Lt. Commander
Join Date: Dec 2007
Posts: 120
Can we please get a little love?

enginers get RSF which is an extra RSP for all intents...
EPS ability + a half drain making beam boats extremely powerful and hard to kill w/ stacked RPS

Sci officers get SNB which is an extra viral, sci team only works once donchano
plus w/ thier other abilities its damn near impossible to put any DPS on them

wtf uber class nuke ability do we get as a tact officer? a CD reducer that does almost nothing
against a CD that applies to almost nothing valuable?

does it make my 2min CD on RSP quicker? nope... does it let me do a huge amount of damage? nope
does it let me use sci officer back to back to get rid of all the sci debuffs on me? nope

it takes 5 seconds off of my high yeild and cannon rapid fire... yaaaay im imba now...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-23-2010, 04:24 PM
ok here is my suggestion to make tact officers equal to the others, make tacti init resolve the CDs on all boff abilities instantly, and make it a 5m CD... that would put us on the same level
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-23-2010, 05:18 PM
So you're saying that Tactical Initiative is a waste of an ability compared to Nadion Inversion? Honestly, I'd say neither ability is worth while, and I'm an engineer in a beam-boat cruiser. You can't try to compare engineers getting RSF when you get APA at that level, nor can you compare engineers getting EPSPT when you get FomM at that level. It's not so much a balancing issue as it is a "please give us actually useful abilities at commander level," to which I completely agree.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-23-2010, 06:30 PM
Yea NadInv blows big time, haven't gotten to Commander yet on my Tac officer but I doubt TacInt is any better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
02-24-2010, 02:19 AM
Quote:
Originally Posted by KaAttaKilla View Post
ok here is my suggestion to make tact officers equal to the others, make tacti init resolve the CDs on all boff abilities instantly, and make it a 5m CD... that would put us on the same level
That might be a bit much. But it would help a lot if Tactical Initiative effected non-Tac BOffs. Frankly off all the BOffs, my Tac BOffs are the least useful.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
02-24-2010, 05:40 AM
We get GO DOWN FIGHTING later which is pure awesome.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
02-24-2010, 07:48 AM
wait... tactical officers aren't good? well darnit... I must be playing the wrong game!

we get a really nice damage and turn buff that works with the generic one (omega)
We get the ability to reduce our tactical cooldowns to the shortest time possible meaning more shots of boosted weapons.
We can reduce the enemy resistances
We can do huge damage as we take damage....

We can also throw redshirts off a cliff on ground

All the careers have good and bad points and powers, but neither is a clear winner over the other unless your looking for specialized benefits.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
02-24-2010, 10:03 AM
Quote:
Originally Posted by Dasorine
wait... tactical officers aren't good? well darnit... I must be playing the wrong game!

we get a really nice damage and turn buff that works with the generic one (omega)
We get the ability to reduce our tactical cooldowns to the shortest time possible meaning more shots of boosted weapons.
We can reduce the enemy resistances
We can do huge damage as we take damage....

We can also throw redshirts off a cliff on ground

All the careers have good and bad points and powers, but neither is a clear winner over the other unless your looking for specialized benefits.
/agreed. Tatcical is no more powerful then any of the other classes.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
02-26-2010, 05:16 PM
Quote:
Originally Posted by Dasorine
wait... tactical officers aren't good? well darnit... I must be playing the wrong game!

we get a really nice damage and turn buff that works with the generic one (omega)
We get the ability to reduce our tactical cooldowns to the shortest time possible meaning more shots of boosted weapons.
We can reduce the enemy resistances
We can do huge damage as we take damage....

We can also throw redshirts off a cliff on ground

All the careers have good and bad points and powers, but neither is a clear winner over the other unless your looking for specialized benefits.
please, by the time go down fighting is usefull you have 2.3 seconds untill the fedball kills you anyways
that damage and turn buff is only viable as a VM escape because the second you pop ur sci team you have 2 more VMs, and a tractor beam on you.
As for CD reduction, you have 5 seconds off your next high yeild and cannon rapid fire... yipeee! how about off my RSP, FBP, or most of all my sci team so that I can live long enough to USE another high yeild?
the fire on my mark is decent but its hard to use unless i use it at the very beginning of combat when i drop cloak because after that its generally a scramble to keep RSP up long enough to stay alive.

HUGE amounts of damage? not really. I watched a single sci ship take 6 klings on in BoPs and BCs w/out losing mroe then 20% hull... i tried to fraps it but I had fraps running before the encounter and turned it off when I thought I was turning it on
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
02-26-2010, 05:54 PM
Escorts are glass cannons. You aren't meant to survive long periods in combat without the support of a science vessel or cruiser. If you aren't lasting more than "2.3 seconds" then someone isn't doing their job right, whether it's you drawing attention a bit too quickly and getting ganged up on, or someone else in your team not providing healing and resistance. I'm pretty sure there are plenty of escort captains who can survive entire battles if they manage their abilities right and have a good team. And apparently you're laughing at escort damage? My friend in a Defiant gets at least 2000 dps on a single DC every time he starts a fight, usually much higher. If that's not "HUGE amounts of damage" then I want to know what your definition is.

Giving Tactical Initiative the ability to affect every bridge officer ability you have would be far too overpowering. Some abilities have extensive cooldowns for a reason (RSP for example), and enabling TacInt to speed up the cooldown dramatically wouldn't be fair. However, I will agree that TacInt doesn't seem very useful. Having only played engineer/cruiser, I have limited experience with Tactical abilities, but for the most part I've seen they have very fast cooldowns, making a cooldown reduction ability just about worthless. Unfortunately, I don't really have any suggestions for a replacement or improvement. Maybe something defensive, seeing as Tactical is the only profession of the three that lacks a defense ability (although as I said that's not really their area of focus).
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