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Cryptic Devs - Please remove Tac Captain's abilities to buff non-weapon damage

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    wylonuswylonus Member Posts: 471 Arc User
    oh, dont forget to put mouth-gag so mike tyson cant bite.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    I don't have an issue with apa boosting non-weapon damage, but more that it does it base-line, and that a career based on boosting their ship's potential weapon damage output has a career ability that buffs such a wide range of damage sources baseline.

    Personally I thought it would have been interesting when they implemented the skill tree system that they that each career's base-line career abilities could either be buffed in effective power, or gain additional effects that could be based on the other two career's carr abilities,which would be based on how deep into the three skill trees (I prefer to call them sub-career tree) you specc. Such as in this case as a tactical captain if you spent heavily into the science tree it would cause your apa (if it was altered to baseline buff only weapon damage, and with the up coming change of science getting overcharge deflector) to now also buff non-weapon based damage, while if we were talking about speccing deeply into engineering it might reduce the damage you take on your shields as well as increase your shield's regeneration during the duration.
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    duaths1duaths1 Member Posts: 1,232 Arc User
    yeah, i second to this. it would be nice if my sci main actually did more dmg with his sci powers as my sci skilled tac.
    it would be after all only logical.
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    newromulan#1567 newromulan Member Posts: 230 Arc User
    edited March 2017
    So far it seems most posters agree that there needs to be some adjustments to Tac captain powers buffing non Weapon damage more than the other 2 classes.

    Frankly the fact that a Tac captain in a science ship can out preform a science captain WITH science abilities is just plain stupid. I don't see how it is reasonably justified.

    P.S - I don't consider the "I bought and paid for this Power" as a reasonable excuse. If players read all the terms they will see that Cryptic owns everything you paid for. If it is better for the game to make reasonable changes, then the Dev's are right to do it.
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    nikeixnikeix Member Posts: 3,972 Arc User
    edited March 2017
    And heres the ACTUAL changes on Cryptic's mind.

    From the Tribble patch notes:
    Attack Pattern Alpha:
    •The duration has been decreased to 20 seconds [from 30 seconds]

    Mmm. Bursty.
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    lucho80lucho80 Member Posts: 6,600 Bug Hunter
    coolbatman wrote: »
    leave my Plasmonic leech alone !!!!

    Cut to +6 flat power boost. RIP.
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    jslynjslyn Member Posts: 1,784 Arc User
    nikeix wrote: »
    And heres the ACTUAL changes on Cryptic's mind.

    From the Tribble patch notes:
    Attack Pattern Alpha:
    •The duration has been decreased to 20 seconds [from 30 seconds]

    Mmm. Bursty.


    Do we have any enemies that last more than twenty seconds? Maybe it's for PvPers.
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    nikeixnikeix Member Posts: 3,972 Arc User
    I love how "no longer so amazing you pretty much automatically put it on your ship in preference to all other choices" equals RIP.
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    carasucia83carasucia83 Member Posts: 568 Arc User
    I have long been of the opinion that Tac Captian power dmg buffs should only buff all weapon damage, rather than all damage. This would now seem to make even more sense in the light of the coming Sci cpt dmg buff power. Not sure (is anyone?) where engis would fit in here though... Perhaps some kind of Defense Manoeuvre Kappa (Aux2Damps on steroids?)

    Not particularly happy with losing my MUCH loved SubNuc as a Cpt power, but if that's the price for everything else I see, have it. Not sure how doing the same with GDF or other would go down though... Just sayin....

    Perhaps Scis could keep SNB as CPt power, along with the new one, and all classes get a couple more powers (Ground+Space) for each class? They could then give X number of cpt power slots - similar to rep traits work etc (essentially making us a SuperBoff). And then we could perhaps all have one universal slot that could be used for a specialization (Ground+Space) captain power?

    Idk. Maybe that would give more options and more fun?





    P.S. - To the 'lizard' whom it may concern: I am a Rom Sci Captain who came (back) because you built it... So... yea... Better (really really) late than never I suppose...
    "So my fun is wrong?"

    No. Your fun makes everyone else's fun wrong by default.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    edited March 2017
    I have long been of the opinion that Tac Captian power dmg buffs should only buff all weapon damage, rather than all damage. This would now seem to make even more sense in the light of the coming Sci cpt dmg buff power. Not sure (is anyone?) where engis would fit in here though... Perhaps some kind of Defense Manoeuvre Kappa (Aux2Damps on steroids?)

    Idk. Maybe that would give more options and more fun?

    Myself I would not mind if they gave EPS Power Transfer something like that it would not really buff your power level, though keeping the idea of it boosting your power cap would be nice, but that it would instead would give a buff based off each sub-system an that system's power level at the time of use. Also in the case of giving them four buffs based on the different sub-system, like one that buffs their weapon damage from their weapon sub-system, a shield buff from their shield sub-system, a speed buff from engines sub-system, and a control/disable/exotic type buff from aux sub-system, then the buffs each could be weaker since you are getting a larger overall buff.

    Even the idea of making it that during eps power transfer the bonus gained from power levels were increased by 50-100% for the duration would be nice, but that the actual boost to your existing power levels was removed leaving just the transfer rate bonus alongside a boost to the bonus from the power level of the different sub-systems.

    Edit: Another idea would be that the buff said above would be based on the highest sb-system. Or that during/before you used eps transfer if you used one o the four emergency power to engines/shields/weapons/aux abilities, than you would gain a buff dependent on which of these emergency power ability you used. So you could vary your buff based on what you needed at the time of use.
    Post edited by asuran14 on
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    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    sophlogimo wrote: »
    ruinthefun wrote: »
    Removing the ability of Tac captains do Science damage

    That is beating a strawman, by the way. What was proposed is just to remove the ability of Tac captains to do VASTLY MORE exotic damage than everybody else.
    The major source of damage on a science ship is exotic, which assuming APA gets the exotic nerf means science ships on a Tac lose,

    They do not lose, they just do not win by 50%, but are, as far as the exotic damage is concerned, on the same level as everybody else. If you find that intolerable, then at least you understand how Science and Engineering captains see the current situation.

    A science ship's beams and (probably more important for that ship class) torpedoes would still be buffed by APA&Co. I don't know if the devs make that move as the OP suggests, but it sure would make sense as per the intention of the classes.

    But in any case, the more important issues are not related to class anyway.

    What part of "Please remove Tac Captain's abilities to buff non-weapon damage" [italics mine] makes my post a strawman? It seems many people here want Tacs flying Sci ships to be obliterated despite the long standing history of Tacs buffing exotic damage (and no other science power).
    I don't know if the devs make that move as the OP suggests, but it sure would make sense as per the intention of the classes.

    But in any case, the more important issues are not related to class anyway.

    It would "sure make sense"? So which is it, nerf Tac captain space powers so they are completely on par with regards to exotic damage boost with the upcoming Deflector Overcharge? This still leaves Engineers in the dust since Aux-power scaling with exotic isn't as big a deal anymore to make up for the loss of direct boosts. Or remove it altogether and utterly destroy Science ships on Tac captains?

    Remember the axiom "Player investment retains value – While things need to be adjusted, a setup that was optimized before should still be useful and effective afterwards."?

    Yes, I'm glad Cryptic Developers have actual sense unlike this agenda being pushed by a few, including yourself it seems by your own words, to kill Science ships on Tacs. Sparing the details, I'm one of the best prepared to deal with these changes, and can actually shift to my Science Romulan and Science KDF and make do with trying to uphold 6 Mains as opposed to 3 for the sole purpose of having access to Science ships that operate as they should beyond federation faction.

    "The more important issues are not related to class anyway" except that they are because that's what the OP is effectively proposing, and Science career is given a major change with effects that I'm afraid can and will impact Tacs and Engineers.

    Issues related to class are the major part of what I'm struggling with in these changes, since it's not the first time captain careers have been altered. Skill revamp happened not all that long ago. Now, skills are being modified forcing yet another free respec, with alterations in Ultimates too. The general advice has been that any career choice can play with any 'mount' (ship) given that the unique buffs still add something significant to that ship, but that's becoming less true with every major change.
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    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    So far it seems most posters agree that there needs to be some adjustments to Tac captain powers buffing non Weapon damage more than the other 2 classes.

    Frankly the fact that a Tac captain in a science ship can out preform a science captain WITH science abilities is just plain stupid. I don't see how it is reasonably justified.

    P.S - I don't consider the "I bought and paid for this Power" as a reasonable excuse. If players read all the terms they will see that Cryptic owns everything you paid for. If it is better for the game to make reasonable changes, then the Dev's are right to do it.

    Tacs never 'out-performed' Sci on sci ships for anything other than exotic damage. Tacs have zero career abilities that buff "science abilities" which goes beyond exotic damage except their cool-down reductions that help all abilities including science to be cast a tiny bit more often.

    Everything is subject to change, Cryptic does indeed own everything, these have never been in question, and I agree many changes are for the good of the game as a whole.

    However, the moment you character-bind a Science ship on a Tactical captain (or have a Tactical 'main' and then buy a C-Store science ship that you intend to squeeze some good science abilities out of) and if what the OP proposes "complete removal of APA to buff exotic damage" you would in such a hypothetical scenario have made a "bought and paid for" mistake, and have lost the ability to even call it a mistake because 'it's better for the game, and reasonable.'

    You're also okay with planned obsolescence and bait-and-switch practices under some other justification, perhaps 'cause it's good for the economy'? Cause that's exactly what you're saying is okay to do with respect to Tactical captains who have or wish to purchase and use Science ships properly.
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    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    But it's me that's "playing dumb."

    You don't even address the issues I'm raising one bit.

    At least you clarify your bias by stating you play the game a certain way, and believe that's how it should apply to everyone else.

    "Ridiculous hyperbole." This is borderline trolling. Call out the facts. Say where I am wrong. Correct me. No, you just make wild accusations with utter fluff as evidence.
    However, the developers have chosen a different road, it seems. Which will probably be fine, too.

    Yes, one that's actually reasonable, unlike the Tactical career nerf you and others here are proposing.

    My facts stand.
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    alcyoneserenealcyoneserene Member Posts: 2,412 Arc User
    Do you even read what I wrote? Or do you just throw up accusations upon accusations?

    Let me spell it out for you once again, in more plain language that you can understand, broken up in simple to digest facts and propositions:

    The Issue I am raising deals with the Original Poster suggesting that Cryptic NERF to ZERO Attack Pattern Alpha's impact (benefit, boost) to Exotic Damage (Non-Weapon Damage).

    I am implying that by doing so, Tactical captains, as a Career, will in effect provide zero benefits or incentives to flying Science ships. Not on that, but more significantly, our existing Tactical captains who have already used their profession in the ways provided by Cryptic (APA boosting exotic damage) would be penalized after the fact without a chance to rectify the situation.

    In simple terms, it is pulling the rug under your feet for using something as it was designed to do in the first place.

    Each career provides 'something' unique to every ship type, making any purchase on any career worthwhile, because Cryptic is a business, and as any business wants to maximize profit while keeping customers happy.

    Removing APA (Attack Pattern Alpha)'s buff on Exotic Damage to Tactical Captains would in essence render current and future Science ship and other Science-related goods purchased void.

    How and Why? Let's have a look:

    Tactical Career Space Powers relevant to Science Ships
    Attack Pattern Alpha - NONE to anything if what the OP is suggesting
    Go Down Fighting - scaled damage buff (lower hull health = more damage)
    Tactical Fleet +37.4% All Damage strength for 30 sec
    Tactical Initiative - None

    Tactical Captain Traits
    Crippling Fire - None, also bad for FBP
    Last Ditch Effort - None

    Let's compare that to Science Career Space Powers relevant to Science Ships:
    Deflector Overcharge - "
    30/40/50 Drain Expertise for 30 seconds
    30/40/50 Control Expertise for 30 seconds
    30/40/50% Bonus Exotic Damage for 30 seconds
    30/40/50% Bonus Outgoing Shield Healing for 30 seconds"
    Photonic Fleet - summons pets, synergy with all things science
    Scattering Field - +56.6 All Energy Damage Resistance Rating for 30 secs, stacks with other Sci within 3km, indirectly benefiting shield tanking and shield healing, a Science Ship specialty
    Science Fleet - +20 Starship Shield Restoration +20 Starship Drain Expertise, Reduces Damage to Shields by 36%, a Science Ship specialty
    Sensor Scan - -38.6 All Damage Resistance Rating (DRM) for 20 sec to Target [team-wide], -250 Starship Stealth for 20 sec, +2.5% StealthSight for 20 sec

    Science Captain Traits
    Conservation of Energy - 10% bonus damage on Exotic damage powers when struck by Energy damage. Stacks up to 3 times.
    Photonic Capacitor - -20 seconds removed from the Recharge of Photonic Fleet when using Science powers.

    Summary: Out of everything Tactical captains bring to their Science vessels, a complete nerf to APA (Attack Pattern Alpha) would effectively mean Tactical Captains flying Science Ships bring exactly 2 buffs, namely GDF (Go Down Fighting) whose damage bonus scales with having low hull (something undesirable for science ships with frail hulls), and Tactical Fleet which is on a long cool-down. Contrast this to Science captains, whose Career tool-kit is 100% catered to Science ships.

    Engineers have not been changed significantly, and even their career tool-kit provides benefits to Science vessels, more specifically, in shield tanking (a science ship specialty), shield and hull healing (science ships specialize in heals), current and max subsystem power helping auxiliary & shield power levels, and even a trait boost which include Auxiliary power (EPS Manifold Efficiency).
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    e30erneste30ernest Member Posts: 1,794 Arc User
    I am implying that by doing so, Tactical captains, as a Career, will in effect provide zero benefits or incentives to flying Science ships.

    A week ago, I'd agree with the OP in changing APA to only affect weapons because while Tacs would argue about losing the benefits of flying a science ship, the same can be said for Scis flying escorts. But with the latest balance patches, I think Scis buff to sci skills should be enough to equalize Tacs in this regard.

    Besides, the initial feedback on the changes seem to point towards an emphasis on weapons damage for Tac DPS builds. Sci ships will now be less attractive for Tacs because of the limited ways to buff weapons there.
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    asuran14asuran14 Member Posts: 2,335 Arc User
    Really the only career ability that buffs something other than science based abilities for a science career is sensor scan (reduction to damage resistance, as well as stealth detection buffs), though that ability is a basically a group wide affecting buff compared to the fact that apa is a buff that only affects the tactical captain alone.

    I could live with a alteration to apa that the buff to non-weapon based damage is to a lesser degree, while with sensor scan it would in the same way reduce the damage resistance against weapon damage (tetryon, polaron, tetryon, phaser, disruptor, anti-proton, plasma, and torpedo/kinetic types.) to a smaller degree than exotic damage. In this way it would be that both still keep some semblance of their current incarnation, while making a slight change to still show the tactical an science keep their niche (weapon damage for tactical, and exotic damage for science.).
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    jslyn wrote: »
    What's next, restricting classes to their ship types? The day that happens STO would lose a lot of players.


    As you may or may not remember, back in the day you were restricted to a specific ship, not even a ship type. That, thankfully, went away with an early Skill Tree Change.

    ssbn655 wrote: »
    LMAO good one!

    (^_^) b

    When was this? My very first character, started on launch day, was an engineer who flew a science ship at level cap. He flew the DSSV, even. The Space Dustbuster. I was never restricted.
    [SIGPIC][/SIGPIC]
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    edited March 2017
    I have long been of the opinion that Tac Captian power dmg buffs should only buff all weapon damage, rather than all damage. This would now seem to make even more sense in the light of the coming Sci cpt dmg buff power. Not sure (is anyone?) where engis would fit in here though... Perhaps some kind of Defense Manoeuvre Kappa (Aux2Damps on steroids?)

    Nah. See, if it's cool for SCI to get a damage buff ability, and TAC obviously keeps damage buffs, the equitable thing to do (which will increase interest and popularity in the class) is to give ENG a damage boost as well.

    You can't have a game that essentially is defined by DPS and then just throw ENG nothing but defensive oriented things. No body wants to play a slow moving turtle with no bite.

    So give Engineers something ENG flavored that is damage.
    [SIGPIC][/SIGPIC]
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    snoggymack22snoggymack22 Member Posts: 7,084 Arc User
    Photonic Fleet - summons pets, synergy with all things science

    Eh, really? Most pets used in this game come from devices and ships with hangars (which is a TON of non science ships these days).

    [SIGPIC][/SIGPIC]
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    redvengeredvenge Member Posts: 1,425 Arc User
    So give Engineers something ENG flavored that is damage.
    Engineers can now boost current and max power levels (which actually stacks with your highest max power increase). While not as potent as APA, it effects nearly everything. Weapons, Space Magic, and Heals. Not sure what more Engineer flavored goodness you want.

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    jslynjslyn Member Posts: 1,784 Arc User
    edited March 2017
    When was this? My very first character, started on launch day, was an engineer who flew a science ship at level cap. He flew the DSSV, even. The Space Dustbuster. I was never restricted.

    Perhaps you misunderstand what I meant. I didn't mean that Engineers had to fly Cruisers. I was talking about the original Skill Tree from waaaay back in the day. Where you had to put your skill points in specific ships. Like, you chose to specialize in Science Vessel, and then Long Range Science Vessel, and the Deep Space Science Vessel.

    Here is a shot of the old Skill Planner for it as I can't find an image of the actual tree that show the ship portion. I did find one that shows where you had to level specific energy weapon types, but that does not apply to this conversation so....

    screeen.png

    Post edited by jslyn on
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    asuran14asuran14 Member Posts: 2,335 Arc User
    redvenge wrote: »
    So give Engineers something ENG flavored that is damage.
    Engineers can now boost current and max power levels (which actually stacks with your highest max power increase). While not as potent as APA, it effects nearly everything. Weapons, Space Magic, and Heals. Not sure what more Engineer flavored goodness you want.

    In honesty if they worked the eps so that while it is active it would buff the bonus gained from your sub-system's power level, maybe reverting the changes to weapon power for instance during the duration, than that might be enough to make it comparable to apa. They could do such a change, and just merely remove the bonus power that eps gives to have it improve the bonus gained from your power levels.
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    wylonuswylonus Member Posts: 471 Arc User
    in my opinion,
    Tacts are tanks, use weapon modifiers, buff team do speed and evasion skill, with small tactical AoEs.

    Sci-class are healers, and use shield modifiers and large AoE damages, boost protections in team.

    Eng-class are dps,. use console modifiers, improve others in team with extra dps, and damage deflects, multiple small AoEs.
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    ioneonioneon Member Posts: 207 Arc User
    Armchair devs crack me up. If you want to be taken seriously, mention the problem you're having in a respecfull manner. The devs will see it and respond as they see fit. Crying for nerfs or offering solutions accomplishes absolutely nothing. Devs don't listen to that TRIBBLE, and rightfully so. How would you respond if someone fully unqualified randomly rolled into your work and started telling you how to do your job? Learn how to be productive as a consumer; simply state the issue without angst, and preferably in the feedback section.
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