Lieutenant
Join Date: Mar 2013
Posts: 92
As a Tactical Captain myself, I have noticed the enormous power I have over other Captain's of different classes. Coupled with obviously over-powered vessels such as the JHAS or Fleet Defiant and it becomes a deadly "synergy" of its own.

So lets stop this talk about "re-balancing Engineering and Science" which quite frankly, we all know that Cryptic are just not able to do. They've had 3 years to balance the classes and have failed and proved they are not interested in that.

The most simple solution is to nerf the damage that Tactical Captain's are capable of. Stop Attack Pattern Alpha from interacting with Science Abilities by locking it to "WEAPON DAMAGE ONLY" and nerfing it to 25%. Also Go Down Fighting should also be "WEAPON DAMAGE ONLY" and nerf the durability of Escorts by 15% across to board to become the Glass Cannons that we all know that they should be.

These topics about changing skills etc are really not needed because it just brings us away from the main issues. Tactical has been too powerful for too long and are Cryptic's favorites because they do not know how to do other abilities without making damage ridiculous.
Captain
Join Date: Jun 2012
Posts: 2,235
# 2
03-23-2013, 11:41 AM
I blow up sufficient JHAS, Fleet Defiants in my cruiser to know they are not invincible. Its a case of playing at their weakness.

I will give you a hint.

Counter their Speed & maneuverability. - slow them down. Target Engines instead of FAW. Chrotonic Mines and Torps. Polaron weapons work great. Chrotonic Torps are great if you can afford a Lt.Cmdr Torp Spread III.

Most cruiser captains I see still play to the idea that FAW is the only important offensive skill. Its the last one I go for, for the above reason. Any ship that looses its ability for speed and maneuver is fighting on it's back leg and defensively.

Counter DPS - 2x sub-system targeting doffs - Target Weapons. They become limp biscuits. Your durability will wear them down, either till they run or just to stubborn to admit they are already dead.

If you happen to come across a premade, you had better figure out who their heavy hitter is, and apply the above to them constantly and still remember your role is to support your team.

Last edited by drkfrontiers; 03-23-2013 at 11:53 AM.
Lt. Commander
Join Date: Jun 2012
Posts: 199
# 3
03-23-2013, 11:48 AM
How about... NO.
Captain
Join Date: Sep 2012
Posts: 3,867
# 4
03-23-2013, 11:52 AM
afaik it was only in the f2p transition that tac's got the ability to boost sci powers, so there may be a valid argument to limiting tac boosts to weapon damage again.

though a nerf beyond that may be impossible now with the passive heal power creep.
that, even on its own, without all the issues of other broken nonsense, being why i havent suggested it despite tweaking the nose of just about anyone i end up in an exchange with over the tac/escort subject.
Quote:
Originally Posted by redz4tw View Post
can you say attack pattern angry forumers 3?
Ensign
Join Date: Dec 2012
Posts: 26
# 5
03-25-2013, 06:38 AM
I've got 2 tac captains...one Fed one KDF. They're just not balanced. The damage they do is fine IF they had lower defense. They should be glass cannons and they're not.

Last edited by obelusdoom; 03-25-2013 at 06:41 AM.
Lieutenant
Join Date: Jan 2013
Posts: 99
# 6
03-23-2013, 11:55 AM
While PvE is nothing but a DPS race they aren't going to harm their bread and butter by nerfing tac ships. If the May update changes that dynamic then they might be sympathetic to it.
Captain
Join Date: Jul 2012
Posts: 1,273
# 7
03-23-2013, 05:05 PM
Quote:
Originally Posted by drkfrontiers View Post
I blow up sufficient JHAS, Fleet Defiants in my cruiser to know they are not invincible. Its a case of playing at their weakness.

I will give you a hint.

Counter their Speed & maneuverability. - slow them down. Target Engines instead of FAW. Chrotonic Mines and Torps. Polaron weapons work great. Chrotonic Torps are great if you can afford a Lt.Cmdr Torp Spread III.

Most cruiser captains I see still play to the idea that FAW is the only important offensive skill. Its the last one I go for, for the above reason. Any ship that looses its ability for speed and maneuver is fighting on it's back leg and defensively.

Counter DPS - 2x sub-system targeting doffs - Target Weapons. They become limp biscuits. Your durability will wear them down, either till they run or just to stubborn to admit they are already dead.

If you happen to come across a premade, you had better figure out who their heavy hitter is, and apply the above to them constantly and still remember your role is to support your team.
I'l take the opportunity to re-iterate this. In PvP, this is how you kill escorts.
Commander
Join Date: Jun 2012
Posts: 263
# 8
03-24-2013, 01:03 AM
Tacs are cuttently the hardest and best class in the game, followed by Engineer. Science is far behind.

Regretably Cryptic is not capable of making balanced classes and powers. If they were, they would have balanced things out a long time ago.
Cryptic's shamefull history with the KDF

http://www.stowiki.org/User:Peregrin...ryptic_Studios
Lt. Commander
Join Date: Jun 2012
Posts: 245
# 9
03-24-2013, 04:28 AM
Funny how the key for eng in cruiser to beat tacs in escort is supposedly: Tac Team, Tac Team, Target Engine, Target Weapon... notice something?
Commander
Join Date: Jan 2013
Posts: 336
# 10
03-24-2013, 04:41 AM
My only problem with the Tactical captain's abilities is that except for Tactical Initiative (which is a skill that irritates me for other reasons), it all essentially comes down to "let's do more damage, on top of the damage that I am already doing". It's not particularly unbalanced from a gameplay perspective, but it is sort of redundant and slightly unfair, to boot.
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