Lt. Commander
Join Date: Dec 2007
Posts: 120
Hey guys,

Internal discussions continue about some of the more powers that are more problematic in PvP, in particular Tactical Team and Scramble Sensors. We wanted to share some of our thoughts and ask for input from the community.

Note that all of this is simply at the stage of "proposal" - we want to hear from the community before we make any kind of final determinations on any of this.

Scramble Sensors Proposal
1. Reduce maximum duration by about a third.
2. Max Targets to 5 (there has to be a cap on this, but we are willing to consider a higher cap than 5)
3. When under a confuse effect, if you have no target any power that is Self-or-Friend will always target Self. Meaning, instead of doing the camera shuffle you would only have to deselect then hit Science Team to clear the effect.

Tactical Team Proposal
1. Split off the shield redistribution as a new, separate Boff power starting at Ensign
2. Keep recharge time the same.
3. Reduce duration of all effects from current 10s to 5s.
4. Add an additional effect that is tactical themed, not damage, and is either instant or 5s in duration.

For the Tactical Team proposal, we would welcome suggestions for an appropriate new effect for #4.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
09-19-2011, 12:13 PM
putting a maximum affected number at 5 will encourage way too much spam. Im not necessarily sold on reducing the timer on scramble. The number one thing thats required is the ability to clear it and that the misfire of other abilities such as evasive gets fixed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
09-19-2011, 12:19 PM
Scramble:
1. Reduce Duration by a 3rd all ranks sounds good
2. Shouldn't be a max target limit imo, just lower radius to 2km or whatever
3. Sounds good if it works, but what about the mad switching when firing weapons? That's annoying as heck too.

Tac Team:
- I think all this one needs is to be reduced to 5 sec shield redistribution and make its effectiveness rank and skill point dependant.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
09-19-2011, 12:27 PM
So as far as tac team goes, the new shield distribution ability would also be a tactical abilitiy?

If you pull the shield distribution ability off of tac team, no further nerf of the ability will be required. The only reason ppl were running the ability before it got the shield buff was to fill in extra tac abilities in the ensign slots anyway. Unless the #4 ability is very beneficial, I'm guessing most captains will be dropping tac team for the new shield rebalance ability.

Instead of that idea, I would suggest dropping the shield redistribution to 5 seconds, and make it a manual ability with a much quicker recharge time. For example, when you hit tac team, then redistribute shields, your shield would balance 4x faster than if you just hit rebalance without tac team up. In other words, just have tac team redistribute shields faster, not automatically
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
09-19-2011, 12:35 PM
Scramble Sensors:
I am concerned that a hard cap might have an unpleasant side effect of an even greater spam explosion. While it may be necessary, assuming a radius of effect reduction isn't possible (what is the radius again anyway?), can it be bumped up to 10 or 15 targets? Is there any way to give effect priority to a player ship or NPC over something like mines?

Right now, if Blue Team scrambles Red Team, Red Team can see anyone who is currently cloaked on Blue Team. Has this also been addressed?

Tactical Team:
The duration reduction from 10 to 5 seconds is going to be great for for Boarding Parties, Tactical Debuffs, and alpha strikes in general. If the shield redistribution is to be fixed it would be nice to see a pretty significant, and skill point dependent, boost to something like critical severity, chance or accuracy. I'm not sure just how much the current numbers translate to those things but something more obvious might be nice. Tactical Team still remains a powerful debuff remover without being something you spam just because every time is the right time to have it active.

Shield Redistribution:
I'm not really sure that this has to be converted into an entirely separate ability but if it is I hope that some of the existing issues are addressed. The redistribution rate is just too efficient for too long and makes it almost mandatory. I wouldn't be opposed to keeping it if it were reduced and also more dependent upon skill points.

Thank you for taking these things seriously. Any of your changes are a good step in the right direction. If we can get some clarification on some of them and maybe consider a few modifications things could be great.
Lt. Commander
Join Date: Dec 2007
Posts: 120
Quote:
Originally Posted by SteveHale View Post
Scramble Sensors:
I am concerned that a hard cap might have an unpleasant side effect of an even greater spam explosion. While it may be necessary, assuming a radius of effect reduction isn't possible (what is the radius again anyway?), can it be bumped up to 10 or 15 targets? Is there any way to give effect priority to a player ship or NPC over something like mines?

Right now, if Blue Team scrambles Red Team, Red Team can see anyone who is currently cloaked on Blue Team. Has this also been addressed?

Tactical Team:
The duration reduction from 10 to 5 seconds is going to be great for for Boarding Parties, Tactical Debuffs, and alpha strikes in general. If the shield redistribution is to be fixed it would be nice to see a pretty significant, and skill point dependent, boost to something like critical severity, chance or accuracy. I'm not sure just how much the current numbers translate to those things but something more obvious might be nice. Tactical Team still remains a powerful debuff remover without being something you spam just because every time is the right time to have it active.

Shield Redistribution:
I'm not really sure that this has to be converted into an entirely separate ability but if it is I hope that some of the existing issues are addressed. The redistribution rate is just too efficient for too long and makes it almost mandatory. I wouldn't be opposed to keeping it if it were reduced and also more dependent upon skill points.

Thank you for taking these things seriously. Any of your changes are a good step in the right direction. If we can get some clarification on some of them and maybe consider a few modifications things could be great.
They're already splitting off the shield dist from TT and making it its own skill. That makes it half of the power of TT already. Nerfing it even farther just makes it worthless in my opinion. Unless of course they add something extra to it like they're going to do to TT.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
09-19-2011, 08:34 PM
Split Tac Team into two powers.

Tac Team: 5 second debuff cleanse, 5 second shield resistance debuff to anything that your weapons hit (like beta/delta) 10% lvl 1, 15% lvl 2, 20% lvl 3.

Shield Balance: 10 second buff to shield balancing (self target only, does NOT auto-balance shields) 2x lvl 1, 3x lvl 2, 4x lvl 3.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
09-19-2011, 01:18 PM
Quote:
Originally Posted by Rock_Monster View Post
3. Sounds good if it works, but what about the mad switching when firing weapons? That's annoying as heck too.
Isn't that the whole point of scramble, you nerf this aspect also and there is no real point in bringing the skill anymore.

Part of the skill of a good player is making sure heals still go to the right people while under scramble and for an escort still being able to kill a target while under scramble.
If that means the escort pilot has to have mad clicking skills and reselect the target 5 times, so be it.

I've got kills under scramble plently of times, subnuced people while under s3 etc. Its actually one part of the game i like due to the skill required to pull it off. Something most of STO lacks in.

Quote:
Originally Posted by Heretic
Hey guys,

Internal discussions continue about some of the more powers that are more problematic in PvP, in particular Tactical Team and Scramble Sensors. We wanted to share some of our thoughts and ask for input from the community.

Note that all of this is simply at the stage of "proposal" - we want to hear from the community before we make any kind of final determinations on any of this.

Scramble Sensors Proposal
1. Reduce maximum duration by about a third.
2. Max Targets to 5 (there has to be a cap on this, but we are willing to consider a higher cap than 5)
3. When under a confuse effect, if you have no target any power that is Self-or-Friend will always target Self. Meaning, instead of doing the camera shuffle you would only have to deselect then hit Science Team to clear the effect.

Tactical Team Proposal
1. Split off the shield redistribution as a new, separate Boff power starting at Ensign
2. Keep recharge time the same.
3. Reduce duration of all effects from current 10s to 5s.
4. Add an additional effect that is tactical themed, not damage, and is either instant or 5s in duration.

For the Tactical Team proposal, we would welcome suggestions for an appropriate new effect for #4.

Now as far as the other scramble changes go, like others have said the cap on targets is a bad idea, it just encourages mine and pet spam to counter it. The duration reduction and self clearing should be enough, although i feel even with this change that scramble sensors 3 still has to be removed from the game.
Due to the fact its duration would still be too long, and you don't lose anything other than CPB3 when taking this, not much of a loss and you could still have 3-2 science ships chaining multiple copies. Only having SS1-2 chaining really you sacrifice so much to pull it off, where as allow ss3 and you can do it easily

Also the issue of evasive manoeuvres failing while under scramble needs to be fixed.

As for tactical team, changing the shield redistribution into another separate skill to TT, would make TT become unusable again, shield redistribution to the point of invulnerability is just too good of a skill to allow at ensign level. The duration reduction won't mean much, 5s is still a lifesaver and will put all the shields on the facing getting hit., the new shield redistribution skill would still become a must take for every ship ensign power.

To fix the shield redistribution you need to raise the cool down on this power, its pretty much a RSP that is passed from player to player in every skilled PVP match due to the fact that it gets stacked with cross heals. Making it so it starts at LT and can not be passed around would be better. So cruisers and scis can still have their 2nd RSP if they want but they actually have to sacrifice something.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
09-19-2011, 12:20 PM
I think that SS proposal sounds really good, though I'm also not liking the max target limitation. If you could change that to a value as high as possible, bringing spam shouldn't be a counter and the community should be able to work with the power.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
09-19-2011, 12:21 PM
Lovin' it.

For TacTeam's non-damage based component, what about bringing back it's crew revival? I know that crew is currently useless, but I believe you guys are looking into changing that?
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