Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
08-14-2011, 02:32 PM
Quote:
Originally Posted by Azurian View Post

Just make TT1 equivalent to auto-distribution, TT2 %50 current capability and TT3 equal to the current TT1's Shield Distribution.
Hmm if they dont remove the auto distribute, i think this is an excellent idea. So instead of hitting (going by default settings) right arrow to distribute shields to your right shield facing, it will do it automatically. However, the effect will not be any more than it would be when hitting "right arrow" shield facing.

I dont think the higher tiers should do it anything like it currently is though. Right now its Reverse Shield Polarity

Im going to post that suggestion in the other topic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
08-14-2011, 04:31 PM
Quote:
Originally Posted by Beagles View Post
Hmm if they dont remove the auto distribute, i think this is an excellent idea. So instead of hitting (going by default settings) right arrow to distribute shields to your right shield facing, it will do it automatically. However, the effect will not be any more than it would be when hitting "right arrow" shield facing.

I dont think the higher tiers should do it anything like it currently is though. Right now its Reverse Shield Polarity

Im going to post that suggestion in the other topic.
It'd have to be REAL awsome to stand a chance to steal a slot from powers like HYT3, BOL3, TargetSubsystem3, APO1 and CRF2! Right now, TT doesn't even come close to being useful compared to the other T2 and T3 abilities. OK, so TT1 may be better than the other junk you can use in T1 slots, but the higher versions are already worthless! :p
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
08-14-2011, 05:29 PM
TT 3 would be the only one that is out of reach. Healers and scis could run TT 2 with very little loss.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
08-14-2011, 05:34 PM
Quote:
Originally Posted by Dassem_Ultor
It'd have to be REAL awsome to stand a chance to steal a slot from powers like HYT3, BOL3, TargetSubsystem3, APO1 and CRF2! Right now, TT doesn't even come close to being useful compared to the other T2 and T3 abilities. OK, so TT1 may be better than the other junk you can use in T1 slots, but the higher versions are already worthless! :p
True, there would have to be a little extra added to TT2 and TT3 to make them more useful.

Right now TT has:
  • Shield Redistribution
  • Small Buff to Weapon Skills
  • Removes Tactical Debuffs
  • Removes Boarding Parties

So perhaps TT2 and TT3 would act as a combo with other abilities? For example TT2 or TT3 comboed with FAW 1 or 2 would allow you to perform an anti-cloak beam sweap like in Nemesis?

TT Comboed with Torpedo Spread, could act as a short sensor scramble (IE Nebula effect).

Combed with Warp Plasma Eject, allows you to light the plasma on fire and increase it's effectiveness (Riker Manuver).




Right there would get people to use TT2 and TT3 more now wouldn't it, and I doubt I could see it being really overpowered since you are using 2 abilities to pull off 1 nice one. Right?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
08-14-2011, 05:42 PM
Quote:
Originally Posted by Azurian View Post
True, there would have to be a little extra added to TT2 and TT3 to make them more useful.

Right now TT has:
  • Shield Redistribution
  • Small Buff to Weapon Skills
  • Removes Tactical Debuffs
  • Removes Boarding Parties

So perhaps TT2 and TT3 would act as a combo with other abilities? For example TT2 or TT3 comboed with FAW 1 or 2 would allow you to perform an anti-cloak beam sweap like in Nemesis?

TT Combowed with Torpedo Spread, could act as a short sensor scramble (IE Nebula effect).

Combed with Warp Plasma Eject, allows you to light the plasma on fire and increase it's effectiveness (Riker Manuver).


Right there would get people to use TT2 and TT3 more now wouldn't it, and I doubt I could see it being really overpowered since you are using 2 abilities to pull off 1 nice one. Right?
Its all fine for me. But if you really want this to happen, also make a suggestion to give us more Ensign Tactical abilities to choose from.

- Beam target X. I dont use it on my build. Besides it interferes with my Beam overload
- HY, i dont use torps which requires it.
- FAW - i dont use single beams, just 1 dual beam bank, not particulary useful, also interferes with Beam overload
The rest of my Tactical stations Lieutenant and up are all already filled with powers which have a shared cooldown with something else.

In other words, we dont have enough Ensign powers to fill up.
I agree that perhaps Tactical team distribution should get better when you use i.e. rank II or even rank III of the ability, but then again is it really that useful to sacrifice a L, LC or commander slot for it? The damage buff as it is now is rediculous to say the least.

I think this particular ability should be fixed accordingly, but also depending on whichever uses it. I think Tacticals/Escorts i.e. should get a bonus for using it and lets say, a cruiser doesnt get a bonus for TT and will become less effective (Since cruisers already have rediculous healing)

Just a suggestion
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
08-14-2011, 05:43 PM
Because really what escort would drop HYT3 or CRF2 for Tac Team. Unless TT2 and 3 offered some huge ungodly damage buff why use a higher version. TT is the tactical equivalent of PSW, both have their uses but the lowest one is adequate. Nerfing it will only make cruisers the ship to play.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
08-14-2011, 05:45 PM
That's not true. The only shields I ever use are resilient shield arrays. We are out there!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
08-14-2011, 08:39 PM
I would love for them to fix the graphic bugs with EWP, GW, and TR. Where its there but it doesn't show up until you are in it or through it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
08-15-2011, 08:05 AM
Also force teaming creates more bugs.Teaming up with 2 or 5 results mixed teams or failure to some entering pvp match.Unable to leave team is also very annying.im counting this as a bug, it cant possibly be a feature or if it is, it's the worst idea ever.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
08-15-2011, 08:24 AM
lol mr.qaw nice signature banner thing looks good!
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