What abilities are considered worthless? Ones that are cleared by Tac Team.
What abilities are considered OP? Ones that are cleared by other teams.
Simple solution? Allow all 3 team abilities to distribute shields.
Best solution? Remove or redeisgn all the annoying/moronic binary abilities in this game that either WTFPWN a target or do absolutely nothing. Case in point? Phasers vs Polaron. Phasers are either WTFPWN (shield disable) or junk (no disable). Polaron procs are always useful but rarely OP.
I'm on a bit of a nerf healing bent lately, hating how STO's more WoW in Space than Star Trek Online. I know the thoughts not popular, because people like slotting their Cleric, Druid, and Paladin BOFFs. I've said though, that in reducing the active healing - things would have to be balanced out by additional buffer. What's that? No magic wands but stronger ships? Like Star Trek...? Cool...
Still though, just looking at some basic things and not some of the silly DOFF stuff out there (c'mon, Transfer Shield Strength removing Hostile Boarding Parties?)...just looking at the Teams:
A) Remove Hostile Boarding Parties - sounds like something a Tac Team would do. On their own ship and even on somebody else's ship if they were to beam or shuttle some folks over.
B) Remove Tactical Debuffs - sounds like something a Tac BOFF would do. On their own ship. Not on somebody else's ship.
C) Energy/Projectile Weapons Training - yep, that Tac BOFF putting to better use their training for a short period of time. Sounds logical for something they could do on their ship. Not something they could do for somebody else's ship.
D) Distribute Shield Strength - again, easy to picture that Tac BOFF doing this on their own ship. But also something that any BOFF should be able to handle, no? Distributing the shields on somebody else's ship though?
A) Apply Single Shield Regen - well, um - hrmm. Nope, nope, nope. It's something that an Operations BOFF might do. Something you might see from an Engineer or even a Tac, but not from a Sci. Course, they could only do it for their own ship.
B) Remove Science Debuffs - well, there you go. That's something a Sci BOFF should be able to do. Something they should be able to do on their own ship or on a friendly ship if they were to transport or shuttle the team over there. Course, it's something that any Operations Officer may have training in as well - so Tac and Eng could as well.
A) Hull Heal - well, um - hrmmm. Nope, nope, nope. There are no magic wands in Star Trek for something like this. Over an extended period of time, they might be able to make hull repairs - but they shouldn't be able to repair damage that should wind the ship up in spacedock for a weeks or months.
B) Repair Disabled Systems - definitely something that one would expect an Engineer to be able to do. Something that they might even be able to do on another ship by transporting over there or sending shuttles. Course, it's something where various BOFFs should be more than capable of enabling certain systems.
And well, that's just looking at some of the basics of the abilities. Nope, didn't touch ET dealing with VM. VM shouldn't be a Sci ability in the first place.
There's a somewhat major issue in regard to STO before I continue. Careers. Go through and look through Star Trek. RandomBOFF might have started out as X, then did Y, and finally we saw them doing Z on TV or in the movies. There's a lot of crossover between Tac/Eng (both Ops) and even Eng/Sci (Sci and Ops)...even Sci/Tac. There's nothing like what we see in STO outside of the typical flat/one shot characters that are little more than scenery.
Okay, but continuing on - Cryptic introduced a curious mechanic with the Omega Torpedo. Some have suggested that mechanic be used with other torpedoes. I think it's a great mechanic for the teams. You have a certain number of charges - those charges refresh after a period of time - if you're out of charges, you're out of charges. Tada - Teams! You've got so many crew allotted for Teams - you send them out to do something, it's going to take time for them to do it and become available to do something else. Yep, that Omega Torp mechanic appears to fit Teams like a glove.
One can go around and around about not just the Teams but other things, all sorts of things... but outside of them being good ideas for STO2.0 - it's extremely unlikely were going to see anything in STO...outside of the issue growing and becoming more ludicrous as time goes by...
Willard the Rat, Klingon, Sci (60), U.S.S. Tong Vey, Geneva Command Battlecruiser (FT6), Inner Circle
Meena, Ferasan, Tac (57), I.K.S. vagh SuD bas, B'rel Retrofit Bird-of-Prey (T5U), Ho'ragh [WIP] No-Fleet, T5U B'rel Retrofit Build
Well calliing tac noob is perhaps a bit off the mark pver type speak...
However he does have a point... Escorts running omega 3 + 2 doffs would still basicly be immune to all holds under a tiered setup. (one of the options talked about I know)
It is also funny that he mentions Aceton... seeing as Aceton 3 might end up usable I do fine the idea of tiered counters... kinda funny and almost wanna see it now. I can see it now aux to bat aceton 3 cruiser builds. lol 100% uptime of aceton that no escort can clear. (well I guess the mvam / temp destroyer might get popular) lol
Anyway... still don't see the current system as bing a major issue myself. INCLUDING the sci resist skills. Yes I know shield stripping can be reissted hard... however lets be honest if it wasn't shield stripping would go back to being OP. Lets be honest with ourselves right now... think about what a Min Max shield strip build is capable of now... with CPB tachyon3... Tractor beam 1 with drain doff... rom rep sci boost. I know in my shield stripping brel if someone has anything less the 6+ points I am going to strip there shield easy like... if they reduced that resist value it would be lunacy again... welcome back the 5 man sci teams.