This ones for you Heretic
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Join Date: Dec 2007
09-16-2011, 11:04 PM
Originally Posted by
I really don't understand the what in the name of q is the issue with tactical team. The only people that can't get around are the people that need to learn how to pvp better. That's just a learning curve as with any ability that does anything. Other abilities need real figuring, and tactical team is no game changer in a skilled 5 v 5. Why can't we just leave it alone?
Edit: I do see the need to find a reason to increase ranks, but that's no different from any other "team" ability beit sci, eng or tac.
The problem is that Eng and Sci Team both have
returns on increasing the Rank of the skill taken. For Sci Team, you get a bigger shield burst-heal; for Eng Team, you get a substantially bigger hull heal. For all three team-types, you get a slight improvement to the +X skills provided by the Teams, but, here's the huge difference: for Tactical Team, you do not need to put any skillpoints into the skill to get the fully-effective shield distribution (the main benefit of the skill), for the full, 10 seconds (which should, instead, be the same 5-second duration of the other Team powers), while taking higher ranks of the skill gains no appreciable (or, frankly, discernable) increase in the efficacy of the shield distribution. Coupled with the 100% greater up-time of Tactical Team, it is a no-brainer, no-skill power, that every ship can benefit from running. On the other hand, Science Team and Engineering Team require skillpoint investment to boost their effectiveness (shield/hull burst heals), and only benefit from their debuff-cleansing component for 50% of the time, compared to Tactical Team.
Tactical Team is a
game-changer in a skilled 5v5 (if employed properly), as it maximizes the effects of already-too-powerful healing, and provides 67% immunity (due to uptime) to APB, APD, BP, FoMM (all staple skills for countering the power of healing, but largely nullified, now, due to Tactical Team's power and prevalence).