Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Nerf Tactical Team
06-22-2011, 05:34 PM
Is it just me or is the new tactical team making the game more dull and boring? Shouldn't ships have to somewhat try to manoeuver to keep their weak shields facing away from their enemies? But now, pressing 1 button and you competely take manoeuvering out of the picture, and it lasts for 10 seconds?! So let's say an escort tries to punch through the shields of of a cruiser, cruiser pops tact team, and for 10 seconds nothin happens... Imagine if a ship was equipped with two tact teams...

This is as dumb as FAW.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
06-22-2011, 05:58 PM
Made a mediocre ability a must have ability, but I don't agree on nerfing it. However, does anyone find it weird that it so expensive to fully spec into science and engineering team, but no points are needed for tactical? Maybe requiring more skill points for a great skill would help balance things out?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
06-22-2011, 06:01 PM
Yea I would have rather of seen tac team be more of an offensive oriented ability rather then defensive. Furthermore the cruisers and science ships benefit the most without question. 15k shield facing quickly turns into 60k in shields stacked with resists you need to burn through plus contend with shields. Of course keep in mind we have plenty of short bus cruiser pilots still whining they are not tough enough.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
06-22-2011, 06:13 PM
It's simply a way to get around how manually balancing the shields is too slow.

I agree that there should be skills affecting how effective it is, though. Ever since it was changed, they altered the skills that improve it from 3 to 0. There doesn't seem to be any reason to put any points into tactical team leader for space combat anymore.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
06-22-2011, 06:23 PM
I like the idea behind the auto balance... it simply lasts too long...

Engi team and Sci teams extras (system repair and anti sci messing) Last 5 seconds....
Yet Tac team lasts 10....

Doesn't really seem proper too me.

As blackjack says this is nice for escorts... and almost dumb for say a sci ship.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
06-22-2011, 06:44 PM
Who needs RSP when you can pop TSS and TT?

Proposal:
TacTeam 3 = Current TT.
TacTeam 2 = .66 xCurrent TT
TacTeam 1 = .33 xCurrent TT

Keeps it inline with the progression of other abilities (FBP follows a similar scale), provides an adequate nerf, and actually gives a reason to use higher levels of TacTeam.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
06-22-2011, 07:06 PM
Quote:
Originally Posted by mvs5191 View Post
Who needs RSP when you can pop TSS and TT?

Proposal:
TacTeam 3 = Current TT.
TacTeam 2 = .66 xCurrent TT
TacTeam 1 = .33 xCurrent TT

Keeps it inline with the progression of other abilities (FBP follows a similar scale), provides an adequate nerf, and actually gives a reason to use higher levels of TacTeam.
YAY!

(and I run escorts mostly)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
06-22-2011, 07:12 PM
I think some cruisers need tactical team to an extent. A Galaxy class ship just has no hope of getting an escort off of a particular shield facing for example. But quadrupling the shield facing of a cruiser's a much bigger deal than that of an escort, and cruisers have lots of enginering powers to combine it with, the same for science ships and science powers. I think this is why TT seems OP on cruisers.

I've never really given the Galaxy R much of a chance, but I took it out for a joyride today, and had two copies of Emergency to Shields III running back to back, and along with tactical team and an occasional dose of science team and rotate shield frequency, I was having no trouble keeping my shields really high most of the time. If I'd had two copies of tactical team, (1&2) and the same for TSS so's not to share a cooldown with TT, that'd have been ridiculous. I wasn't exactly short of hull heals either.

The problem is nerfing it would hit escorts and Bops a lot harder than it would the rest. I think maybe limiting the ammount it transfers so that escorts don't see a diffrence, but cruisers and science ships do may be a solution, but I don't know how possible that is.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
06-22-2011, 07:17 PM
I wonder if there were a way to make a speed of the shield distribution directly proportional to the amount of Tac BOs (and the rank of said BOs?) on your ship. That way, Escorts won't feel too heavy to a nerf to TacTeam, whereas Cruisers and Scis can pack TacTeams that help, but aren't as good as they are on Escorts.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
06-22-2011, 08:40 PM
Quote:
Originally Posted by Ebeneezergoode
The problem is nerfing it would hit escorts and Bops a lot harder than it would the rest. I think maybe limiting the ammount it transfers so that escorts don't see a diffrence, but cruisers and science ships do may be a solution, but I don't know how possible that is.
That might be a good idea. Just cap the amount that can be transferred, with the higher ranks giving higher amounts, and skills boosting the amount.

Although on my science ship and cruisers I do find TT less useful than on an escort, because of the shared cooldown with the other teams. ST is always nice to have ready, and I use ET on others a *lot*, so I lose a bit of my effectiveness when I need to use that cooldown tanking.
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