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havamhavam Member Posts: 1,735 Arc User
edited June 2013 in PvP Gameplay
If shield redistribution rate became part of the ship stats and tac team added a precentage boost to that?

So tac team is what it is in the current meta. Having flown a bunch of ships, and urging to go back to flying a beam boat this was something that occured to me. Its not so much that tac team is op, but its just very very good compare to its Tac ens competition. It negatively impacts broad siding, and helps to lower Escorts reliance on outsides heals. Since all those shield proc heals, thanks to the high uptime of TT are very effective.

so if we tie shield redistribution rate to ship stats following the formula that the higher your turn rate, the lowers your shield redistribution rate, we could lower the gap between slow and fast turners in pvp. Something that Cryptic, imv, still hasn't quite wrapped their Dev heads around, just how important turn is there.

Tac Team would add a percentage boost based of the targets native distribution rate. This way it would be easier for beam boats to keep broadsiding, since they don't have to turn way their shields facing quite so franticaly, and escorts would have to turn more to keep their shields facing protected, lowering their time on target.

Let's hear it thoughts, criticisms, good / bad?
Post edited by havam on
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Comments

  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited June 2013
    Is not TT a big part of Alpha Attack survival, would this change still allow nonscorts to have a chance to survive such an attack?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • havamhavam Member Posts: 1,735 Arc User
    edited June 2013
    The numbers are still in the air but the idea is to retain the play mechanics of redistributing (binding, tac team fired at the right time, manually choosing a shield facing vs distribute all). But to increase the effectiveness of redistribution for slow turners, when compared to fast turners.

    I don't intend this to be the death of alphas, just to make [Turn] less of a "stat that rules them all. Why not get some sort of synergy going for piloting and survivability. Where slow turners are not punished for being bad escorts, and fast turners are not being awarded for going back and forth in a straight line at little opportunity cost. If need be I'd be even ok with adjusting hit point numbers by bringing them closer together, in order to compensate this new survivability boost.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited June 2013
    Possibly tie shield distribution to ships size and warp core stats? The stats for many equipment change based on what type of vessel you slot it on, why not do the same thing with Shield Distribution?
    Leonard Nimoy, Spock.....:(

    R.I.P
  • ferdzso0ferdzso0 Member Posts: 0 Arc User
    edited June 2013
    havam wrote: »
    If shield redistribution rate became part of the ship stats and tac team added a precentage boost to that?

    when asking such questions, you should first ask yourself two.

    is it going to hurt escorts?
    if yes, then cryptic will not implement it

    is it going to benefit sci and cruisers more than escorts?
    if yes, then cryptic will not implement it

    if both are yes, then the topic opened for it, could be considered a troll topic, and should be closed

    10k DPS Vesta threads: 1; 2
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited June 2013
    Well in that case, why not chunk PvP out all together?
    No more nerf threads
    No more "you cheat-I cheat-they cheat threads"
    No more "I got shot when I wasnt ready, so you know they where exploiting" threads.
    No more "I can only play X hours a day and cant spend X to stay competitve but I should still Rule in PvP" threads.
    No more "Cryptic hates science" threads.
    No more "Cryptic hates Cruisers" threads.
    No more " Cryptic loves Escorts" threads.
    No more " feds dont whine, but klingons do" threads.
    No more " feds do whine, but Klingons dont" threads.
    No more " This that or the other is OP becuase I died to it " threads.
    And my personal favorite, "We have proof of hacking but just cant seem to get evidence to the Devs" threads.

    The list goes on and on. Killing PvP would solve a lot.....


    And make the game less appealing as a whole.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • havamhavam Member Posts: 1,735 Arc User
    edited June 2013
    bitemepwe wrote: »
    Well in that case, why not chunk PvP out all together?
    No more nerf threads
    No more "you cheat-I cheat-they cheat threads"
    No more "I got shot when I wasnt ready, so you know they where exploiting" threads.
    No more "I can only play X hours a day and cant spend X to stay competitve but I should still Rule in PvP" threads.
    No more "Cryptic hates science" threads.
    No more "Cryptic hates Cruisers" threads.
    No more " Cryptic loves Escorts" threads.
    No more " feds dont whine, but klingons do" threads.
    No more " feds do whine, but Klingons dont" threads.
    No more " This that or the other is OP becuase I died to it " threads.
    And my personal favorite, "We have proof of hacking but just cant seem to get evidence to the Devs" threads.

    The list goes on and on. Killing PvP would solve a lot.....


    And make the game less appealing as a whole.
    TBH it woudn't suprise me if that is what cryptic decided to do long ago, but someone from the office higher up told them to keep it quite so they can milk pvp'ers for as long as possible. Those that stay at least... Season 9 pvp update....right!
  • captainednacaptainedna Member Posts: 0 Arc User
    edited June 2013
    ferdzso0 wrote: »
    when asking such questions, you should first ask yourself two.

    is it going to hurt escorts?
    if yes, then cryptic will not implement it

    is it going to benefit sci and cruisers more than escorts?
    if yes, then cryptic will not implement it

    if both are yes, then the topic opened for it, could be considered a troll topic, and should be closed

    wrong section .QQing about escorts is in pve forums.

    On topic:
    How you people come up with these ideas?
  • aquitaine985aquitaine985 Member Posts: 0 Arc User
    edited June 2013
    *Hear's screaming outside*

    The world is not ready Havem, the world is not ready!!

    Quite interesting though. It's one of the sort of crazy things I think Gozer always want to do to give PVP a shakeup.
    [SIGPIC][/SIGPIC]
    @Aquitaine985
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    A Sad Panda of Industrial calibre.
    2010: This is Cryptic PvP. Please hold the line, your call is very important to us...
  • havamhavam Member Posts: 1,735 Arc User
    edited June 2013
    On topic:
    How you people come up with these ideas?

    [Turn] is a great offensive mod, it allows you to bring low arc weapons to bear on our target.

    [Turn] is also a great defensive mod, since it allows you to move a shield facing away from enemy fire quickly.

    As a long time healboat slow sci captain, the game constantly pushes me to fly escort style. Both in PvE and PvP, when i jumped into my shinney D'D I revisted my old beam boat builds, which is when i realized. Just how much offense is gained by being able to use DHC with a high Time on target, and how much defense as well. The whole playstyle of slow turning boats is dead.

    The changes I have in mind should make fast turners, depend on their piloting for defense, having to sacrifice time on target for survivability. While slow turners are punished less for having to use lower DPS weapons, and having shield facings longer exposed to fast turners. Just as slow turners offense depends on piloting as well.

    Best part is for most of PvE (no npc is rebalancing their shields anyway) you wouldn't really feel much of a difference. But for PvP this might be interessting.

    *pushes furniture in front of Reg's doors*
    Le roi est mort, vive le roi !
  • edna#7310 edna Member Posts: 21 Arc User
    edited June 2013
    havam wrote: »
    As a long time healboat slow sci captain, the game constantly pushes me to fly escort style. Both in PvE and PvP, when i jumped into my shinney D'D I revisted my old beam boat builds, which is when i realized. Just how much offense is gained by being able to use DHC with a high Time on target, and how much defense as well. The whole playstyle of slow turning boats is dead.

    The changes I have in mind should make fast turners, depend on their piloting for defense, having to sacrifice time on target for survivability. While slow turners are punished less for having to use lower DPS weapons, and having shield facings longer exposed to fast turners. Just as slow turners offense depends on piloting as well.


    if you fly slow turning ships how about using TT? oh wait you want to change that lol
  • havamhavam Member Posts: 1,735 Arc User
    edited June 2013
    adrianm63 wrote: »
    if you fly slow turning ships how about using TT? oh wait you want to change that lol

    First of all slow turners equipping TT do so at a much higher opportunity cost then fast turners. Since they devote one of their few tac BO slots for defence.

    Second TT was changed because of all Cannon Defiant QQ about how useless their three tac ensing slots are. Not because slow turners needed better shield distro.

    Third, If you read the OP, this is about introducing more variety in effectiveness of TT, by changing the underlying math. Instead of the current one size fits all, that also locks TT2 and TT3 our of the equation while ST3 and ET3 are viable options for PvP. Keeping the anti-alpha function in tact. I really don't see how it would be rendered useless. It would simply be more effective on slow targets, and less effective on fast targets. Please tell me how that would be pre-season 5?
  • skyranger1414skyranger1414 Member Posts: 1,785 Arc User
    edited June 2013
    havam wrote: »
    If shield redistribution rate became part of the ship stats and tac team added a precentage boost to that?

    So tac team is what it is in the current meta. Having flown a bunch of ships, and urging to go back to flying a beam boat this was something that occured to me. Its not so much that tac team is op, but its just very very good compare to its Tac ens competition. It negatively impacts broad siding, and helps to lower Escorts reliance on outsides heals. Since all those shield proc heals, thanks to the high uptime of TT are very effective.

    so if we tie shield redistribution rate to ship stats following the formula that the higher your turn rate, the lowers your shield redistribution rate, we could lower the gap between slow and fast turners in pvp. Something that Cryptic, imv, still hasn't quite wrapped their Dev heads around, just how important turn is there.

    Tac Team would add a percentage boost based of the targets native distribution rate. This way it would be easier for beam boats to keep broadsiding, since they don't have to turn way their shields facing quite so franticaly, and escorts would have to turn more to keep their shields facing protected, lowering their time on target.

    Let's hear it thoughts, criticisms, good / bad?


    Why not just say "whaaaa!!! whaaaa!!! I want to be relevant by forcing others to neeeed meeee"?

    Why not instead say "I want to be as relevant as tacscorts when doing my niche healer build"?7

    Or better yet "those mean escorts! I may have to learn to play!! whaaaa!!!!!"

    See? The more we think about what you're really saying the more ridiculous it sounds. I think you should put more time into figuring out a build you like on ship you can live with than trying to come up with bizarre suggestions in the hopes it'll get a groundswell of support and somehow become the "next thing" to nerf escorts. That or go play a proper fantasy MMO, lots of trinity play there.
  • edna#7310 edna Member Posts: 21 Arc User
    edited June 2013
    havam wrote: »
    First of all slow turners equipping TT do so at a much higher opportunity cost then fast turners. Since they devote one of their few tac BO slots for defence.

    how about using the way to op teamwork and ask for TT from a escort?I know that teamwork is op and needs nerf but its alot easier than changing the game just because theres nothing else to do.

    havam wrote: »
    Please tell me how that would be pre-season 5?

    Im sure they will remove nukara mines ,vm spread doffs ,and all the new sheet just to revert TT pre s5...
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited June 2013
    havam wrote: »
    TBH it woudn't suprise me if that is what cryptic decided to do long ago, but someone from the office higher up told them to keep it quite so they can milk pvp'ers for as long as possible. Those that stay at least... Season 9 pvp update....right!

    I dont think they want to kill PvP, just that it is not that big a blip on thier radar and due to that PvP has suffered.

    All in all though, I like your idea.
    Leonard Nimoy, Spock.....:(

    R.I.P
  • naeviusnaevius Member Posts: 0 Arc User
    edited June 2013
    I think all ships should have built in, 100% uptime tac team functionality (in terms of shield re-distribution only.)
    _________________________________________________
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  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2013
    naevius wrote: »
    I think all ships should have built in, 100% uptime tac team functionality (in terms of shield re-distribution only.)

    Escorts maybe but I like for my cruisers at least being picky with it to make the best use of my shield cap
    ZiOfChe.png?1
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited June 2013
    Why not just say "whaaaa!!! whaaaa!!! I want to be relevant by forcing others to neeeed meeee"?

    Why not instead say "I want to be as relevant as tacscorts when doing my niche healer build"?7

    Or better yet "those mean escorts! I may have to learn to play!! whaaaa!!!!!"

    See? The more we think about what you're really saying the more ridiculous it sounds. I think you should put more time into figuring out a build you like on ship you can live with than trying to come up with bizarre suggestions in the hopes it'll get a groundswell of support and somehow become the "next thing" to nerf escorts. That or go play a proper fantasy MMO, lots of trinity play there.

    You sir spend too much time on the PvE forums, actually this is a good idea depending on the values chosen for base, for skill buffs and for TT.
    ZiOfChe.png?1
  • naeviusnaevius Member Posts: 0 Arc User
    edited June 2013
    adamkafei wrote: »
    Escorts maybe but I like for my cruisers at least being picky with it to make the best use of my shield cap

    I'm not sure what you mean by that; TT pretty much makes optimal use of your shields even if you are fired on from multiple facings. And if it is up all the time there is nothing to decide.

    Basically the whole point would be to give all ships the tanking ability of escorts with 2 copies of TT. (And more!)
    _________________________________________________
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    [Louis Cipher][Outta Gum][Thysa Kymbo][Spanner][Frakk]
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    Joined October 2009. READ BEFORE POSTING
  • havamhavam Member Posts: 1,735 Arc User
    edited June 2013
    adrianm63 wrote: »
    how about using the way to op teamwork and ask for TT from a escort?I know that teamwork is op and needs nerf but its alot easier than changing the game just because theres nothing else to do.

    Reading first helps. The mechanics of cross healing stay the same, but if you want uber-distro you'd either fly a ship that has a high base distro, and turns slow, or you escort needs to equip TT3.

    In either case cross-healing and distributing team skills would still work the same way as it does now. Please read before you project things into my post.

    The target of TT gets a boost to distro (which is what is happening now). THe actual redistribution would be calculate with a different formula though, appling TT boost to its a ships base value. It doesn't matter who sends the TT or if target is ally or self. TT1 on A cruiser results in a certain distro speed, independent if that TT1 came from an escort, or was applied by the cruiser to it self .



    adrianm63 wrote: »
    Im sure they will remove nukara mines ,vm spread doffs ,and all the new sheet just to revert TT pre s5...

    I mean feel free to start your own thread about these issues. I have no idea what that has to do with the OP or anything for that matter. TT pre-season 5 had no impact on shield distribution. What i m proposing has nothing to do with that.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited June 2013
    i like it, but you gave option A, so if they are gonna do something, they are doing B, just not to do A, which is what we want, because we asked to.
  • bareelbareel Member Posts: 3 Arc User
    edited June 2013
    havam wrote: »
    If shield redistribution rate became part of the ship stats and tac team added a precentage boost to that?

    So tac team is what it is in the current meta. Having flown a bunch of ships, and urging to go back to flying a beam boat this was something that occured to me. Its not so much that tac team is op, but its just very very good compare to its Tac ens competition. It negatively impacts broad siding, and helps to lower Escorts reliance on outsides heals. Since all those shield proc heals, thanks to the high uptime of TT are very effective.

    so if we tie shield redistribution rate to ship stats following the formula that the higher your turn rate, the lowers your shield redistribution rate, we could lower the gap between slow and fast turners in pvp. Something that Cryptic, imv, still hasn't quite wrapped their Dev heads around, just how important turn is there.

    Tac Team would add a percentage boost based of the targets native distribution rate. This way it would be easier for beam boats to keep broadsiding, since they don't have to turn way their shields facing quite so franticaly, and escorts would have to turn more to keep their shields facing protected, lowering their time on target.

    Let's hear it thoughts, criticisms, good / bad?

    One of the few really good ideas I've seen. I would assume it would also come with an auto-distrubition feature/option to even the playing field between those with custom keybinds and those without. But yes overall really good idea.

    And you also hit the nail on the head as far as allowing an amazing offensive stat (turn) also being an amazing defensive stat (turn) being a bad idea.
  • ssb64ssb64 Member Posts: 101 Arc User
    edited June 2013
    tactical team is the only boff ability i wouldnt change for nothing, its op compared to other teams, tac team makes apb, fomm, bp useless skills, also tac team is active for 10 secs... sci team and eng team for 5...

    theres no need to make differences in how tac team work based on the ship it is used
    i think this skill is op, and it should:

    A) make the shield distribution only last for 5 secs like other teams

    B) take out the auto distribution ability, (no changes to distribution speed boost)

    i prefer B :P
    [SIGPIC][/SIGPIC]
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  • havamhavam Member Posts: 1,735 Arc User
    edited June 2013
    ssb64 wrote: »
    tactical team is the only boff ability i wouldnt change for nothing, its op compared to other teams, tac team makes apb, fomm, bp useless skills, also tac team is active for 10 secs... sci team and eng team for 5...

    theres no need to make differences in how tac team work based on the ship it is used
    i think this skill is op, and it should:

    A) make the shield distribution only last for 5 secs like other teams

    B) take out the auto distribution ability, (no changes to distribution speed boost)

    i prefer B :P

    Yeah i can't remember which Dev way back talked about a balance pass for Tac Team.

    I could get on board with B), and a nerf to rsp, i doubt that this will happen though. gecko is too scared to make escorts more glass less cannon. I was trying to come up with something stomachable for systems.

    Without Tac team escort's could not achieve healing objective in the two mission that require them. Bummer i know, but unfortunately Systems will not go down this path.

    As for the 5s, good point. Make it even all team skills 5 or 10 pick one.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited June 2013
    tt for 5seconds would be game changing, you have my support
  • edited June 2013
    This content has been removed.
  • captainednacaptainedna Member Posts: 0 Arc User
    edited June 2013
    tt for 5seconds would be game changing, you have my support

    I say it should be lower than most people's pings....even lower than the amount of thinking used in these ideas.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited June 2013
    in what is that related to my post to require a quote ?
  • captainednacaptainedna Member Posts: 0 Arc User
    edited June 2013
    in what is that related to my post to require a quote ?

    in ping ...which is measured in time (ms ) ....you were planning to make TT last abit more than the lag/delay people have.
  • lord7tareqlord7tareq Member Posts: 0 Arc User
    edited June 2013
    Shield distribution should be passive. In fact I'd like to see the tactical team effect be a passive one. Generally in the series its shields as a whole that diminish, and not just sections of shields.
    As a whole I feel shields are still waaay to weak. If you look at a series like TNG, its generally shields that protect a ship. When those are breached for one reason or the other, the ship is in serious trouble. In STO shields are mostly a small buffer, and most of the tanking is done by the hull. When an escort opens up on you, your shields are gone in at most 3 seconds if you don't pop either tactical team or RSP.
  • borgresearcherborgresearcher Member Posts: 451 Arc User
    edited June 2013
    i know what is lag, and im not planning this, im supporting other's planning, and it's not about making it to last longer than someone's ping, it's about making it to last 5 seconds just like the other teams, it's called balancing, "dot"

    Tactical Team
    Removes hostile boarding parties over 10 sec
    Removes tactical debuffs over 10 sec
    +18 Starship Energy Weapons Training for 10 sec
    +18 Starship Projectile Weapons Training for 10 sec
    Distributes shield strength to shields receiving damage for 10 sec

    Engineering Team
    +4,036 Hit Points
    Repairs disabled systems over 5 sec

    Science Team
    11 Shield Regeneration applied once to each facing
    Removes science debuffs for 5 sec
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