FOMM, and can be chained to be up 66% of the time is silly and very bad for the game. Every other team skill clears debuffs for 5 seconds... tac team is twice as good.

    It also makes Boarding Party a joke of a skill for pvp. Which could be a semi good counter to high spam teams as they have as hard a time targeting as there opponents do. However having always on tac teams sort of hinders that idea.

    Anyway what are peoples thoughts on Tac Team... am I alone?

    If they decide to nerf tac team, then they had better come up with another way for escorts to stay alive in PvP, because Tac Team is all that keeps me from blowing up 80-90% of the time, in both STFs and in PvP. Only other option I can think of is Reverse Shield Polarity, which has far too long of a cooldown to make it viable. With the sheer amount of DPS being thrown around, and the way most escorts, BoPs, and raptors are meant to be used (high DPS, minimal healing). . .there have to be options.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    the debuff remover should last a single second, so it just removes what your afflicted with imo. or the attack patterns need to last longer
  • captkirrahecaptkirrahe Member Posts: 117 Arc User
    edited July 2012
    the debuff remover should last a single second, so it just removes what your afflicted with imo. or the attack patterns need to last longer

    I agree with this, just "clears tac debuffs" rather then 5 secs or so, makes it more situational.. tactical. As for the shield dis, thats way too useful and its not like I have it running 100% what is it with two tac teams? 20 secs out of 30? Or something I cant remember.
    [SIGPIC][/SIGPIC]
    Your Ramming Speed III deals 52098 (99235) Kinetic Damage(Critical) to Remus.
  • dassemstodassemsto Member Posts: 792 Arc User
    edited July 2012
    Yeah, looks like Borticus is our big hope for the future! Finally someone willing to look into the ability systems.

    I'm a bit unsure about tac team... In one way, the shield distribute is the best thing to ever hit STO, in another way, it's the worst. It gave a boost to survivablilty, much needed for BoPs, and is helpful to survive long enough to get your heals going. This is especially important because of STO button lag. :/ Unfortunately, it may be just a little too good.

    Clearing debuffs for 5 sec only, or maybe just upon activation, would be a good start to bring TT back in line.
  • mavairomavairo Member Posts: 579
    edited July 2012
    They need to address Distribute shields being Pathetically Bad now.

    That being said. Minimum change to tac team right now is probably the best. Shorten the cleanse of TT.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    if the distribute all key worked half as well as TT, id be fine with TT's shield effect being remover, would open up another tac station for me.

    does it seem like distribute all works better then distribute top, bottom, etc? seems like distribute all causes all the facing to shuffle around, wile distribute top doesn't seem to shuffle the other facing, just redirect all the shield regeneration forward, or something. bug?
  • mavairomavairo Member Posts: 579
    edited July 2012
    the only time specific facing distribute works at all is when you are not being shot.

    Completely stupid and backwards from how it should be.
  • redrickyredricky Member Posts: 1,004 Arc User
    edited July 2012
    What about clearing boff debuffs but not FOMM? Guess that might bring up an argument about Sci Team clearing SNB...

    IDK, I guess I wouldn't object to changing the shield distribution. I'd be easier to pop but so would everybody else.

    Maybe buff Eng Team and Sci Team instead?
    _______________
    CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
    Norvo Tigan@dontdrunkimshoot: hell ya, maybe
  • shimmerlessshimmerless Member Posts: 0 Arc User
    edited July 2012
    I don't have nearly the experience with the game that husanak does so I'll defer to his judgment, but personally I've never really had a problem with TT. There are costs, however small (team shared cooldowns).

    I'd rather see more competitive Ensign skills, to be honest.
    [SIGPIC][/SIGPIC]
    vids and guides and stuff

    [9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
  • havamhavam Member Posts: 1,735 Arc User
    edited July 2012
    actually tac team and RSP should be looked into together, I m still not a fan of the buffed RSP, tac team can do with slight never, it redistribute is just too good to pass for most builds, also Attack Patterns suffer from omni present tac team.
  • husanakxhusanakx Member Posts: 1,608 Arc User
    edited July 2012
    Honestly nothing will compete with tac team in the ensign slot... if tac team works as it does now. Its a no brainer as it is.

    For the record I am fine with 10 seconds of distribute... there are ways around it and it isn't always a help if you have 2 escorts on opposite ends of you.

    My main issue is the 10 second cleanse... which makes Beta and Delta pretty much useless... I mean no one runs beta 2 or 3 anymore they simply don't stick to anyone.

    Boarding Party... I know we all laugh at it... but if tac team only cleared for 5 seconds... it would make it a useful skill in pvp... the shuttles got a speed upgrade and with all the spam that people pump out it is funny landing them on people dropping tons of pets.

    Anyway, not as major an issue as the chrons and phasers... still it would be nice to have options for a Commander tac slot that doesn't include... Rapid Fire 3 and Rapid Fire 3.
  • thishorizonthishorizon Member Posts: 1,158
    edited July 2012
    id say put in a new power if possible, that distributes shields based on impact.

    and make tac team just a damage buff that actually means something per rank.
  • tripwire690tripwire690 Member Posts: 178 Arc User
    edited July 2012
    I think the major issue with tac team is not being addressed. The issue is that an ENSIGN level skill is boosting survivability; regardless of the fact it is in fact not a heal, on par with the Lieutenant Commander level Science and Engineering Teams. 10 second shield distribution is useful. But it is NOT balanced at ensign level.

    Ensign Tac Team I should be 5 second distribution, Tac Team II should be 7.5 second distribution and Tac Team III can be 10 seconds of distribution. If they didnt want to make tac team a completely seperate skill this change would make it so at the very least Tac Captains would have to sacrifice SOMETHING like Engineers and Science Captains have to in order to slot the very best Team Skill available to them. The problem is not the distribution but its effectiveness at ensign level. There is no reason to run any higher level tac team. Thats just my two cents.
    starfleet_department_of_temporal_investigations_by_gazomg-da64jys.jpg

    Let no other Captain discourage you from what you believe you can achieve in PvP. Debuffs and Disables be damned! Charge up your Backstep and Forge your build out of Lock Boxes, Consoles, and Flash Sales feeding off of only your pure will to chain, spam, and hax your way forward. You will not be forgotten to history.
  • husanakxhusanakx Member Posts: 1,608 Arc User
    edited July 2012
    I think the major issue with tac team is not being addressed. The issue is that an ENSIGN level skill is boosting survivability; regardless of the fact it is in fact not a heal, on par with the Lieutenant Commander level Science and Engineering Teams. 10 second shield distribution is useful. But it is NOT balanced at ensign level.

    Ensign Tac Team I should be 5 second distribution, Tac Team II should be 7.5 second distribution and Tac Team III can be 10 seconds of distribution. If they didnt want to make tac team a completely seperate skill this change would make it so at the very least Tac Captains would have to sacrifice SOMETHING like Engineers and Science Captains have to in order to slot the very best Team Skill available to them. The problem is not the distribution but its effectiveness at ensign level. There is no reason to run any higher level tac team. Thats just my two cents.

    Pretty good point... it is a very powerful ensign ability... of course so is EPTS. I like horizons idea... new skill for shield distro... perhaps with a higher cool down so it can't be chained to be almost perfect... and then revert tac team to what it used to be... heck even let it give you crew back like it used to.

    Responsive Shield Distribution (RSD)... 45 Second cool down
    Level 1 - 10 seconds of distribution
    Level 2 - 15 Seconds
    Level 3 - 20 Seconds

    I think that would be balanced... yes it would be an increase in time of the distribution... it however would no longer negate things like beta / delta and fomm... so in general people would take more dmg. Only level 3 could be chained for 100% up time with a 45 second cool down, but really who would give up 2 lt. commander slots to do that ?

    It would become a tactical usage skill that would be a powerful life saver... but NOT the easy spam 100% up time debuff killer tac team is now at ensign.

    Then tac team can go back to pretty much the way it was ... 5 second debfuff remover, crew replacer... and 5 second dmg buff (which could increase along with number of crew returned for levels 1-3)
  • julissa2julissa2 Member Posts: 23 Arc User
    edited July 2012
    I feel a little different on this. Lets talk about this in a single ship format and not in fleet sense. If you are a lone escort flying around (cause I assume this is really where the discussion is at and not really cruisers or sci ships) and you are fighting another ship one on one, what else do they really have survivability wise? Lets compare to the other Tac Teams that engineers and science captains will field.

    You can blow a hole in a engineer captain with an alpha strike, but he will likely pop a ET2 or 3 (because they are significantly better than 1) along with EPtS2 or 3. Now his hull, which is already larger to begin with, is back up and his shields are back right away and regening faster.

    You can blow a hole in a sci captain with an alpha strike, but she will likely pop a SC2 or 3 (also significantly better) along with HE2 or 3. Again, her larger shields pop back immediately and her hull regenerates quickly.

    Tac Captains due to limited bridge stations cannot get any of the decent eng or sci skills which would allow them to heal up after taking a beating like the other two ships. They could to a lesser degree using the level 1 versions, but as we know they are very weak. That is where they need to have Tac Team and they really need the higher version to be better than it is. As it stands i see no reason to have the debuff removal removed from the ability or decrease the duration. It is really all they have to survive.

    If a sci captain or and engi captain takes Tac Team as one of their tac abilities they are significatly reducing their ability to output damage because that usually only leaves them with one other ability. Sure they can take it, and yes it will make them harder to kill due to the debuff, but if they use the tac team, they are not gonna pop Eng or Sci team for at least 15 seconds, and that is an eternity in combat. That also is taking their teeth which means they are not gonna kill the scort quickly at all and the Tac Team the escort has is more than enough to keep them alive.

    IMHO TT should stay exactly how it is right now. If there was a buff that should be changed its subnuc beam. It has too long a cooldown and already has a very limited arc.
  • shelevshelev Member Posts: 51 Arc User
    edited July 2012
    husanakx wrote: »
    Pretty good point... it is a very powerful ensign ability... of course so is EPTS. I like horizons idea... new skill for shield distro... perhaps with a higher cool down so it can't be chained to be almost perfect... and then revert tac team to what it used to be... heck even let it give you crew back like it used to.

    Responsive Shield Distribution (RSD)... 45 Second cool down
    Level 1 - 10 seconds of distribution
    Level 2 - 15 Seconds
    Level 3 - 20 Seconds

    I think that would be balanced... yes it would be an increase in time of the distribution... it however would no longer negate things like beta / delta and fomm... so in general people would take more dmg. Only level 3 could be chained for 100% up time with a 45 second cool down, but really who would give up 2 lt. commander slots to do that ?

    It would become a tactical usage skill that would be a powerful life saver... but NOT the easy spam 100% up time debuff killer tac team is now at ensign.

    Then tac team can go back to pretty much the way it was ... 5 second debfuff remover, crew replacer... and 5 second dmg buff (which could increase along with number of crew returned for levels 1-3)

    I'm all for just straight up removing boff super speed shield distribution and making it full on manual, leave balance as a slow distribute, but make the targeted manual distributes (front, rear, and the sides) be nearly on par if not better than current TT distribute speeds.

    Bring more player interaction to shield distribution not just "lulz I can keep up EPTS and TT, so I can cruise around being super hard to kill".

    TT should instead of a distribution buff get a more offensive slant to it. Keep its clearing as is, but instead of distributing give it a buff to targeting, manuvering, and threat control. So it would clear boarding parties/tac debuffs, and improve your accuracy, defense, and threat control which would scale with rank.

    Or if you do want distributing to be a boff power, give it to engineers, they need more realistic low end choices between, EPTS, EPTS, or EPTS. Further for ship durability it would put sci's and escorts at having to choose between EPTS or automatic distribution in many cases making them abit squishier in most cases.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    if it were me i would set TT up like this

    TT1- 10 second distribute, +32 weapons training for 10 seconds, 5 second debuff heal, 20% crew heal

    TT2- 11 second distribute, +40 weapons training for 11 seconds, 6 second debuff heal, 30% crew heal

    TT3- 12 second distribute, +48 weapons training for 12 seconds, 7 second debuff heal, 40% crew heal

    but i would also make the distribute all function a bit better, so TT wouldn't necessarily be required just for that. it would be more about the damage buff and the crew heal. i guess its a buff defensively, but its also a true offense buff to whoever uses it too.
  • husanakxhusanakx Member Posts: 1,608 Arc User
    edited July 2012
    Honestly escort pilots did fine before the tac team change... I flew escorts then and did fine... where escorts harder to pilot YES. Is that a bad thing ? I don't think so. Really putting rapid fire x 2 with tac team x 2 and epts x 2 right now is not exactly rocket science... throw in Shield Distro doffs x 3 and you have a basic escort setup a monkey could fly.

    I liked having to kill someone fast or die... I liked having to know when it was time to run... IMO escorts have become 500x easier to play... which I don't think is a good thing. There is no tactics involved in simply having 2 copies of everything.

    Also escorts don't need to tank like champs if cruisers and sci ships where not using tac team to be immune from the escort debuffs.... beta and delta. Frankly with out tac team around Getting beta 3 on someone was a killer... I remember bleed killing people with beta 3 on them... now ya no kidden the escort needs to tank his debuffs are useless. I could be wrong but I think 5 second tac team debuffs and the game would be alot more fun.
  • marctraiderzmarctraiderz Member Posts: 539 Arc User
    edited July 2012
    husanakx wrote: »
    Ok so it looks like our friend borticuscryptic... has looked into and hopefully is fixing Chron resistances... and is now willing to do something to correct the phaser issue...

    I would say next up is tactical team. (imo anyway)

    So what is it that needs to change... imo... 10 seconds is way to long and 5 seconds would be fine outright for the skill... however I doubt people will be happy about the loss of there 10 second shield spinner....

    So what I think would be a good solution if borticuscryptic can make it work...

    10 Second Shield Distribue
    5 Second Debuff Clearance

    I think the fact that tac team completely removes tac debuffs including FOMM, and can be chained to be up 66% of the time is silly and very bad for the game. Every other team skill clears debuffs for 5 seconds... tac team is twice as good.

    It also makes Boarding Party a joke of a skill for pvp. Which could be a semi good counter to high spam teams as they have as hard a time targeting as there opponents do. However having always on tac teams sort of hinders that idea.

    Anyway what are peoples thoughts on Tac Team... am I alone?

    Yet to be seen if chronitons are/will be fixed, a few tribble patchnotes back they said the fixed them and that they are also coutnerable with internal dampeners, but i think they only put the fix in the release notes :P


    For the Tactical Team issue, I dont really see the issue. At least I do not experience them that much. Even a tactical team can be ***** through with enough DPS or some nice crits hehe. Besides we have the subnuke doffs now!
  • dant158#3249 dant158 Member Posts: 11 Arc User
    edited July 2012
    Heretic was looking at this a while ago.
    Unfortunately as one of his own pet projects, not an 'official' one... Now that he's left... All we can do is hope Borticus picks it up some day.

    Anyway, my favourite suggestion: 10 second redistro speed buff (perhaps scaling with team level) (*not* auto redistro), and a 5 second debuff clear, along with an energy/projectile weapons skill buff for 10 seconds, scaling with team level.
  • murmurhem187murmurhem187 Member Posts: 49 Arc User
    edited July 2012
    remove the distribute shields. That simple.
    Koopa27 -X-treme
  • thishorizonthishorizon Member Posts: 1,158
    edited July 2012
    remove the distribute shields. That simple.

    this, and drastically increase its damage buff.

    it could be, that simple....

    its not hard to balance your shields.

    you all know that distribute does not equal balance right?

    hrm.
  • broken1981broken1981 Member Posts: 0 Arc User
    edited July 2012
    if the distribute all key worked half as well as TT, id be fine with TT's shield effect being remover, would open up another tac station for me.

    some of us actually like the dps boost...........
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • broken1981broken1981 Member Posts: 0 Arc User
    edited July 2012
    this, and drastically increase its damage buff.

    it could be, that simple....

    its not hard to balance your shields.

    you all know that distribute does not equal balance right?

    hrm.
    remove the distribute shields. That simple.

    yes yes yes yes. i use tt to clear debuffs and better dps. not because of an omg alpha(tho that helps) but i do hate that tt alone is the reason not to even run beta over delta. give tt the dps boost and 5 sec clear to tact debuffs. thats all thats needed. if u want tt to blance sheilds then make a version 2 for that.

    maybe also if u take off shild distro escourts might not seems so stupidly tankey as they are now. we all mostly came from the days of the tt just to use a slot. well wtf did we all do back then? did we come so dependent on this skill that we all forgot how to stay alieve? go old school or GTFO

    on a side note maybe it will force logimo even in 1v1 to see why epts are so important when his lolz tt dose not disto his shields for him and he has to learn to keep shild power up with resit and blance thoes with space bar.
    Join Date: Dec 2007Originally Posted by BROKEN1981
    I can throw [Fireworks] at you and hope you catch on fire and burn to death lol
  • dassemstodassemsto Member Posts: 792 Arc User
    edited July 2012
    its not hard to balance your shields.

    Balancing is so slow it's barely more than a tool for distributing shield facings when you're not in combat... :(
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited July 2012
    broken1981 wrote: »
    some of us actually like the dps boost...........

    so do i, im advocating for it to be increased
    if it were me i would set TT up like this

    TT1- 10 second distribute, +32 weapons training for 10 seconds, 5 second debuff heal, 20% crew heal

    TT2- 11 second distribute, +40 weapons training for 11 seconds, 6 second debuff heal, 30% crew heal

    TT3- 12 second distribute, +48 weapons training for 12 seconds, 7 second debuff heal, 40% crew heal

    but i would also make the distribute all function a bit better, so TT wouldn't necessarily be required just for that. it would be more about the damage buff and the crew heal. i guess its a buff defensively, but its also a true offense buff to whoever uses it too.

    those of you saying you don't need TT to distribute shields and that the standard distribute is enough, have been living inside premades with overlaping ES active on you for too long. if the lol bug decides to alpha strike you, and you don't have TT, there is really not much you can do by yourself to prevent immediate death, save for an RSP with 3 out of 4 facing healthy.

    TT's current functionality is required in a pvp environment with 5 tac console escorts, and 20 different ways of turning your defenses off, or stopping you from turning at all. the standard distribution comes no were close to being enough to outpace an alpha strikes damage, or focus fire. its only good enough for off peek damage and cruiser damage over time.
  • darkemisary420darkemisary420 Member Posts: 42 Arc User
    edited July 2012
    you little girls QQ too much....heres an idea....how about you go buy a rockem sockem robot arena and leave sto alone......and stop crying.....though this will probably fall on deaf ears and constant QQ'er will be by shortly to confirm
  • darkemisary420darkemisary420 Member Posts: 42 Arc User
    edited July 2012
    i have a better idea...how about stop nerfing powers that counter a escorts deadly alpha strike,,,or do 1 better and get rid of the alpha strike altogether...maybe make fire on my mark HAlF as effective...attack pattern alpha at a max of 15% extra damage and start there.....you dont fix game imbalance by breaking the balance even more....any defensive power nerfs should come with an onslaught of tactical nerfs....alpha is +50% damage for 30 seconds?....i suggest +10% damage for 10 seconds....how about a big fat disruptor nerf....the way it works its like your target is under a constant beta attack that never goes away....how about fire on my mark...surely that massive buff could use some nerfage.....its practically a hex...anyone who has it is dead within seconds.....and go down fighting can be removed altogether...starships don't get am adrenaline boost.....should i go on?
  • darkemisary420darkemisary420 Member Posts: 42 Arc User
    edited July 2012
    When the chinese land there soldiers here and commence operation wipe out america.....are you gonna fight like a man or run and hide like a cowardly klingon...and BEG for a NERF because its unfair.....listen...grow a set people....its embarrassing to be even 3rd hand acquainted with little pussies like you QQ'er's i have seen 4 year old barby addicted little girls made of tougher stuff...seriously
Sign In or Register to comment.