The pulsewave assault rifle needs some serious looking in to. Certainly, many of the issues that shipped with season 4 need work, some of them a lot of work, but this weapon in particular is the worst culprit.
A tactical captain can walk up behind a group of 3 or more people, activate all damage buffs, and literally one shot every player within 6m of the blast. If anyone survives, they can be picked off by one shot of the primary or a melee attack. The same is true to a smaller extent with science or engineering captains, but this is highly made up for by other skills (i.e. turrets, exothermic induction field).
In addition to this, the fire rate of stun pistols make them equally as deadly. In a test match, I used a Type 2 phaser against a science captain (as a tactical captain) and stunned and phased him to death over a period of seconds. 3 primary shots take away shields. 4-5 more kill, all while the victim is stunned and cannot respond.
All I'm saying is, in addition to many other things, weapons need some serious work.
You actually do this with a lot of the aoe secondary attacks. The minigun is brutal this way, especially against opponents that are unshielded. I've taken out entire groups, by myself. And before my BO's have even had time to react. And yes this is with a tactical toon.
Ground combat is meant to be much quicker and deadlier now.
It is only a small step between fast and too fast but a huge difference.
Don't get me wrong I like the new pace but most of my sci skills are useless because I'm death before I can use them (not being able to line them up doesn't help either). Maybe I just need more time to adapt and to learn the new way... ask me again in a month.
Something I just thought of. Sniper Rifles are your friends, especially now. You can engage the mob before they can attack you and can take down even bosses pretty quick.
And you have to think more before engaging now. I'm not familiar with Sci but from what it seems a lot of their skills are used during the battle. Which with the increased speed of ground combat now could be a bit of a learning curve. I know my engineer I have to play differently now
The shotgun is actually fine. As someone else already pointed out, range affects its damage to a great degree... it's all but useless unless you're up in their grill. Plus, it also has that mini-pushback/speed debuff applied to the shooter.
The problem is stealthed ambush one shots. I haven't really thought much about it yet on how to balance it. You don't just want to nerf tac buffs across the board or else tacs will become useless since the other two classes are already capable to delivering serious burst damage. Tacs are also quite squishy... in a real match between skilled teams, the ambush tactic is a fail overall. Generally speaking, yes, he will get his one shot kill but then will die quickly afterwards... so all he really did was trade kills one for one. And it took him a long time to set up that kill with a fairly high chance of being discovered before executing the ambush. In the meantime, his team was fighting short one man.
Perhaps ambush should revert back to a fragile buff as it was pre-S4. At least then you would have a chance to hit the tac as he comes out of stealth and remove his most powerful buff before he gets the shot off.
It's pretty sad that this thread is mainly complaints rather than asking the community about defensive strategies. For example (in no order, just off the top of my head)... Engineers can set a trap of mines to punish stealthers, and other teammates can sit in the mine barrier. Two engineers could make a forcefield dome and chain them after each thirty second cooldown. Science can make a dampening field which will debuff damage of anyone who enters your bubble. (I think this is the best strategy...) Science can use tricorder scan to detect stealthers. Or they can use tricorder scan against other teammates to help them detect stealthers. Tacticals can use target optics to detect stealth, or they can stealth themselves and then kill whoever destealths. (Why do you say that the stealther will run away unharmed? Shouldn't you have someone on your team ready to pick them off?) Tacticals can also sit in the forcefield dome or dampening field, or chroniton mine barrier.
Or better yet, why don't you spread out more so you aren't killed in a stupid way. It's your own fault if you bunch up together without any defenses or crowd control. If you don't like lunge then pick up an armor that gives you physical resists. Or why don't you just crouch so you get a dodge bonus.
Not to mention the fact that tacticals are a one trick pony and should be able to pull of a DPS trick like that. As science, I have one trick of super healing myself and tanking against the DPS pulsewave trick. You wanna nerf that too?
I am so sick of people crying nerf when there are tons of defensive strategies already in the game but it is easier for everyone to complain rather than learn a defensive strategy and practice with a team of friends. I didn't even mention all of the other ways you can defend yourself (you could even use sonic pulse, weapons malfunction, sprint running for dodge bonus, turrets that you put in a border by a corner so the turrets go off, nanite health monitor, many more skills... it's so silly that this is even an issue for someone). Also it seems that the original poster is contradicting himself... why don't you stun the tact that de-stealths?