Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
09-19-2011, 12:34 PM
I won't argue that the abilities could use some tweaking, but those proposals actually strike me as a bit much.

Scramble Sensors: The duration reduction will pretty much kill its usefulness in PvE while the 5 target cap would be meaningless to PvP spam. I could live with half duration and a 10 target cap, but really, I think the ability to actually clear it in an easy and efficient manner would be great enough.

Tactical Team: If you're suggesting splitting the shield distribution off and making that particular skill have an effect duration of 5 seconds, I wouldn't be a fan. If you kept the shield distribution at 10 seconds while making it it's own skill, I'd have no problem (alternatively, a duration of 5 seconds that can be increased with skilling would be fine). If you just meant reducing the effects of Tac Team to 5 seconds, that works.

As for suggestions... hmm... well, it makes sense for a team of engineers to repair the hull and a team of scientists to channel energy from the sonic showers into shields or whatever they do. There's kind of a limited usefulness in deploying security teams and strategists around a ship. Countering Boarding Party and Assimilation is obvious. The only other things I can think of are maybe a modest critical hit chance buff or maybe decreased weapon power drain.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
09-19-2011, 12:35 PM
Scramble Sensors:
I am concerned that a hard cap might have an unpleasant side effect of an even greater spam explosion. While it may be necessary, assuming a radius of effect reduction isn't possible (what is the radius again anyway?), can it be bumped up to 10 or 15 targets? Is there any way to give effect priority to a player ship or NPC over something like mines?

Right now, if Blue Team scrambles Red Team, Red Team can see anyone who is currently cloaked on Blue Team. Has this also been addressed?

Tactical Team:
The duration reduction from 10 to 5 seconds is going to be great for for Boarding Parties, Tactical Debuffs, and alpha strikes in general. If the shield redistribution is to be fixed it would be nice to see a pretty significant, and skill point dependent, boost to something like critical severity, chance or accuracy. I'm not sure just how much the current numbers translate to those things but something more obvious might be nice. Tactical Team still remains a powerful debuff remover without being something you spam just because every time is the right time to have it active.

Shield Redistribution:
I'm not really sure that this has to be converted into an entirely separate ability but if it is I hope that some of the existing issues are addressed. The redistribution rate is just too efficient for too long and makes it almost mandatory. I wouldn't be opposed to keeping it if it were reduced and also more dependent upon skill points.

Thank you for taking these things seriously. Any of your changes are a good step in the right direction. If we can get some clarification on some of them and maybe consider a few modifications things could be great.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
09-19-2011, 12:37 PM
Quote:
Originally Posted by Captain Data
Not to be snotty or condescending but these powers have little to no real effect on PvE. When I level up an alt I do not equip TT until max level for PVP
Um sure they do. I use TT for PvE all the time. And this is just what I was talking about... these changes will affect the STO community at large, whether or not you think you should use this powers in PvE or not.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
09-19-2011, 12:39 PM
Scramble Sensors:

1. Duration could probably even be cut in half. Then it would be about 9/13/17 for each rank. This really prevents perma scrambling, but gives a healthy amount of time for teams to get some kills and put some pressure. Otherwise, a third is still in the right direction.

2. Like everyone is saying, it will just encourage spam if there is a max number of targets. If it is for performance issues, is it not possible to limit the effect to only 5 real players instead of pets (the max amount of players on a team in arena anyways)?

3. Good change, clearing should be reliable.


Tact team:

1. I dont think there should be any ensign power that redistributes shields. However, if its going to be in, at least make it starting at LT, and make it like Emergency Power to X where you can only apply it to yourself. This gives escorts sort of an RSP type ability (they have the higher level tactical), but cruisers and scis pay a heavier price for it.

2. For the recharge ability, I would say 10 seconds, 60 second cooldown. It's essentially an RSP, which is 6 seconds every two minutes, minus the shield recharge.

3. Yes, TT should be 5 seconds.

4. Defense Bonus. An extra 10%/20%/30% defense for 5 seconds. Maybe +10/20/30 combat maneouvers as well. Look at the tactical skills on the skill tree I would say.


Overall, good ideas though.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
09-19-2011, 12:41 PM
Quote:
Originally Posted by Beagles View Post
4. Defense Bonus. An extra 10%/20%/30% defense for 5 seconds. Maybe +10/20/30 combat maneouvers as well. Look at the tactical skills on the skill tree I would say.
I like this. Eng team gives +hull, sci team gives +shields, tac team gives +def
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
09-19-2011, 12:42 PM
Quote:
Originally Posted by mvs5191 View Post
Lovin' it.

For TacTeam's non-damage based component, what about bringing back it's crew revival? I know that crew is currently useless, but I believe you guys are looking into changing that?
So, while getting rid of shield redistribute (which should probably be an engineering power anyway), you propose crew revival (which sounds like it should be a science power)?

I'd say just increase the hit and dodge (chance for enemies to miss) buff, or maybe something that knocks off a couple seconds off of cooldowns (as a a result of being tactically alert).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
09-19-2011, 12:45 PM
Quote:
Originally Posted by Heretic
Tactical Team Proposal
1. Split off the shield redistribution as a new, separate Boff power starting at Ensign
2. Keep recharge time the same.
3. Reduce duration of all effects from current 10s to 5s.
4. Add an additional effect that is tactical themed, not damage, and is either instant or 5s in duration.

For the Tactical Team proposal, we would welcome suggestions for an appropriate new effect for #4.
I am very much in favour of splitting out the shield distribution effect. Is it possible to have this as a toggle-able setting in the UI? Even if using it came with penalty to shield effectiveness, it'd be a great way for new players to be eased into the combat mechanics and for old players to avoid spamming the distribute key.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
09-19-2011, 12:46 PM
Quote:
Originally Posted by greenlightracer View Post
Um sure they do. I use TT for PvE all the time. And this is just what I was talking about... these changes will affect the STO community at large, whether or not you think you should use this powers in PvE or not.
They are getting information by asking questions peppered with a small amount of information. They are asking their customers, they are entitled to ask whom ever they wish. Its not like devs don't go on with 20 page forum discussions about running lights.

If you have useful feedback to add... please do. If their are STO customers that don't regularly visit this section of the PUBLIC STO forums, well their issue not ours.

Now stop the fight trolling and add some usefull feedback... that is all.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
09-19-2011, 12:47 PM
Quote:
Originally Posted by Heretic

Scramble Sensors Proposal
1. Reduce maximum duration by about a third.
2. Max Targets to 5 (there has to be a cap on this, but we are willing to consider a higher cap than 5)
3. When under a confuse effect, if you have no target any power that is Self-or-Friend will always target Self. Meaning, instead of doing the camera shuffle you would only have to deselect then hit Science Team to clear the effect.
I think the best option out of those would be Options 1 & 3 together. Especially where Scramble 3 is concerned.

Quote:
Originally Posted by Heretic
Tactical Team Proposal
1. Split off the shield redistribution as a new, separate Boff power starting at Ensign
2. Keep recharge time the same.
3. Reduce duration of all effects from current 10s to 5s.
4. Add an additional effect that is tactical themed, not damage, and is either instant or 5s in duration.

For the Tactical Team proposal, we would welcome suggestions for an appropriate new effect for #4.
1 + 4 would be nice. As for a 4...
Tactical Advantage: Based on your weapon power, and range from your current target, you gain a small bonus to Defense, and a Medium bonus to all weapon damage. (The amount of bonus given would be based on the Rank of the skill, say 1% Defense 2% Damage at Rank 1 Ensign, and 3% Defense 4% damage at Lt Commander Rank 3 And the skills tied to it would be Tactical Team, And 2 of the ship trainings)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
09-19-2011, 12:49 PM
This is a scramble fix suggestion- sort of- and one I think that a lot of people would be behind if it wasn't the sort of suggestion that would take a while to actually implement:


Get/Build the tech to differentiate target types.


You've gone on record saying that right now you don't have that ability- to scramble sensors or any other AoE power, a mine is no different from an enemy ship.


This means that you're balancing based on one more quantifier than before- you have to negate spam as a valid tactic, but you don't want to too many players to be affected by the power. You need to reduce server lag by multiple spawned objects, but you have to screw over those players who don't abuse spam.

There's only so much that can be done in this vein- so I propose that you take some sort of quick fix now, sure, but you put getting/building the tech to differentiate targets on the table.


Not just for this power, but for all powers that involve targeting.


How many times has someone accidentally fired a boarding party off at a mine? I know I have.


How many times have you Auxillary to Structural Integrity Field'ed a Heavy Torpedo?



Are we getting the picture?


With the ability to differentiate target types, the way powers are designed can change- scramble sensors could have a limit on 5 players and 15 non-player objects. Single target powers like science team or boarding party could only target ships, not spam like mines or heavy torps.


Moreover, it opens up that design space for new powers.

A spam clearing power, for instance, that only targets spam- fighters/mines/heavy torps.

Many powers that only target ships, or only target player ships or whatever.



I understand that this tech requires significant investment to build/procure, but ultimately it's an investment that has returns which will vastly outstrip the cost across the board. I'm sure there are plenty of uses that I haven't thought of that would be of use to you- but none of that can happen if you don't have the tech.
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