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Please nerf Tac Captain abilities to buff all things

newromulan#1567 newromulan Member Posts: 230 Arc User
With the new Balance pass for space to come, I definitely would like Cryptic to make it so that Tac captain buffs apply only to tac abilities. It is silly that they buff everything. Make it so! I am just returning to the game and it seems that Tac captains are the jack-of-all trades - fly a tac in a tac ship - awesome - fly a tac in a science ship- also awesome. Something not right there.

Update: General consensus seems to be that Tac needs an adjustment.

1. Make it so that Tac captain abilities only buff weapons damage - not all damage types.
2. Lower the percentage that Tac buffs apply - they seem to have stayed the same percent buff - as everything they buff has been upgraded and much more powerful.
3. Take a closer look at all the stacking that goes on with Tac buffs/traits/etc

The fact that a Tac Captain can put out more exotic damage then a science or engineer can - is clearly broken.
Post edited by newromulan#1567 on
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    orondisorondis Member Posts: 1,447 Arc User
    I agree with this 100%.

    It's absurd that a tac can buff sci abilities of all things.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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    ssbn655ssbn655 Member Posts: 1,894 Arc User
    With the new Balance pass for space to come, I definitely would like Cryptic to make it so that Tac captain buffs apply only to tac abilities. It is silly that they buff everything. Make it so! I am just returning to the game and it seems that Tac captains are the jack-of-all trades - fly a tac in a tac ship - awesome - fly a tac in a science ship- also awesome. Something not right there.

    Unless this has been thought of already - thanks.

    Oh god this again? Instead of Tac lets nerf Sci and Eng that make them pretty much
    unkillable.
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    risian4risian4 Member Posts: 3,711 Arc User
    With the new Balance pass for space to come, I definitely would like Cryptic to make it so that Tac captain buffs apply only to tac abilities. It is silly that they buff everything. Make it so! I am just returning to the game and it seems that Tac captains are the jack-of-all trades - fly a tac in a tac ship - awesome - fly a tac in a science ship- also awesome. Something not right there.

    Unless this has been thought of already - thanks.

    Sounds reasonable.

    They'd have to be careful though, as the largest population would probably suffer from this. If they make these changes, I'd rather not see them do it all at once, but in small steps.

    Give the players some time to adapt to it. Also, I wouldn't remove the buffing entirely - a Sci can also greatly buff his shields while playing in an escort for example, so, vice versa, some tactical buffing of Sci powers should be allowed as well.

    Tactical officers are the DPS-career, that will likely always remain the case and that's ok. They shouldn't try to change that, just tone down the non-career specific buffs from things like APA a bit and bring tacs a bit more in line with the other careers.
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    newromulan#1567 newromulan Member Posts: 230 Arc User
    Yes - I am not saying nerf Tacs into the ground, but when they buff some Science powers more than a Science captain can - something is out of wack there.
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    lowy1lowy1 Member Posts: 964 Arc User
    Nothing needs to be nerfed, if anything Engineer offensive abilities need to be brought up to par with current sci and Tac Captain abilities. Same with Engineer BoFF offensive abilities. The good ones have a ridiculous CD (DEM), and most of the others suck. The Thing is they could be good but they need to be reworked like Boarding Party or Aceton Beam. Here is the Reddit explaining in detail pretty much how bad off they are. The question is initially on Aceton Beam but it goes into more detail further down on how much of a mess they are.

    https://www.reddit.com/r/stobuilds/comments/3jlzhu/aceton_beam_postpatch_any_good/
    HzLLhLB.gif

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    lsegnlsegn Member Posts: 594 Arc User
    They don't buff everything they buff all damage which is a perfectly normal and valid thing for a tactical class of charater to do in this game or any other. I don't know if you've even played science but there are three distinct categories of science and only one of them benefits directly from damage boosts. Tactical abilities do nothing to help drain, control, healing, tanking or any of the other myriad of playstyles that aren't directly focussed on doing damage.

    Tactical captains are just fine and do exactly what their suppossed to do. The problem is that science and engineering captains and the combat system were all poorly designed in the first place. It isn't that tactical captains are OP it's that they work alright while the others just don't. Any non-damage focussed playstyle is of dubious use outside of PVP and specialised circumstances because of how the combat system was designed. That isn't tactical captains fault and there is no simple way to fix it.
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    tremere12tremere12 Member Posts: 477 Arc User
    edited February 2017
    ^ Bullshyte. When I buff with my tac on my torp/exotic build, all "dat set" etc. buffs along the sci/entropy dmg get upped big time and the whole screen gets insta-nuked - much faster than my sci captain of the same variant.
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    lsegnlsegn Member Posts: 594 Arc User
    I can't tell if you're making a joke or are just really really stupid.
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    tremere12tremere12 Member Posts: 477 Arc User
    edited February 2017
    Tacticals are not fine when they can buff every ability that does damage by 200-250% with a mere spacebar slam (added with some p2w traits). They need to be beaten with the nerfbat to a pulp. I'm not even going to debate this any further. OP is right through and through.

    Ground wise is no different. I came back after a big pvp fleet game scoring about 50-0 (yes I know the scoreboard is bugged) by badly abusing the kligat/Boolean, ambush and various other forms damage stacking.

    My beef with this game is simple since DR: I need a good reason to play a sci or an engi, and not (an army) of tacs only. TRIBBLE the tacs.
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    lsegnlsegn Member Posts: 594 Arc User
    Yeah well then engineers should boost healing or armor resistances by 200% and science should boost drain and control.... But they don't. That is the problem, not that tactical captains are OP but that science and engineering just suck. In the grand scheme of things they play a tiny role in what has allowed damage levels to get so monstrous. They havn't changed in seven years they work the exact same way they have since launch. I know this because i've been here the whole damn time. Science and Engineering captains need to be redesigned from the ground up, that will get us much closer to some semblance of balance then nerfing a few damage boosts.
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    newromulan#1567 newromulan Member Posts: 230 Arc User
    lsegn wrote: »
    Yeah well then engineers should boost healing or armor resistances by 200% and science should boost drain and control.... But they don't. That is the problem, not that tactical captains are OP but that science and engineering just suck. In the grand scheme of things they play a tiny role in what has allowed damage levels to get so monstrous. They havn't changed in seven years they work the exact same way they have since launch. I know this because i've been here the whole damn time. Science and Engineering captains need to be redesigned from the ground up, that will get us much closer to some semblance of balance then nerfing a few damage boosts.

    It's true that the ENG/SCI captain abilities suck compared to Tac, but I don't think a complete redesign is possible. I don't think that it is unreasonable to make Tac captain abilities only buff Tac powers. Maybe they even need to scale the Buff percentages back a bit as well.
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    lsegnlsegn Member Posts: 594 Arc User
    edited February 2017
    What non-tac powers are they benefitting!?! Thats my whole point! EPG builds do benefit yes but they ARE tactical builds they just use a different approach. And EPG does not = all of science, not even close. There is no benefit to seperating EPG and energy weapon damage it just makes the game more complicated and segregates the playstyles even further, so once again i fail to see your point. Tactical is the most useful career choice but i don't see how it boosts any other powers besides ones that do damage which is exactly what it's suppossed to do. There's nothing wrong with that functionality, it's the same way a tactical class would function in basically any other MMO. In a game like WOW maybe it would boost the damage of swords, bow and arrows, magic spells and any other offensive skills while a tank class would boost the survivability of any and all characters and playstyles. (I've never played WOW i'm just guessing) The problem here is that y'all are incorrectly linking captain career and playstyle which is a major fallacy. Career and playstyle are two entirely different things, i can play science builds on any captain type and each will lend certain strengths and weaknesses. This is exactly how it was intended to work. In other games however, career (race or species) and playstyles don't share the same names so your confusion is understandable.

    I mean how are engineering captains suppossed to accomplish anything if their only allowed to tank and heal? That's stupid. They can make tactical builds or science builds if they want but their unique built-in engineering skills should make them more durable (or whatever) then a tac or sci flying the same build. So on and so forth

    They need to figure out what Science and Engineers should be focussed around and redesign them to suit that role effectively. No matter what build or playstyle you decide to use they should give benefits to your character as a whole that don't depend upon which ship your flying or what powers you use.

    Scaling back the bonusses might be a good idea though i'm not intimately familiar with the math behind it all so i can't form an opinion on the matter.
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    legendarylycan#5411 legendarylycan Member Posts: 37,280 Arc User
    no, a set of pre-programmed maneuvers (which is what attack patterns are) should NOT be doing what it's currently doing for exotic damage powers

    the way your ship is moving can certainly affect how your weapons perform against a target, but it most certainly shouldn't affect how damaging something fired from your deflector is - those two systems are in no way related​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

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    p4hajujup4hajuju Member Posts: 214 Arc User
    Nerf everything!
    Galavant!
    "Use Temporal Skills to NERF EVERYTHING before it happened!" -Unknown source.
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    orondisorondis Member Posts: 1,447 Arc User
    lsegn wrote: »
    What non-tac powers are they benefitting!?! Thats my whole point! EPG builds do benefit yes but they ARE tactical builds they just use a different approach.

    No, they're science builds. They use science skills, science consoles and don't use weapon slots.

    If the game worked the way you think it should, the tactical boff cooldown skill in the skill tree should effect Feedback Pulse.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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    lsegnlsegn Member Posts: 594 Arc User
    :|

    I helped found the science channel, I know what i'm talking about. There is nothing wrong with tactical captains boosting all sources of damage and there never was.
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    sinn74sinn74 Member Posts: 1,149 Arc User
    edited February 2017
    I find it odd that the (vast majority of) high end are people who are using tactical captains, saying that everything is way too easy, and they need moar elite content- but they don't think tactical abilities are too overpowered when compared to SCI and/or ENG captains.

    Edit-
    The disparity at the top for Captain types:

    TAC 501,333.80 DPS
    SCI 309,573.39
    ENG 346,253.56
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    neomodiousneomodious Member Posts: 428 Arc User
    lsegn wrote: »
    :|

    I helped found the science channel, I know what i'm talking about. There is nothing wrong with tactical captains boosting all sources of damage and there never was.

    Would you agree that the magnitude at which TACs buff everything is questionable?

    Not that they buff ALL damage, even damage that doesn't make sense, but that it's so much of a boost.​​
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    newromulan#1567 newromulan Member Posts: 230 Arc User
    The statement above that questions why attack patterns or ship movements buffs exotic attacks from the deflector is most useful. It illustrates just how broken the idea of linking Tac captain buffs to science powers really is. Exotic attacks should not be buffed by Tac captain abilities. And the percentage of Tac buffs should be lowered.
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    keladorkelador Member Posts: 318 Arc User
    edited February 2017
    Personally I would like to see nerfs across the board and a retune on how abilities work/stack, It would be great if this balancing was also applied to NPC's would love to see them get some buffs by way of giving them more abilities the power creep has made the game far to easy and team play has become just something used to stack damage buffs to blast through the content in seconds which is not FUN and as this balancing is ment to make end game fun this is what I would like too see.
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    duncanidaho11duncanidaho11 Member Posts: 7,871 Arc User
    Make it so! I am just returning to the game and it seems that Tac captains are the jack-of-all trades - fly a tac in a tac ship - awesome - fly a tac in a science ship- also awesome. Something not right there.

    No, that's right. A big point of STO gameplay is that you're not pigeon-holed into using a particular ship to live out a particular role just because you've picked a particular class. Mix it up, always been that way and hopefully always will.
    Bipedal mammal and senior Foundry author.
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    kelador wrote: »
    Personally I would like to see nerfs across the board

    I'm with you, but I don't think this community is hardcore enough. I want to nerf things so that EVERY STF takes a minimum of 45 minutes. And that there are multiple deaths per participant. And there's cascading death penalties. And overall I want this game made so challenging and so difficult that really only the "great" players can function in the missions anymore and all the n00bs and f33bs are left on ESD twiddling their thumbs in General Chat.

    Who's with me?

    ;)
    [SIGPIC][/SIGPIC]
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    orondisorondis Member Posts: 1,447 Arc User
    kelador wrote: »
    Personally I would like to see nerfs across the board and a retune on how abilities work/stack

    Ditto. And you never know, if they cut down on all the stacking it may just help cut down the lag also.
    Previously Alendiak
    Daizen - Lvl 60 Tactical - Eclipse
    Selia - Lvl 60 Tactical - Eclipse
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited February 2017
    orondis wrote: »
    it may just help cut down the lag also.

    Not likely, as that's not what's causing lag in some systems.
    [SIGPIC][/SIGPIC]
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    alexraptorralexraptorr Member Posts: 1,192 Arc User
    Tac Captains only need "one" nerf.
    And that is tweaking their damage abilities to be "weapons damage" instead of "all damage".
    Solves pretty much most, if not all the problems with the Tactical captains without harming their original purpose.

    All these secondary damage sources and procs that currently get buffed by Tac captain powers didn't even exist in the early days of STO!
    "If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
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    kyle223catkyle223cat Member Posts: 584 Arc User
    sinn74 wrote: »
    Edit-
    The disparity at the top for Captain types:

    TAC 501,333.80 DPS
    SCI 309,573.39
    ENG 346,253.56
    I find it hilarious people bemoan the disparity when
    A. All of those DPSs are so large as to make nothing in the game matter
    B. Tacs SHOULD do more damage then the other classes, just like a warrior should do more damage then a mage in an MMO

    Yeah, DPS in general is crazy high nowadays. :/
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
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    ash352ash352 Member Posts: 235 Arc User
    sinn74 wrote: »
    Edit-
    The disparity at the top for Captain types:

    TAC 501,333.80 DPS
    SCI 309,573.39
    ENG 346,253.56
    I find it hilarious people bemoan the disparity when
    A. All of those DPSs are so large as to make nothing in the game matter
    B. Tacs SHOULD do more damage then the other classes, just like a warrior should do more damage then a mage in an MMO

    Incorrect but keep thinking that if you want. Ranged, cloth wearing, squishy damage dealers should always deal more damage than the character running around in full plate armor meant to be taking a few to the face in melee range.

    This is why I'm kinda glad the community isn't directly involved in balance decisions because we get amazing gaps in actual understanding of how things are designed like "plate wearing characters in melee should do more than squish cloth wearing back line characters."
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    redvengeredvenge Member Posts: 1,425 Arc User
    Tac Captains only need "one" nerf.
    And that is tweaking their damage abilities to be "weapons damage" instead of "all damage".
    Solves pretty much most, if not all the problems with the Tactical captains without harming their original purpose.

    All these secondary damage sources and procs that currently get buffed by Tac captain powers didn't even exist in the early days of STO!
    So, we need to reorganize the classes into "red DPS", "blue DPS" and "yellow DPS" (and to hell with the Romulans and Klingons, they can just deal with it). Additionally, we should penalize captains for NOT flying the appropriate color-associated ship. Red DPS captains ONLY in Red DPS ships. Red DPS captains should be heavily penalized for piloting Blue DPS ships.
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