z0gra: chances are this thread is not about what you think it is about. If you used Operative, you probably won't notice much difference after the patch.
To address your concern, however: the tactical officer provides three main roles in ground PvP, neither of which will be eliminated by these changes.
The first is Team Support, achieved through such powers as Tactical Initiative and Strike Team, and such kits as Squad Leader. These make your team as a whole do much more damage, or improves all their kit abilities.
The second is Enemy Control, achieved through Suppressing Fire, which is available on Fire Team and Security Protocols. This power slows enemies down and keeps them from doing much damage. In my opinion, it is the second best power in the game, with Tactical Initiative as the best.
The third is Timed Spike Damage, aka the 'oneshot'. This is achieved through stacking damage buffs on Operative or Fire Team, and using a high damage weapon to punch through most of the enemy's health in a single shot. If it doesn't kill them, you can ideally finish them off quickly.
Cloak is only a means of getting into position to do your 'oneshot.' Move with your team, keep to cover. Drop enemies at range with big damage weapons like the Sniper Rifle, Compression Pistol, or Type 3, or punish them for getting close to you with a super-buffed Pulsewave. Cloaking may feel effective, because it lets you get a kill without getting killed first. But remember, all the time that you are invisible but not fighting, your team is fighting 4v5 against the enemy, and as soon as you become visible, you may well be fighting a 1v5, since your team is somewhere else.
Kollins:
My reply to the issue of stealthing, from this earlier thread:
http://sto-forum.perfectworld.com/sh...d.php?t=354541
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It's a hackjob of a fix, but it is an improvement, on some levels. Perfect stealth is still easily attainable via the Covert passive and Operative, but at least it's unavailable to Fire Team, now. Unfortunately, this makes all the non-Operative stealth powers completely useless - the stealth value of Omega or Ambush or Shroud, in isolation, is too low to make a player disappear even against an opponent with 0 Perception, even at 40 meters.
Here is a method that would have really worked, without making all non-Operative stealths useless:
Set stealth equal to a function of the sum of the stealth values, Stealth_sum, in the same way as damage resistance, such that it starts meeting severe diminishing returns above a Stealth_sum of 400. One such function, cribbed from the damage resistance function:
Stealth_actual = 3000*(0.25-(450/(900+Stealth_sum))^2)
This way, you can have all the stealth values on all the items, but stacking stealth above 600 is virtually impossible.
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