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Join Date: Dec 2012
Posts: 361
what they did when tacticals started to boost science skills ? nerfed science skills, they didnt nerf the boosting capability of tacticals from theyr op skills, causing a dmg boost to everything

repulsors are weak, they make useless dmg without tactical skills, same for photonic shockwave and gravity well

gravity well cant hold a thing anymore, and tacticals still can boost it better than sci's

feedbackpulse is drastically boosted from tactical buffs too, i mean, you dont need to spend points on science skills, just go tactical, they can boost the damage the enemy is making, and reflect it harder ...

charged particle burst is super weak, i cant reach 5k shield strip even with 4 flow cap consoles and max aux, anyone have a shield of 15-20k average cap, that plus power insulators that recudes cpb damage by half, makes the skill useless, cpb and tachyon beam are useless now.

photonic shockwave dmg can be boosted better by tactical officers too, and the disable time is stupid because every tactical have the op skill called attack pattern omega that gives immunity to every single disable, hold, repel, gravity well etc etc, and still everybody has inertial dampers that recuces the disable time by half

the only skills that i find usefull for pvp are energy syphon and feedbackpulse, and perhaps repulsors/gw with doff to have a constant mine clearing, other skills are useless, cpb is only to decloak, sensor scan, gravity well, antiproton sweap do that too, tykens rift's drain is very weak too, and that is because tactical's can boost every single thing there is in the game, making science's job better than scientists, my brother quited engineer because nadion inversion is useless 95% of the time, only to counter energy drain builds, or to make some overloads, but devs forgot about torpedo boats of course, because tacticals boost any kind of dmg, and comparing nadion inversion/eps power transfer/eng fleet to the related tactical skill you will see that tacticals are op, because they can boost everything, they should only boost energy damage, leaving the kinetic for scientists, or making the kinetic damage from repulsors/psw/gw, modified by aux, plus a little boost in dmg, as well as the shield stripping skills of course, they can't do a ****

wanna try science in science vessel ? dont, that would require you to spend points on prtg,flow caps, etc etc, go tactical, they can boost feedbackpulse better than you wihout particle generators, they can make a 10k photonic shockwave, or almost kill you with only one repulsors bleed, and what the devs did for that to stop happening ? nerf science skills !!! and give attack pattern omega immunity to disables, holds, repels, movement debuffs, etc etc, cryptic dont want balance, they want the f*king jhas to be stronger and stronger
and they keep nerfing every single way that other classes have to kill tacs, aceton beam is BS, as well as dem, because someone discovered that dem worked nice with turrets, or that tackyon beam could strip half of a escort's shield if well boosted

and please, don't tell me "if you can't win a pvp in a sci/sci you are doing it wrong" because i know what i do, and if you dont believe it, post your in game name and we will have a fight.

tacticals are op because they can boost science skills better than scientists, and have better captain skills than engineers (definitely) and scientists, pressure damage is still super up, leaving the rest for tacticals that can boost all type of damage, and i cant make a significant ammount of damage without feedbackpulse on 1vs1's, and please, dont talk about that 10k vesta dps build, that was the most nooby post i ever saw.

tacticals shouldn't boost science skills they way they do, at least, stop boosting fbp and kinetic dmg from science skills, and give them a boost
it's not the ship or the build, it's the atitude