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tpalelena 03-28-2013 07:45 PM

Go down fighting broken
The go down fighting ability either requires you to take damage, or its just unavailable.

The tooltip says "When certain conditions are met." I assume this is the ship is damaged.

This is a bad change, it basically makes the whole ability useless in STFs.

When a tactical cube has the escort's shields down, and already damaged the hull.... then you are dead already, and the damage bonus is useless because you should either be healing, or running away out of the cube's range.

Either case, you got 1 to 3 seconds to live, and the ability will not do you any good.

The ability should be just taken out or re-enabled with an undamaged ship, because right now its a waste of an icon that you should just remove of the ability tray like abandon ship.

tpalelena 03-28-2013 08:08 PM

Go down fighting nerfed
With the expansion, this ability will require at least 50% hull damage to be used.

Say good bye to using this in STFs.

Now... why is this bad? Because if you are getting fire in an STF as an escort, and your shields are down and hull is going below 50% , you either flee, or die in 3 seconds.

Which makes this ability totally useless in an STF.

If you die, you don't deal damage.
If you flee, your turrets will shoot for a second or two.

So this ability should be taken out of your ability tray and put next to abandon ship as "useless trash" when its nerfed.

mehen 03-28-2013 08:10 PM

So, you're complaining that an ability whose name infers that you have taken a significant amount of damage....requires you to take hull damage? If this is the first step in balancing tac captains in relation to the other two, that's fantastic news. First in a long time, tbh.

If your escort can't survive more than five seconds without popping with shields down, you're doing it wrong, and you probably should change your sig.

sander233 03-28-2013 08:13 PM



sander233 03-28-2013 08:14 PM



tpalelena 03-28-2013 08:19 PM

I can't survive against a tactical cube in an elite STF against more then a few seconds while firing at it.

Fleeing it is another option, but then you are hardly doing damage, are you? Unless you mount non dual weaponry, of course.

Hm... as happy as you are that that the tacticals will be nerfed to uselessness, that wont make the other classes any better.

So yeah. Pug stfs will be even harder.

And I plan on not only changing my signature, but stopping playing with the tacticals.

Edit: I changed the signature, and I think this is still a bad idea.

Balance could have been achived by making engineering and science captains stronger, but nope.

Lets make tacticals useless. Makes more sense then buffing the other two.... why?

The only thing I can imagine behind this would be that people running less STFs means less dilithium, so more people would be buying zen to spend on the dilithium exchange.

tpalelena 03-28-2013 08:27 PM

Good, as in STFs will be longer.

If this makes you happy, maybe dual weapon systems should be removed from the game too.

Welcome to the 30 minute stf runs.

lilchibiclari 03-28-2013 08:33 PM

The wiki description at claims that it is an all-or-nothing buff that applies once your hull integrity drops below a certain level. I don't know if this is correct, but IMO it really ought instead to be a sliding scale with say 20% of the benefit available at 100% hull integrity and 100% available at very low hull integrity.

tpalelena 03-28-2013 08:44 PM

They changed it to the one in STO wiki. Derp.

Could they have not just halved its damage bonus and duration?

And my jupiter outfit parts can no longer be selected in the tailor. When it rains, it pours.

Having to reroll my tacticals as science is one thing (or engineers for KDF side), but without all the pretty jupiter outfits which i payed for its just sad.

tpalelena 03-28-2013 09:33 PM

Hm...and it seems a tactical trait is to give the go down fighting double your resistance to damage. So from a damage boost it becomes a tanking ability.... which would be awesome... if I was an engineer in a cruiser.

The other tactical space trait decreases the enemy's accuracy by around 4.8 with a critical, and stacks 3 times.

It seems like my DPS-heavy tacticals will become Tankticals with less damage but more resilience.

Maybe this is a good time to get plasma beam arrays and the Regent torpedo, and go full broadside.

That way this skill becomes OP, not useless.

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