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Please remove the requirement to stock Tactical Team

darramouss1darramouss1 Member Posts: 1,811 Arc User
edited May 2013 in PvP Gameplay
Hello all.

I'm sure that there are builds out there that don't stock Tactical Team but I'm betting they're either rare or they don't have much survivability. It needs to be changed.

As it is, without it you have no hope of surviving a juiced up escort drilling you from a single side. Sure, you may be able to RSP but that's not going to hold you up for long.

I would love to be able to make a ship without it. As things stand, that's never going to happen. Devs, please fix this scenario. Allow us to PvP without having a must-have ability.
Post edited by darramouss1 on

Comments

  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited May 2013
    Well I think they just need to nerf it to 5s like it should be.

    But really this line of argument isn't all that logical.

    Tac team required...

    Sure just like...
    Emergency power to shields
    and hazards
    and transfer shield strength

    We could even argue that there are offensive buffs that are required.

    Just because something is a strong option doesn't mean its bad design per say.
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited May 2013
    Well I think they just need to nerf it to 5s like it should be.

    But really this line of argument isn't all that logical.

    Tac team required...

    Sure just like...
    Emergency power to shields
    and hazards
    and transfer shield strength

    We could even argue that there are offensive buffs that are required.

    Just because something is a strong option doesn't mean its bad design per say.

    I'm not the greatest player and I'm sure that my builds won't have songs sung about them but I have builds that don't use any of the abilities you've mentioned and they can perform respectably. That can't be said of Tactical Team. Once an escort realises you're not using it you can bet you're going to be treated as having a flashing neon target on your hull.
  • antoniosalieriantoniosalieri Member Posts: 0 Arc User
    edited May 2013
    I'm not the greatest player and I'm sure that my builds won't have songs sung about them but I have builds that don't use any of the abilities you've mentioned and they can perform respectably. That can't be said of Tactical Team. Once an escort realises you're not using it you can bet you're going to be treated as having a flashing neon target on your hull.

    I have builds with out tac team at all the perform just fine as well. ;)

    Really though you seriously have a PvP build that performs acceptably with out EPTS... that isn't always cloaked?
    [SIGPIC][/SIGPIC]
    Dignity and an empty sack is worth the sack.
  • theeishtmotheeishtmo Member Posts: 236 Arc User
    edited May 2013
    You can build without tac team. RSP is an engineering solution, as well as EPS. Transfer Shield Strength and sci team are good science solutions. Directing your shields manually is completely viable, I do it quite frequently. Hell, I don't even have it bound to any key, I just click on it with the mouse pointer.

    Tac Team is NOT a requirement, but it's a very strong and useful option.
    I know there is a method but all I see is madness.
  • thisslerthissler Member Posts: 2,055 Arc User
    edited May 2013
    Well I think they just need to nerf it to 5s like it should be.

    But really this line of argument isn't all that logical.

    Tac team required...

    Sure just like...
    Emergency power to shields
    and hazards
    and transfer shield strength

    We could even argue that there are offensive buffs that are required.

    Just because something is a strong option doesn't mean its bad design per say.

    It isn't a strong option so much as it really is vital to surviving an alpha. So it is a strong option in the same sense that breathing is a strong option.

    It isn't bad design per se because it isn't actually part of the game design. It was put into the game to alleviate the consequence of adding acc mods into the game via weapons. A decision we are still paying for today. Acc/Def/Crit sayz "Hai guyz!!". Anyway....

    So yah...no. It isn't quite like those other things. It's been with us so long now that it has been forgotten that it isn't normal and was never originally intended to be as it is now.

    Peace and happy flying and all that!
  • darramouss1darramouss1 Member Posts: 1,811 Arc User
    edited May 2013
    thissler wrote: »
    It isn't a strong option so much as it really is vital to surviving an alpha. So it is a strong option in the same sense that breathing is a strong option.

    This made me laugh out loud!! Love it.
  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    Well I think they just need to nerf it to 5s like it should be.


    or bellow my ping if possible.1-2 seconds to activate + gameserver lag ... *facepalm*
  • rudiefix1rudiefix1 Member Posts: 420
    edited May 2013
    If TT is necessary depense on which ship you fly. With my steamrunner, I use 2 copies of TT1. But that is because I lack science abilities, and I have to fill the tac ensign slots with something.

    Im a huge fan of science team 3 doffed. My sci builds use it, even my ?ber heal ship, the Corsair flightdeck cruiser uses it. With ST3, you won't need TT, ever. It gives you enough additional shields to manually distribute. Also use your wasd buttons. And TT wont help you against subnuc.

    On my fleet Karmarag, I only have TT1 to have it "on demand", but its hardly needed when using EptS3. Because I also use ET1 as only hull heal, Im thinking in replacing TT for a HY

    Now, this looks like a bash of me on TT, but actually Im also a fan of TT. With my alpha bop, I use TT3, to boost weapon damage and attack patterns. The autoshield distro I take for granted...not needing it.
    [SIGPIC][/SIGPIC]

    @rudiefix Feds: Rudiefix / Thron / Opa
    @rudiefix KDFs: Lill / Xifeidur / Dehr / Ugly
    @rudiefix Roms (KDF alligned): Chicita
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited May 2013
    Hello all.

    I'm sure that there are builds out there that don't stock Tactical Team but I'm betting they're either rare or they don't have much survivability. It needs to be changed.

    Play with your fleet/friends and have the Escorts use TT on the healers while the healers spec into primarily ST, with perhaps a copy or 2 of ET team wide to deal with virals or added burst hull heals.

    Generally speaking most premade healer setups don't bring TT, with means 3/5 on team do not have it.
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited May 2013
    There is a button called "Distribute Shields Power", you can even hardwire it on your Key Bind setting. What it does is everytime you hit it, it redistribute / balance all your shield facings such that within seconds, any weakened or down shields is regenerated from shields strengths of other facings. It works great before and after taking fire. Before you take fire, it's like a TT, which constantly distributes the incoming damage to all facings. After you took hit, it works rapidly to restore the down facing(s).

    I am surprised not many people use it in lieu of Tactical Team. The down side with Distribute Shields Power is that the effect last only a few seconds so you need to hit it frequently while under fire. But the effect is very similar to TT except it's a little slower. I have been running builds without TT for a while now and it worked fine. It's more work but with the weapons being set to auto-fire, and all my key bindings being all single button setups, this is not a big issue. The upside is my ship can equip Science Team to counter nasty Sci effects, which to me is more troublesome. Nothing like those who jam sensors you, thinking they have 10 seconds of free hits only that you immediately turn around and continue to pound them, makes them wonder what the heck. :)
  • radkipradkip Member Posts: 0 Arc User
    edited May 2013
    but I have builds that don't use any of the abilities you've mentioned and they can perform respectably.
    Ooh, I'll be putting my plasma weapons on my Nebula and breathe fire if I ever see you, then. I can't imagine a ship without hazard emitters for that simple purpose ever surviving in PvP unless you've got some ridiculous level of passive hull regen.
    Joined: January 2010

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