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Stop Beating Around the Bush - Just nerf Tacs

janewaywarriorjanewaywarrior Member Posts: 93 Arc User
As a Tactical Captain myself, I have noticed the enormous power I have over other Captain's of different classes. Coupled with obviously over-powered vessels such as the JHAS or Fleet Defiant and it becomes a deadly "synergy" of its own.

So lets stop this talk about "re-balancing Engineering and Science" which quite frankly, we all know that Cryptic are just not able to do. They've had 3 years to balance the classes and have failed and proved they are not interested in that.

The most simple solution is to nerf the damage that Tactical Captain's are capable of. Stop Attack Pattern Alpha from interacting with Science Abilities by locking it to "WEAPON DAMAGE ONLY" and nerfing it to 25%. Also Go Down Fighting should also be "WEAPON DAMAGE ONLY" and nerf the durability of Escorts by 15% across to board to become the Glass Cannons that we all know that they should be.

These topics about changing skills etc are really not needed because it just brings us away from the main issues. Tactical has been too powerful for too long and are Cryptic's favorites because they do not know how to do other abilities without making damage ridiculous.
Post edited by janewaywarrior on
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Comments

  • drkfrontiersdrkfrontiers Member Posts: 2,477 Arc User
    edited March 2013
    I blow up sufficient JHAS, Fleet Defiants in my cruiser to know they are not invincible. Its a case of playing at their weakness.

    I will give you a hint.

    Counter their Speed & maneuverability. - slow them down. Target Engines instead of FAW. Chrotonic Mines and Torps. Polaron weapons work great. Chrotonic Torps are great if you can afford a Lt.Cmdr Torp Spread III.

    Most cruiser captains I see still play to the idea that FAW is the only important offensive skill. Its the last one I go for, for the above reason. Any ship that looses its ability for speed and maneuver is fighting on it's back leg and defensively.

    Counter DPS - 2x sub-system targeting doffs - Target Weapons. They become limp biscuits. Your durability will wear them down, either till they run or just to stubborn to admit they are already dead.

    If you happen to come across a premade, you had better figure out who their heavy hitter is, and apply the above to them constantly and still remember your role is to support your team.
  • erockererocker Member Posts: 0 Arc User
    edited March 2013
    How about... NO. :rolleyes:
    [SIGPIC][/SIGPIC]
  • haravikkharavikk Member Posts: 278
    edited March 2013
    When it comes to escorts, the main problems aren't damage, but:
    • Crew damage is broken, which means one of the biggest advantages cruisers should have (large hull self-heal, amplified abilities from crew) is essentially missing from the game. If Cryptic only give cruisers one thing, then it's this that would be number one on my list.
    • As you say, tactical abilities shouldn't bleed over to onto science ones; they should be restricted to weapon damage only. This would also allow science abilities to be more powerful once again, and return some of them to exotic damage rather than kinetic.
    • The main thing that needs nerfing IMO are the attack patterns, specifically attack pattern omega, which gives a damage boost, good damage resistance, speed and turn-rate boosts (which improve defence), a defence boost,and immunity to movement debuffs! Either this should have its effect severely reduced or it should swap the damage bonus to a large damage penalty so that it's actually survival focused. Personally I'd ditch the speed and turn bonuses and bonus damage, so all you get is enough defence + damage resist to use already superior speed to escape, or evasive manoeuvres.
    • Healing/damage resistance effects need to be moved more towards the high end of engineering and science, to limit their access for escorts, or at least restrict them to low level abilities. Tactical team should really have its shield distribution dropped into the Shield Distribution duty officer with a lower overall effect, boosted by shield power settings.
    • NPCs in PvE need to have their damage significantly reduced, but deliver it as more, weaker attacks (except for things like Plasma Energy Bolts). This way getting occasional enemy fire is manageable rather than potentially killing you instantly. Tanks would still suffer under pressure, but would have more time to react to what's happening, which should emphasise the need for them in PvE, as an escort drawing too much threat would still be overwhelmed over time with the shift in healing abilities.

    These are the ways in which things should be fixed. Definitely more work involved but it's hardly difficult stuff to do. Obviously the real boon to PvE would be AI that doesn't suck, but if the NPCs have to remain hit-point sinks then they need to do their huge damage over time so we can actually have tanks and healers doing something for a change.
  • mikenight00mikenight00 Member Posts: 101 Arc User
    edited March 2013
    While PvE is nothing but a DPS race they aren't going to harm their bread and butter by nerfing tac ships. If the May update changes that dynamic then they might be sympathetic to it.
    [SIGPIC][/SIGPIC]
    Never Forget 5/21
  • bpharmabpharma Member Posts: 2,022
    edited March 2013
    I think restricting the damage boost on tactical captain skills to weapons is long over due.

    A splitting of AP:O properties might be better, so you either get a damage, speed and turn boost or a defence, tractor immunity and speed boost.

    Most people will not notice a difference but it would mean science and engineering offensive and damaging skills can be increased without getting broken by a stacking of career restricted damage buffs.

    As for AP:A and GDF the boosts are fine, perhaps the duration is a bit long but changes need to be made bit by bit, tested fully and making sure it's for the better and not a massive game breaking nerf.

    It would be nice if someone could tell me how many skills and weapons etc have been nerfed due to AP:A, FOMM, tactical fleet and GDF being stacked to get crazily high damage.

    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.
  • erockererocker Member Posts: 0 Arc User
    edited March 2013
    If this is about PvP, why not just give Eng/Sci ships a flat percentage boost for PvP matches?
    [SIGPIC][/SIGPIC]
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    I don't mind buffing non-tacticals and non-escorts...


    .. but nerf my escorts and I will complain so loud that Cryptic will have to triple Attack pattern damage bonus to silence the nerd rage I will stirr up.



    Stop ruining my pve, pvpers.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • janewaywarriorjanewaywarrior Member Posts: 93 Arc User
    edited March 2013
    The problem is that Cryptic are not capable of changing things to make the game more balanced so the easier option is to just nerf Tacticals to bring them in line with Science and Engineering.

    Trust me, this is within Cryptic's intelligence level, what everyone else is suggesting is not.
  • crownvic2doorcrownvic2door Member Posts: 301 Arc User
    edited March 2013
    Always complaining...nerf nerf nerf...How about ...NO. if anything they need to lower the energy use of the beams and turrets to actually match the DPS they do.

    That would make everybody happy.
  • janewaywarriorjanewaywarrior Member Posts: 93 Arc User
    edited March 2013
    Always complaining...nerf nerf nerf...How about ...NO. if anything they need to lower the energy use of the beams and turrets to actually match the DPS they do.

    That would make everybody happy.

    That will not deal with the underlying issue which is that Tactical Captains are too powerful over every other class.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited March 2013
    Try to, for at least once in your lives, see this from the PvE majority's standpoint:

    Nerfing tacticals means STFs are harder. This is BAD.

    Boosting engineers and scientists means STFs are easier. This is GOOD.
    Let us wear Swimsuits on Foundry maps or bridges please! I would pay zen for that.
  • janewaywarriorjanewaywarrior Member Posts: 93 Arc User
    edited March 2013
    tpalelena wrote: »
    Try to, for at least once in your lives, see this from the PvE majority's standpoint:

    Nerfing tacticals means STFs are harder. This is BAD.

    Boosting engineers and scientists means STFs are easier. This is GOOD.

    Its not our fault is STF's are made harder. They need to be made harder and this might give Cryptic the kick to add other optionals then just "Kill this quickly".
  • crownvic2doorcrownvic2door Member Posts: 301 Arc User
    edited March 2013
    The answer isn't a nerf! Escorts need the firepower, they are an escort it is their job to hit hard and fast, And tactical captains if they have a means to heal then that makes life easier for those of us that don't pvp. My main character is an engineer I have a few cruisers a handful of escorts and the breen which is kind of a middle between an escort and a cruiser.

    The answer is actually a buff to beams and turrets which MANY cruisers use...now I admit I'm not a huge treckie but from what I have seen an over-boosted beam should come pretty close to ripping apart an enemy ship.:eek: Watch your power levels as you fire all your weapons and you will see exactly what I'm talking about. notice the damage your weapons do gets lower and lower as your power gets depleted.
  • tsurutafan01tsurutafan01 Member Posts: 0 Arc User
    edited March 2013
    Their weapons are fine.

    As long as Tactical Team remains by far the best engineering skill in the game, nothing will change.

    The issuse isn't the cannon. It's the glass.


    "We are smart." - Grebnedlog

    Member of Alliance Central Command/boq botlhra'ghom
  • anazondaanazonda Member Posts: 8,399 Arc User
    edited March 2013
    I agree... And while we are at it, I think the OP Sci's should be nerfed as well (No... I am dead serious).
    Don't look silly... Don't call it the "Z-Store/Zen Store"...
    Let me put the rumors to rest: it's definitely still the C-Store (Cryptic Store) It just takes ZEN.
    Like Duty Officers? Support effords to gather ideas
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited March 2013
    tpalelena wrote: »
    I don't mind buffing non-tacticals and non-escorts...

    Mind if I call you a Hypocrite?
    ZiOfChe.png?1
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited March 2013
    The problem is that Cryptic are not capable of changing things to make the game more balanced so the easier option is to just nerf Tacticals to bring them in line with Science and Engineering.

    Trust me, this is within Cryptic's intelligence level, what everyone else is suggesting is not.

    It seems to me that the even better solution would be for the character class descriptions to be updated so that people know what they're actually getting into. As it is people just go with whatever sounds "cool" or "trekkie" and only when they reach lvl 50 do they realize that scis in sci vessels won't be like janeway and use space magic to solve everything. We all know what scis are designed to do, we all know that having a single sci around that really knows their stuff can be an amazing boon, we all know that most of the time scis really want to be doing damage above all else so why are they scis??


    Personally I really like it the way it is, it neatly sidesteps the trinity without penalizing specialized rooles. Not necessary but not a detriment either, how great is that? Why can't other game companies get that?
  • chaytelsolverrechaytelsolverre Member Posts: 0 Arc User
    edited March 2013
    I don't know that nerfing is an answer. Tacs are already pretty bad on the ground in PvP and PvE. Space is kind of their thing. If they can't do so much there, there's really no place for them anymore. As an Engineer, I deal out hideous amounts of damage and am utterly unkillable in ground combat. (The same, to a degree is true of Sci, though it needs a bit more work to do it just so.) I'm not as needed in space. to me that's always just been how it is. Tacs rule space and largely suck on the ground. Engineers are amazing on the ground, not so hot in space, and science is decent but not showstopping, in both.
  • ryeknowryeknow Member Posts: 191 Arc User
    edited March 2013
    Its not our fault is STF's are made harder. They need to be made harder and this might give Cryptic the kick to add other optionals then just "Kill this quickly".



    Sure. Just as soon as they make STO endgame something more than a hamster grind wheel. Im all for having challenging content, as long as its something we arent funneled into doing over and over and over and over and over again on a daily basis.











    By the majority of the posts, this isnt exactly a nerf tacts thread, but more of a nerf escorts thread yet again.
  • ryeknowryeknow Member Posts: 191 Arc User
    edited March 2013
    I don't know that nerfing is an answer. Tacs are already pretty bad on the ground in PvP and PvE. Space is kind of their thing. If they can't do so much there, there's really no place for them anymore. As an Engineer, I deal out hideous amounts of damage and am utterly unkillable in ground combat. (The same, to a degree is true of Sci, though it needs a bit more work to do it just so.) I'm not as needed in space. to me that's always just been how it is. Tacs rule space and largely suck on the ground. Engineers are amazing on the ground, not so hot in space, and science is decent but not showstopping, in both.



    I agree with this.
  • tostrekkie7tostrekkie7 Member Posts: 50 Arc User
    edited March 2013
    As a Tactical Captain myself, I have noticed the enormous power I have over other Captain's of different classes. Coupled with obviously over-powered vessels such as the JHAS or Fleet Defiant and it becomes a deadly "synergy" of its own.....
    That will not deal with the underlying issue which is that Tactical Captains are too powerful over every other class.

    I'm calling BS on you janeway. I am a Tac and can tell without a doubt you're no Tac. You're clever though & I'll give you that. What you really are is an Eng or Sci who was smart enough to know if you complained about Tac DPS all you'd get are replies telling you to stop your whining. So you decided to use reverse psychology & try to make us believe you're "really" a Tac calling out you're own (Tac) ability of DPS as OP???

    The careers are a game of rock/paper/scissors. In this case DPS/Tank/Healer. You're good at one & weak at the other two. If you "really" were a Tac you'd know we get all that DPS at the cost of tank and heal abilities. Tacs have few Eng/Sci skills & consoles. Hence the term "Glass Cannons".

    If you're really unhappy about your DPS being OP as a Tac (imposter), lower your weapons power down to nothing or mount beams on your escort. Better yet, run the (in)famous Rainbow build.

    Yes this response if filled with sarcasm, but all of the threads calling for nerfs to DPS or increases to beam DPS are unwarranted. There is balance if you look at the big picture.
  • transam83transam83 Member Posts: 33 Arc User
    edited March 2013
    As a Tactical Captain myself, I have noticed the enormous power I have over other Captain's of different classes. Coupled with obviously over-powered vessels such as the JHAS or Fleet Defiant and it becomes a deadly "synergy" of its own.

    You left out the new Anodorian ship as well. I fly one and can destroy both the fleet defiant and the LOLJHAS. Only the people who can not afford to buy one or have a terrible setup and cant play the game will say the ship sucks...

    But yes, Tac's are a bit OP at the moment :(

    I know alot will disagree and say just buff the other classes, but i think they are all fine. Sorry, i know you all want to prevent your flavor of the game class from being hit with the nerf bat, but being a Tac myself, I know they are far above and apart from the other two classes in the game.

    I could understand if this game took advantage of the trinity system, however it does not, it is a DPS is king race and nothing more.
  • lexusk19lexusk19 Member Posts: 1,412 Arc User
    edited March 2013
    As one who flys Tac, Engi, and Sci I say yes.. Tac needs a nerf. They have made it the only good class to choose anymore. Wen the new Rom season comes out I want to make an Engi but I know I will have to make a Tac if I want to do anything. :(
    1e3sni150tar.jpg
  • rakija879rakija879 Member Posts: 646 Arc User
    edited March 2013
    Tac team, apo and jhas are OP otherwise everything can pass . But other balance problems mainly happen because cruiser/eng are backward in their development and in need massive amounts of Dev loveeeee :P
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited March 2013
    Nerfing Tacs would not work and is uneeded.
    Ive killed planty of Bugships, Defiants and the smurf ships in my BC.
    Several things need changing but how Tacs play is not one of them.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • erockererocker Member Posts: 0 Arc User
    edited March 2013
    erocker wrote: »
    If this is about PvP, why not just give Eng/Sci ships a flat percentage boost for PvP matches?
    The problem is that Cryptic are not capable of changing things to make the game more balanced so the easier option is to just nerf Tacticals to bring them in line with Science and Engineering.

    Trust me, this is within Cryptic's intelligence level, what everyone else is suggesting is not.

    Not true. With things like XP boosts and DOFF boosts, this can clearly be done.
    [SIGPIC][/SIGPIC]
  • hals3yhals3y Member Posts: 7 Arc User
    edited March 2013
    What many people fail to realize is that balance does not sell ships. Sooner or later they will nerf tac. captains in one way or another and boost eng./cruisers to supremacy. Then everyone will have to buy the latest cruiser in order to compete. It's called an arms race. It sells.
  • howiedizzlehowiedizzle Member Posts: 122 Arc User
    edited March 2013
    Leave Tacs alone, they pop consistently enough that their not the real problem... The problem is people in cruisers and science vessels don't know how to use them... Go to ESD, its a sespool of misinformation and stupidity, and too many times I see terrible advice being given out to people in general...

    If any changes were to be made, I'd like to see:

    Cruiser gain +1 boff Lt boff slot, 5th fore weapon slot, weapon drain scaled to weapon damage (not dps)
    Science gain +1 deflector slot and +1 universal console slot.

    Of all the "problems" with cruisers, which I don't actually think are that numerous, my one problem is they have the same total boffs as little escorts and they have many times 1000 more crew... That's a little ridiculous...
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited March 2013
    I blow up sufficient JHAS, Fleet Defiants in my cruiser to know they are not invincible. Its a case of playing at their weakness.

    I will give you a hint.

    Counter their Speed & maneuverability. - slow them down. Target Engines instead of FAW. Chrotonic Mines and Torps. Polaron weapons work great. Chrotonic Torps are great if you can afford a Lt.Cmdr Torp Spread III.

    Most cruiser captains I see still play to the idea that FAW is the only important offensive skill. Its the last one I go for, for the above reason. Any ship that looses its ability for speed and maneuver is fighting on it's back leg and defensively.

    Counter DPS - 2x sub-system targeting doffs - Target Weapons. They become limp biscuits. Your durability will wear them down, either till they run or just to stubborn to admit they are already dead.

    If you happen to come across a premade, you had better figure out who their heavy hitter is, and apply the above to them constantly and still remember your role is to support your team.

    I'l take the opportunity to re-iterate this. In PvP, this is how you kill escorts.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • janewaywarriorjanewaywarrior Member Posts: 93 Arc User
    edited March 2013
    I'm calling BS on you janeway. I am a Tac and can tell without a doubt you're no Tac. You're clever though & I'll give you that. What you really are is an Eng or Sci who was smart enough to know if you complained about Tac DPS all you'd get are replies telling you to stop your whining. So you decided to use reverse psychology & try to make us believe you're "really" a Tac calling out you're own (Tac) ability of DPS as OP???

    The careers are a game of rock/paper/scissors. In this case DPS/Tank/Healer. You're good at one & weak at the other two. If you "really" were a Tac you'd know we get all that DPS at the cost of tank and heal abilities. Tacs have few Eng/Sci skills & consoles. Hence the term "Glass Cannons".

    If you're really unhappy about your DPS being OP as a Tac (imposter), lower your weapons power down to nothing or mount beams on your escort. Better yet, run the (in)famous Rainbow build.

    Yes this response if filled with sarcasm, but all of the threads calling for nerfs to DPS or increases to beam DPS are unwarranted. There is balance if you look at the big picture.

    Well you are obviously wrong, my main is "Warbird", a tactical in a Fleet Prometheus and yes I have a high engineer. I enjoy Tac but I think they are completely too powerful. It ruins the game for others when they have no role.
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