If everyone and their uncle puts tac team on all their builds, then that's a sign that the ability is too valuable to pass up. Which is also a good indicator that it's unbalanced.
Instead of hitting it with the nerf hammer, I'd rather see the other two team abilities get a boost. Or maybe remove the shared cooldown, which honestly is probably the biggest problem.
I never undserstand why Tactical team would influence shield distribution at all. I get the damage buff (kinda) and I get the boarding party removal. But why the third perk of redistributing shields? If any, shield manipulation is something you'd expect of engineers or sci teams to work on.
I personally would rework Tactical Team to a offensive/defensive hybrid ability. On allies and self it buffs damage and clears boarding parties. But you can target enemies with it once their shield facing is down and transport tactical teams to their vessel, resulting in a boarding party effect and damage debuff.
Engineering and Science Teams on the other hand would keep their debuff clearing, instant repair and either should both get the shield redistribution OR remove the shield distribution entirely and instead give us ways to increase manual shield distribution.
Further I'd suggest that all teams should have a decreasing chance of clearing debuffs/boarding parties above their own level, meaning a level 3 energy syphon should be cleared by a lvl 3 science team with 100% chance. If you have a lvl 1 science team, the chance of clearing the debuff goes down to 25%. This adds a new layer of strategy to the teams.
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If everyone and their uncle puts tac team on all their builds, then that's a sign that the ability is too valuable to pass up. Which is also a good indicator that it's unbalanced.
Instead of hitting it with the nerf hammer, I'd rather see the other two team abilities get a boost. Or maybe remove the shared cooldown, which honestly is probably the biggest problem.
^^This!!!!!
I am so sick of feeling that i only have one group of guys that seems to do anything.
Enginnering team to your stations! *group puts on technician slacks*
Science team i need more shields! *group changes into lab coats*
Quickly we are being boarded!! *group puss out phaser rifles from under lab coats*
I mean FFS, i get that it is the only Team so all Teams share a CD, but its a bit BS. Please remove that shared CD, or drop the interteam shared to 5s, and keep the duplicate where it is.
But really why, its not like the combined power of these Teams makes you a god, it just makes more sense.
That or Remove all 4 teams, lump all their abilities together into one massive ability and rename it Rapid Response Team.
Because that is what you have essentially done you made one team be far better than the others, and made it so its the only one worth using, because if you use the others that one may be on CD when you need it.
Inertia just means you can do Powerslides in you carrier!
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
I never undserstand why Tactical team would influence shield distribution at all. I get the damage buff (kinda) and I get the boarding party removal. But why the third perk of redistributing shields? If any, shield manipulation is something you'd expect of engineers or sci teams to work on.
I personally would rework Tactical Team to a offensive/defensive hybrid ability. On allies and self it buffs damage and clears boarding parties. But you can target enemies with it once their shield facing is down and transport tactical teams to their vessel, resulting in a boarding party effect and damage debuff.
Engineering and Science Teams on the other hand would keep their debuff clearing, instant repair and either should both get the shield redistribution OR remove the shield distribution entirely and instead give us ways to increase manual shield distribution.
Further I'd suggest that all teams should have a decreasing chance of clearing debuffs/boarding parties above their own level, meaning a level 3 energy syphon should be cleared by a lvl 3 science team with 100% chance. If you have a lvl 1 science team, the chance of clearing the debuff goes down to 25%. This adds a new layer of strategy to the teams.
I also like this. It adds something we RTS mongers like to call "strategy" :cool:
Inertia just means you can do Powerslides in you carrier!
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
From what I heard one of the reasons it's a mess is because tactical team didn't distribute shields and so was massively underused to the hull and shield healing teams.
So they buffed it, course they also buffed damage way higher too so now it's one of the best ways to deal with taking moderate to high damage.
Comments
Instead of hitting it with the nerf hammer, I'd rather see the other two team abilities get a boost. Or maybe remove the shared cooldown, which honestly is probably the biggest problem.
I personally would rework Tactical Team to a offensive/defensive hybrid ability. On allies and self it buffs damage and clears boarding parties. But you can target enemies with it once their shield facing is down and transport tactical teams to their vessel, resulting in a boarding party effect and damage debuff.
Engineering and Science Teams on the other hand would keep their debuff clearing, instant repair and either should both get the shield redistribution OR remove the shield distribution entirely and instead give us ways to increase manual shield distribution.
Further I'd suggest that all teams should have a decreasing chance of clearing debuffs/boarding parties above their own level, meaning a level 3 energy syphon should be cleared by a lvl 3 science team with 100% chance. If you have a lvl 1 science team, the chance of clearing the debuff goes down to 25%. This adds a new layer of strategy to the teams.
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^^This!!!!!
I am so sick of feeling that i only have one group of guys that seems to do anything.
Enginnering team to your stations! *group puts on technician slacks*
Science team i need more shields! *group changes into lab coats*
Quickly we are being boarded!! *group puss out phaser rifles from under lab coats*
I mean FFS, i get that it is the only Team so all Teams share a CD, but its a bit BS. Please remove that shared CD, or drop the interteam shared to 5s, and keep the duplicate where it is.
But really why, its not like the combined power of these Teams makes you a god, it just makes more sense.
That or Remove all 4 teams, lump all their abilities together into one massive ability and rename it Rapid Response Team.
Because that is what you have essentially done you made one team be far better than the others, and made it so its the only one worth using, because if you use the others that one may be on CD when you need it.
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
I also like this. It adds something we RTS mongers like to call "strategy" :cool:
I am Il Shadow and i approve these Shennanigans!
[SIGPIC][/SIGPIC]
So they buffed it, course they also buffed damage way higher too so now it's one of the best ways to deal with taking moderate to 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.