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matteo716maikai 08-19-2012 03:42 AM

tactical boosting science
 
Ok, so we all know that Tacitcal captain powers boost science bridge officer damage powers.

why is this?

i dont understand the logical thinking on why this should be allowed, or even the "fluff" reason for it being allowed.

why do tacitcal captains NEED to be able to boost ALL damage and not just energy or torpedo damage?

I heard one argument that this would make tacitcal captians in science ships useless, yet it seams that science captains in science ships being useless is ok. this doesnt make any sense.

if its an issue of trying to split the damage from the others they manage to do that with energy and torpedo/mine consoles. so wouldnt it just be a matter of replacing "any damage" with "torpedo/mine/energy weapon" damage?

what are your arguments for letting tactical captians powers boost all damage?

i personally think that tactical captian damage boosting powers should not effect any non weapon based damage.

dontdrunkimshoot 08-19-2012 03:57 AM

a tactical captain making a ship deal more damage makes sense to me. the problem is the other 2 captain types suck ass, for real. a tac does it better in every ship type. put a tac in a cruiser, and with some skill training all they are missing is 2 self heals in exchange for twice the damage dealing potential. replace a sci captain with a tac captain anywhere and you basically just trade SNB for twice the damage dealing. only in an elite premade do the qualities of eng and sci captain become somewhat noticeable when a lot of tactics are used, but otherwise he with the most pew wins. 2 out of the 3 captain types just need a buff.

husanakx 08-19-2012 04:22 AM

Quote:

Originally Posted by matteo716maikai (Post 5350211)
Ok, so we all know that Tacitcal captain powers boost science bridge officer damage powers.

why is this?

i dont understand the logical thinking on why this should be allowed, or even the "fluff" reason for it being allowed.

why do tacitcal captains NEED to be able to boost ALL damage and not just energy or torpedo damage?

I heard one argument that this would make tacitcal captians in science ships useless, yet it seams that science captains in science ships being useless is ok. this doesnt make any sense.

if its an issue of trying to split the damage from the others they manage to do that with energy and torpedo/mine consoles. so wouldnt it just be a matter of replacing "any damage" with "torpedo/mine/energy weapon" damage?

what are your arguments for letting tactical captians powers boost all damage?

i personally think that tactical captian damage boosting powers should not effect any non weapon based damage.

HEY MY SCI SCI Don't work no mo... CRY CRY Please nerf everyone else. Zip your lip Mai. ;) lol

Seriously why should Alpha and go down NOT effect all dmg skills. If they change that then I don't want your sub nuke to effect my tac buffs anymore.

I also don't think sensor scan should effect dmg from regular weapons... sesnor scan should ONLY effect dmg from sci abilities. Get back in your sci ship and forget that recon with real weapons Mai... there is no reason your sensor scan should boost beam dmg.

Yes there would be no reason to put a tactical in a sci ship... it would be a terrible change.

Anyway enough drama... the tactical captain skills work fine... don't blame the tactical in general for Crytpics terrible balance in regards to sci skills. Cry about that.

ghostyandfrosty 08-19-2012 08:46 AM

Quote:

Originally Posted by matteo716maikai (Post 5350211)
Ok, so we all know that Tacitcal captain powers boost science bridge officer damage powers.

why is this?

i dont understand the logical thinking on why this should be allowed, or even the "fluff" reason for it being allowed.

why do tacitcal captains NEED to be able to boost ALL damage and not just energy or torpedo damage?

I heard one argument that this would make tacitcal captians in science ships useless, yet it seams that science captains in science ships being useless is ok. this doesnt make any sense.

if its an issue of trying to split the damage from the others they manage to do that with energy and torpedo/mine consoles. so wouldnt it just be a matter of replacing "any damage" with "torpedo/mine/energy weapon" damage?

what are your arguments for letting tactical captians powers boost all damage?

i personally think that tactical captian damage boosting powers should not effect any non weapon based damage.

1: Because tactical captains should be viable in every ship. This way you don't have completely boring gameplay. It opens up a unique combat style, the dps wizard, sci sci is the Debuff Wizard. Trekkies don't seem to grasp that you need this variety. And it still boggles my mind that people don't. Sci sci is more of the debuff wizard, and you should be loading your ships consoles out accordingly. (gravitons instead of Partcles for example)

2: Sci Sci is hardly Useless. (not anymore useless than tac sci anyway) People just don't focus on what sci sci is good for. Which is the Debuff, or zone denial aspects. Because all people wanna see is their # peens get bigger.

3: That is a stupid ass idea, no offense. It's bad enough already that the tac can only really apply for two of the three ship classes, and only very specific examples of the third. Why wouldn't the tactical captain, who is every bit as specced in sci abilities as a sci captain, not be capable of knowing how to deal massive amount of damage with spatial anamolies vs anyone else? I mean seriously, how is tactical and strategic knowledge, mutually exclusive to knowing how to dump a shockwave into someone? Answer it shouldn't be. Unless you're jealous of #s.


4: Sci sucks ass now thanks to cryptics concerted effort to restore Cruisers Online. Maybe if Debuffs in the skills actually Worked instead of most of them being resisted all to hell, the sci sci could be fully restored in potency. Sci Sci being gimped does NOT mean Tac Sci is OP. It simply means especially in this case that Science Debuffs need some steroids. It's not like Tac Sci is better than Tac Scort, it just flat out isn't. And I play Tac Sci regularly and Tac Scort. Sure you can put up impressive #s. But it's ALOT more work with your boff ability timing than a scort. Ontop of that sci ships aren't as fast, and because of this are more vulnerable to scorts than a sci sci is, since the name of the game for tac survival is Speed. Sci on the other hand can just pop a sci fleet and laugh off the worst of incoming dps, and then sub nuke the bastard, if it's up.

5: If you really want to think about Suck And Fail, you should try an Engi Sci in anything but a healer role. Completely useless like **** on a bull. Engis have 0 debuffs, and 0 effective dps increasers. Engis need to be shot in the face and rebuilt from the ground up.

praxi5 08-19-2012 09:06 AM

Well... Tac/Sci does kinda suck now that GW 3 and PSW 3 are phail.

sabrefyre 08-19-2012 11:39 AM

Engineer for life!

starwrathforever 08-19-2012 11:40 AM

I don't understand the logic of Cryptic...instead to prevent the tac Captain buff (at least make ineffective the tac consoles!) of the sci boff skills they nerf the most offensive sci powers...:confused:

drkfrontiers 08-19-2012 02:50 PM

Quote:

Originally Posted by starwrathforever (Post 5354141)
I don't understand the logic of Cryptic...instead to prevent the tac Captain buff (at least make ineffective the tac consoles!) of the sci boff skills they nerf the most offensive sci powers...:confused:

Hey! Starwrathy :) Where've you been matey. Been missing poking you in the ribs.

And then on topic, ^^ what Ozzie said. Or rzu Daisy now :)

dassemsto 08-19-2012 03:41 PM

I think you've ran this through your head a few times too many Mai, and jumbled up the message ;)

Let me see if we agree. This is how I see it.

A Cruiser is the ultimate surviver. The engineering captain can make the cruiser survive better than any other profession.
An Escort is the ultimate damage dealer. The Tactical captain can make the Escort deal the most damage.
A Sciship is the ultimate CC/wizard ship. A tac captain can make the Sciship perform better than any other profession.

Am I the only one that smell a rat? Now let's see it from the other side:

An Engineer can make any ship survive better than any other profession can, and deal more damage than a sci captain can.
A Tactical can make any ship deal more damage than any other profession can.
A science can... perform worse than any other profession in all ship types. :p

The argument with SNB and SS is too weak. They come around once every few minutes and is cleared with one counter. SNB is like a tacscort with a 3 minute CD on his BeamOverload. (And yes, SNB fails about as often as BO, maybe more often, due to a wast supply of oh-**** buttons).

Basically, no matter what ship type you fly, it sux to be a sci.

dassemsto 08-19-2012 03:44 PM

Quote:

Originally Posted by praxi5 (Post 5352721)
Well... Tac/Sci does kinda suck now that GW 3 and PSW 3 are phail.

Well, tac/sci sux, but not as bad as sci/sci... :/


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