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Why the Broken Tanking in this game?

I don't get it. The skills, the ships and the obvious role of the Engineer's class buffs seem to indicate that the mechanics of STO means for Engineers to be the Tanks of this game. However, you can build an Engineer, maximize all stats geared toward Tanking, pick up everything you can that boosts aggro management and resistances...and STILL not pull aggro off that tiny little ship which is doing insane amounts of DPS.

What good is all that resistance and all that aggro management abilities if you can't even gain aggro? Why such a broken system? Why do Engineers not have some kind of a bonus to threat generation that scales with level?

It seems obvious that the STO mechanics intends for Engineers with big boats to be Tanks in this game. However, it also seems obvious that whoever is in charge of this game, be it Cryptic or "Perfect World", have no clue how to give Tank Captains the ability to control threat as needed against the ever so increasing and insane damage output of the DPS that just keeps going up higher and higher with almost every new update.

So what gives? Is my analogy of this game pretty spot on? Or am I doing something terribly wrong? Upon doing some research prior to this post, I find my opinion is not unlike many others who have posted on various websites. So either we are all completely clueless on how to hold aggro without trading in our resistance for DPS, which in the end would make us useless all the way around, or the mechanics in this game are horribly flawed.

So what gives? Any advice or insight would be extremely appreciated.
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    nightkennightken Member Posts: 2,824 Arc User
    your doing something wrong.. your assuming the payed any attention to roles and balance when you have nothing but proof of the opposite.


    oh yes engineers in cruiser were suppose to be tanks.

    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    navar#3536 navar Member Posts: 198 Arc User
    You dont tank or pull agro off of anyone. The only person you tank for is yourself.

    I don't know if you meant for that to be funny or sadly just the plain truth, but I got a good laugh anyhow. :smiley:

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    navar#3536 navar Member Posts: 198 Arc User
    nightken wrote: »
    your doing something wrong.. your assuming the payed any attention to roles and balance when you have nothing but proof of the opposite.


    oh yes engineers in cruiser were suppose to be tanks.

    Yeah...can't say I disagree. Not with a straight face anyway.

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    kamiyama317kamiyama317 Member Posts: 1,295 Arc User
    Most people who tank aren't using the threat modification consoles that increase your threat. This is one of the things that really grinds my gears - space whales using -threat consoles in PVE queues.

    I tried a tanking build in a Nebula once, back before threat mod consoles were a thing, that used photonic shockwave and feedback pulse. I would fly into a group, shockwave, everyone would shoot at me, and then I would turn on feedback pulse and hold the aggro. This was also before they nerfed photonic shockwave - it used to to pretty good damage. Cryptic said it was bugged and "fixed" it. It hasn't been worthwhile since.

    It worked but what drove me away was the lack of a way to resist subsystem offline abilities. A tank is worthless if your shields go offline and you eat a torpedo salvo to the face. I especially hated Klingon NPC's in Fleet Alert - every time I aggroed a cloud of them, 100% of the time my shields would go offline. I don't know what it was that they were doing - I suspect it was beam target shields (gorn ships???), but I'm not sure. Anyways I gave it up and moved on.

    If one of the new sets has a hot restart ability on the shields, it might be worthwhile doing a tank with that, +threat consoles, and AOE attacks. But I haven't looked - I only fly DPS setups now.
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    tinkerstormtinkerstorm Member Posts: 853 Arc User
    Escorts can tank just fine. It's not as if they are glass cannons.
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    navar#3536 navar Member Posts: 198 Arc User
    Most people who tank aren't using the threat modification consoles that increase your threat. This is one of the things that really grinds my gears - space whales using -threat consoles in PVE queues.

    I tried a tanking build in a Nebula once, back before threat mod consoles were a thing, that used photonic shockwave and feedback pulse. I would fly into a group, shockwave, everyone would shoot at me, and then I would turn on feedback pulse and hold the aggro. This was also before they nerfed photonic shockwave - it used to to pretty good damage. Cryptic said it was bugged and "fixed" it. It hasn't been worthwhile since.

    It worked but what drove me away was the lack of a way to resist subsystem offline abilities. A tank is worthless if your shields go offline and you eat a torpedo salvo to the face. I especially hated Klingon NPC's in Fleet Alert - every time I aggroed a cloud of them, 100% of the time my shields would go offline. I don't know what it was that they were doing - I suspect it was beam target shields (gorn ships???), but I'm not sure. Anyways I gave it up and moved on.

    If one of the new sets has a hot restart ability on the shields, it might be worthwhile doing a tank with that, +threat consoles, and AOE attacks. But I haven't looked - I only fly DPS setups now.

    As mentioned in my OP, I did a bit of research prior to making this post. The biggest complain I seen was that the consoles that gained threat cost highly in other areas. Such as, resistance, or shield regeneration/Max Capacity consoles or the likes. This was why people were actually suggesting NOT to get those consoles. I myself am going to give them a shot and see how they work before I give up. I'm willing to bet they do nothing to help though, as I have seen nobody say anything good about them as of yet.

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    sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    You make some good points, but I think the Trekkers would be fine with any attempts made at balance. It's just the gamers that would flip.
    Captain Jean-Luc Picard: "We think we've come so far. Torture of heretics, burning of witches, it's all ancient history. Then - before you can blink an eye - suddenly it threatens to start all over again."

    "With the first link, the chain is forged. The first speech censured, the first thought forbidden, the first freedom denied, chains us all irrevocably."

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    nightkennightken Member Posts: 2,824 Arc User
    You make some good points, but I think the Trekkers would be fine with any attempts made at balance. It's just the gamers that would flip.

    not even, the min maxers and people who chased after epic rarity would be the ones to lose it.


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    tinkerstormtinkerstorm Member Posts: 853 Arc User
    beameddown wrote: »
    most all MMOs have tank classes that are invaluable in groups


    sto doesn't have that,
    only one role is needed in EVERY SINGLE INSTANCE

    a dps role
    And there's your answer. STO is not an MMO. STO is an arcade game.

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    nightkennightken Member Posts: 2,824 Arc User
    beameddown wrote: »
    most all MMOs have tank classes that are invaluable in groups


    sto doesn't have that,
    only one role is needed in EVERY SINGLE INSTANCE

    a dps role
    And there's your answer. STO is not an MMO. STO is an arcade game.

    isn't that a little rude... to arcade games. I mean arcade try to balance things a little.


    if I stop posting it doesn't make you right it. just means I don't have enough rum to continue interacting with you.
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    navar#3536 navar Member Posts: 198 Arc User
    beameddown wrote: »
    As mentioned in my OP, I did a bit of research prior to making this post. The biggest complain I seen was that the consoles that gained threat cost highly in other areas. Such as, resistance, or shield regeneration/Max Capacity consoles or the likes. This was why people were actually suggesting NOT to get those consoles. I myself am going to give them a shot and see how they work before I give up. I'm willing to bet they do nothing to help though, as I have seen nobody say anything good about them as of yet.

    here, let me save you a bit of time

    5 years played the game,
    often times 7-8 hours a day,
    7 days a week,
    10+ fully flushed out toons,
    decked out with sick gear,
    played many roles in pvp,
    played high dps builds for pve,

    and anyone else can step in here and they will tell you the same thing-

    there is no point to tanking builds in stfs or ANY pve content

    there just is no point- fact

    there is no situation, no argument, or scenario where the BEST choice would be "pass on the 80k scimy tac captain" and trade him for a ... whatever class, whatever ship, whatever GEAR LOADOUT version of a tank toon/ship

    tanking class, tanking role, tanking job, etc BECAUSE how cryptic has constructed the pve content (im not kidding here, not pulling your leg, a zillion other players can come in here and can tell you the same thing) there is NO NEED FOR THEM

    its like wearing plate armor and having a sword with you in modern day combat, there is no point-

    its so much of a pointless thing to do, that it actually HURTS your team for doing it

    as in

    the stf would be done faster, easier, and have higher rewards-time spent by NOT taking along the tanking character

    again: its not your fault- its cryptics
    anyone that has played ANY MMO games knows the role of tanking and how important it can be

    but this game? sto?
    no point

    the only purpose I can see for tanking, is if you are a roleplayer- and you really do not want to ever, ever, ever die no matter what

    that it is more important to you to never see your ship explode (when there is zero penalty for having it happen) EVEN IF it means your team takes forever to beat the mission/stf THUS lowering the productivity of even doing the mission/sft in the first place

    the other purpose I can kind of see a semi justification for is the Barbie players out there,

    they dont know what they are doing, they dont WANT to learn how to do it, they want to:

    "be free... and fly.. and have the FREEDOM to pick and choose... whatever their heart desires... and itsnotaboutthe GOAL of the game.. the JOB of the mission.. its.. about.. the... journey- THAT AND LOOKING GOOD WHILE YOU DO IT!" LOL!!

    and that's cool to right? I mean anyone can pick say the wizard class from a standard MMO and just decide not to use spells right? choose to use a battle ax and not wear armor right? then get bent out a shape when players around then try and explain to them that they are "doing it wrong"

    but TRIBBLE it LOL
    whatever floats their boat right? ;)


    That's what I kind of figured. And it's sad really. All those pretty ships out there and only a small handful are even worth being in. *Walks away kicking can in the street*
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    ryakidrysryakidrys Member Posts: 830 Arc User
    1. tanking works
    2. Those who exclaim it does not work, repeatedly do so in spite of evidence.
    3. Ask what you can do to do it better and there will be advice that helps
    4. Take a look at http://www.arcgames.com/en/forums/startrekonline/#/discussion/1189840/introduction-to-space-pve-tanking-in-sto/p1
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    simeion1simeion1 Member Posts: 898 Arc User
    edited September 2015
    I can fix this in two words " remove Geko". He has gone on record many times during interviews about not having the holy trinty in this game. He is the lead design. It is up to him and the EP to bring balance to this game and they are not. Pulling threat off people even ones doing high dps is easy. Threat control, threat gen consoles, and proximity to the target you are try to pull aggressive also help. These are multipliers to your threat gen. Little dps also does not hurt. This is one reason the game is truly messed up. If cruiser and eng are tanks....in the ideal world. Then why don't eng consoles have threat gen. Cruisers should have modifiers for threat gen and eng powers should have taunt to grab aggro.

    A taunt would auto grab the aggro off any target it is used on. Short duration that will allow it to be used numerous times in a short period.

    There should also be a new penalty for deaths in queued pve content. Ships should be disabled until another player can lower there shields and repair you. Should have 4 seconds of shield down time and 6 seconds for the disabled ship to regen to 25%.

    Changing deaths to disables
    Removing time gates
    Adding feedback pulse to enemies
    Adding taunt powers
    This is some ways to bring back balance


    320x240.jpg
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    ryakidrysryakidrys Member Posts: 830 Arc User
    simeion1 wrote: »
    If cruiser and eng are tanks....in the ideal world. Then why don't eng consoles have threat gen. Cruisers should have modifiers for threat gen and eng powers should have taunt to grab aggro.

    A taunt would auto grab the aggro off any target it is used on. Short duration that will allow it to be used numerous times in a short period.

    I've held aggro in ISA for someone doing 3.45 times the DPS of a tank, using a single +TH console and 3 points in threat gen skill....like a properly setup tank needs more gizmos to generate more threat?!?! What do you want, tanks doing 3k DPS holding aggro for folks doing 100k DPS? That's when all the hatred about tanks not pulling their weight would be true.
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    theraven2378theraven2378 Member Posts: 5,986 Arc User
    My cruisers are always built to tank
    NMXb2ph.png
      "The meaning of victory is not to merely defeat your enemy but to destroy him, to completely eradicate him from living memory, to leave no remnant of his endeavours, to crush utterly his achievement and remove from all record his every trace of existence. From that defeat no enemy can ever recover. That is the meaning of victory."
      -Lord Commander Solar Macharius
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      ryakidrysryakidrys Member Posts: 830 Arc User
      edited September 2015
      As mentioned in my OP, I did a bit of research prior to making this post. The biggest complain I seen was that the consoles that gained threat cost highly in other areas. Such as, resistance, or shield regeneration/Max Capacity consoles or the likes. This was why people were actually suggesting NOT to get those consoles. I myself am going to give them a shot and see how they work before I give up. I'm willing to bet they do nothing to help though, as I have seen nobody say anything good about them as of yet.

      You do not need to obtain expensive consoles to be able to pull aggro, a minimum of 3 points in threat control is all you need to get started. If you want to get as much as possible, then you can certainly go for more points in the threat control skill, the romulan embassy consoles and/ or the deflectors which have a +threat modifier either at initial purchase or after upgrades.
      I run 3 tanks, 2 with only 3 points in threat control. Only my hard core tank has 9 points in threat control, a deflector that adds to threat generation and 3 romulan embassy science consoles that have the +TH mod as well. The area some tank setups fail at, if they fail at something, is they do poorly getting sufficient DPS to go with the threat modifiers to get and hold aggro. Without a good focus on DPS, the tank becomes a turtle, does not help the team as much as could be hoped for, and those are the ones that get the other players upset the most. Don't be a turtle, be a tank.
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      koraheaglecrykoraheaglecry Member Posts: 250 Arc User
      edited September 2015
      All you have to do is tank enough to stay alive while dishing out as much DPS as you can. If people cant figure it out yet. They never will. Cryptic figured out a long time ago that there was money in selling power. And theyve made the most money out of it. You dont need a tank when you have people blowing through content easily with 100k DPS.
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      lianthelialianthelia Member Posts: 7,825 Arc User
      The game is broken, plain and simple...the trinity isn't used or needed.
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      ryakidrysryakidrys Member Posts: 830 Arc User
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      warmaker001bwarmaker001b Member Posts: 9,205 Arc User
      edited September 2015
      With NPCs being merely TRIBBLE meatshields, why would anyone "Tank" in this game when it's far faster, far more efficient to burn targets down with sheer firepower? Even more so when you have a team that can put out the hurt? You don't need some super-duper 200k DPS build to pimpslap the hell out of the PVE of this game.

      The possibility of "Tanking" in STO had existed at launch. But changes in the game soon afterwards made it pointless. The moment the "Glass Cannons" had things like Bonus Defense, LtCdr ENG stations, "Tanking" was no more.

      If there any sign of life on the notion of "Tanking," the appearance of TAC Cruisers, Cruisers with a LtCdr TAC stations... That should have smashed the dying patient's head with a shovel and dumping it in a ditch in the desert.
      XzRTofz.gif
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      paxdawnpaxdawn Member Posts: 767 Arc User
      All you have to do is tank enough to stay alive while dishing out as much DPS as you can. If people cant figure it out yet. They never will. Cryptic figured out a long time ago that there was money in selling power. And theyve made the most money out of it. You dont need a tank when you have people blowing through content easily with 100k DPS.

      Well, first problem is the STF. If a player is overqualified for a content like ISA. Second problem there are very few players capable of doing 100k or blow content easily. thirdly, you cannot push DPS to the limit without support. Finally, nothing in the game is required. You can finish it with 5 competent healers, 5 competent tanks, 5 competent dpsers which does minimum mission requirements. Trinity is a choice not a forced issue.
      lianthelia wrote: »
      The game is broken, plain and simple...the trinity isn't used or needed.

      For players who have no idea to make the correct nor play trinity builds nor appreciate/know the difference of STFs. Yes, this is true. Like I said above, Trinity is a choice not a forced issue.
      beameddown wrote: »
      -snip-
      If you dont like ISA and overqualified for it, go to HSE. Find out how long your tank will last.
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      ryakidrysryakidrys Member Posts: 830 Arc User
      beameddown wrote: »
      ryakidrys wrote: »
      1. tanking works
      2. Those who exclaim it does not work, repeatedly do so in spite of evidence.
      3. Ask what you can do to do it better and there will be advice that helps
      4. Take a look at http://www.arcgames.com/en/forums/startrekonline/#/discussion/1189840/introduction-to-space-pve-tanking-in-sto/p1

      I know you want there to be a purpose for them- I honestly get that, but I hope you can respect the fact that me, (anyone for that matter because of how stupid the value for dps in this game is) ME, I can "tank" the tactical cube in ISA with a fleet dauntless, having zero points in any of the skills that buff resistances, zero resistance consoles, and flying with eng team 1, sci team 2, and hazard emitters 1- with NO traits.. ship or personal geared in ANYWAY towards heal- resistance- anything and can "tank" the cube..

      that's TRIBBLE sad by the way, its sad

      now for some of you scratching your heads out there going "whaaa" you have to take into account beyond what I am doing but also what my TEAM is doing as well

      dps
      lots of it

      and then the cube dies in seconds, not: 1,2,3,4,5,6,7, LOL its double digits but its well under a full minute

      and even when I have pugged? (again, my god, I am in no way a top guy for dps, those guys? it IS single seconds that tac cubes alive LOL) but even pugging for god sakes, I can easily shrug off the damage of the tac cube in situations that it takes over a minute

      and when your talking "packs", groups of mobs, yet again- no problems, NONE

      why again? some might ask?

      tactics is a big part of it,
      go in with a team that KNOWS what they are doing, BUILT solid dps ships, and things melt so fast,

      so quickly, that its even hard to keep up with the PACK for god sakes in this laggy TRIBBLE game as WE ALL spill over the entire ISA

      now-
      with that absolute REALITY in this game, that FACT, that any player, can take a stupid dps build and simply out PERFORM the
      tank classes
      disable classes
      vaper classes

      that, (and again, its how cryptic has built this game over 5 years now) just render those other STANDARD APPROACHES that we see SO common in many, many OTHER MMOs, those other team based approaches that make combat so much more rewarding, teamwork more rewarding, and I would even level the case the entire atmosphere of the playerbase as more friendly/talkative
      those other approaches?

      pointless
      and Im not talking from a min/maxer point of view here, im just talking average gamer- wanting to play a game, have some fun, etc etc

      every scenario in this game pve wise, is simply (stupidly- lets face it, its stupid they did this) solved with dps

      SO,
      if every scenario of pve is best solved with dps and you need to create a team to beat said pve content: whats the point of saving a slot on the team for a tanker?
      a vaper?
      a healer for god sakes...

      I get it, I honestly do, there are folks that because they need to be their own special little snowflake gotta buck common sense as a key part to their enjoyment of the game, and I get that
      I put those players in the category of "Barbie" players.. its not about the rules of the game, its not about whats been proven best to work, second best to work, and down the line

      its more important that these Barbie players PLAY THE GAME THE WAY THEY WANT TO PLAY IT
      and star trek online is a: casual-pick-your-pocket-MMO
      and because of that, its the perfect game for Barbie players, you can seriously fly whatever ship you want to fly, play 2 other classes that have worthless powers for pve, put virtually ANY build together that has at least the slimmest thread of synergy with it and

      succeed

      but heres the rub-
      Im assuming the OP is a fresh player to the game, I am assuming he is coming here for sound advice, (this game is a grind, its time consuming, for many out there that stumble around buying ships until they rest with one can be expensive) and what I was offering is sound, honest, advice to save said OP from wasting his time to create something that is pointless to create

      NOW, if hes a Barbie player (again, I do not use Barbie as a slam, we all have played with the look of our toon, our ship, dicked around with wacky builds, etc etc- we ALL HAVE DONE IT, most of us do that when we know enough about the game that there is a POINT to doing the dicking around AND we already have a bank role, a effective ship built, the time and money already put in, so that WE AT LEAST have a benchmark to compare to when we start to "experiment" with THE Barbie builds... so that we can get a feel if it is good or not)

      but again, now if hes a Barbie player.. my words wont hold him back in anyway... hes going to build that tank ship no matter what I say, cause hes interested
      he wants to make it work
      he wants to experience the pve content from the standpoint of a tank build

      just like some folks are doing ISA with t1 and t2 ships for Christ sakes...

      again I get that,
      but- you know in other games folks have tried to take wizards and run them like fighters, and when folks TRIBBLE around like that, its the teammates STUCK with this Barbie build that pay the true cost of the choice

      and if hes a new player, a player that is unsure of what works and what doesn't? doesn't want to waste precious, little resources and time that he/she does have?......

      by the way, I did watch a bit of your vids, and you do have some fun points, but you at least gotta meet me here half way with saying the most popular build in sto is a flat out dps build opposed to a healer, a tank, a vaper, etc

      :)

      I understand your passion for the role and I do respect that passion
      just in sto?
      I dont respect that role...
      save that for the 5 man group-up with your buddies and their all cool with it, save that for the mystery pugs that you could care less how long it takes or who is even on the team..
      for the OP? if hes a rook hunting for advice like it sounds he is?
      I wouldn't blow smoke up his butt on this one when the guy probably doesn't have good funds, good choices of traits and ships, solid set gear blinged out, etc

      The debate about this was waged before, and you continue to hold fast to tanking is a waste of time concepts. You then attempt to force your opinion on others instead of trying to help them do better at what they are trying to do, unless they do it your way. You jumped on a thread I started a while back to tell me and others I was wrong before, only for high DPS players to point out where you were wrong. I'm not saying that you can't run the content well with DPS centered builds, whether it be all tac players, SCI, whatever it may be. I do say that you can run the content with different roles. Not everyone has a mindset for maximum DPS. For those that want to play the game with a different role, it can be done. I would rather help someone be better at control or tank builds than try to coerce and force them to change their play style.
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      ltminnsltminns Member Posts: 12,569 Arc User
      I think the whole concept is sort of silly in this game. I could just see the Master Starship Designers at Utopia Planitia having a conference and coming up with the brilliant idea of designing a new starship that just everyone will want to shoot at.
      'But to be logical is not to be right', and 'nothing' on God's earth could ever 'make it' right!'
      Judge Dan Haywood
      'As l speak now, the words are forming in my head.
      l don't know.
      l really don't know what l'm about to say, except l have a feeling about it.
      That l must repeat the words that come without my knowledge.'
      Lt. Philip J. Minns
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      darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
      A bunch of us would like to tank, and we brought it up on The SHOW in our last episode. I run w/ the Aggronauts, and they design some beasts of tank builds. Mind you, they have to work around some bad issues (much like torps), but they make it work.
      @Odenknight | U.S.S. Challenger | "Remember The Seven"
      Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
      Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
      "A good weapon and a great strategy will win you many battles." - Marshall
      I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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      jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
      Wait. Tanks don't work?

      My whole life is a lie! Quick, go tell every 100k+ player that I've drawn aggro off of that they actually died and don't remember it!
      SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

      SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

      Tacs are overrated.

      Game's best wiki

      Build questions? Look here!
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