Lt. Commander
Join Date: Dec 2007
Posts: 120
I've been meaning to post about this for awhile now, but haven't gotten around to it.

Tactical Team has become a "must have" skill in the game for anyone who has figured out how well it works. It not only seems to just distribute shields VERY effectively, but somehow actually absorb shield damage like an actual shield-heal skill.

When combined with other shield heals like Emergency Power to Shields and Transfer shield strength, and even using the Borg 3-piece set, any ship (even an Escort) becomes an instant tank.

Whats more interesting is if you test this by not using ANY shield heals and taking an extreme amount of damage, then applying tactical team. I did this to someone I saw who was AFK being attacked by several ships, he was down to almost no shields and 10% hull, but as soon as I gave him Tactical Team he didn't take any more damage until that Tactical Team wore out after 10 seconds.


So what I wanted to discuss was if anyone considers this a game-breaking skill or maybe another skill that has an extra statistic boosting its capability, or if its perfectly fine the way it currently is.

Thoughts?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
03-05-2012, 02:16 PM
It's simply one of the powers that work properly in STO imo.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
03-05-2012, 02:17 PM
It is a general rule of thumb in the gaming world that if one skill is being selected whenever possible, even at the expense of other skill choices, then that skill is probably a bit too strong or useful. If everyone is using Tactical Team over other skill choices then we can assume that it's because the skill is broken, especially when it's being chosen in place of Engineering and Science Teams (or other shield abilities).

While it can be argued that there aren't as many options available for Tactical slots and therefore Tactical Team is the best of the class, so to speak, I think the problem is more that the skill is a bit too efficient and shares a cooldown with two skills that aren't as efficient, thus diminishing the value of the other skills.

It isn't an issue with just the one skill (as a small tweak will "balance" it), but rather an issue with the overall dynamic of Tactical and "Team" skills in general.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
03-05-2012, 02:18 PM
It's effective for a short time, but it's not an "i-win" button. Even if you use Tac Team in conjunction with other shield heals, the effect is temporary, and if you're taking a lot of damage, you'll still die fast. A Tactical Cube will still two-shot you with tactical team. A high-dps Escort will still take your shields down (completely, instead of just the one facing).

So no, it's not "too effective".
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
03-05-2012, 02:51 PM
Quote:
Originally Posted by kostamojen View Post
I've been meaning to post about this for awhile now, but haven't gotten around to it.

Tactical Team has become a "must have" skill in the game for anyone who has figured out how well it works. It not only seems to just distribute shields VERY effectively, but somehow actually absorb shield damage like an actual shield-heal skill.

When combined with other shield heals like Emergency Power to Shields and Transfer shield strength, and even using the Borg 3-piece set, any ship (even an Escort) becomes an instant tank.

Whats more interesting is if you test this by not using ANY shield heals and taking an extreme amount of damage, then applying tactical team. I did this to someone I saw who was AFK being attacked by several ships, he was down to almost no shields and 10% hull, but as soon as I gave him Tactical Team he didn't take any more damage until that Tactical Team wore out after 10 seconds.


So what I wanted to discuss was if anyone considers this a game-breaking skill or maybe another skill that has an extra statistic boosting its capability, or if its perfectly fine the way it currently is.

Thoughts?
You sure it's not just broken? It shouldn't be healing at all, just redirecting shields to the facing under fire. If it is healing then it's doing something it shouldn't be doing.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
03-05-2012, 02:58 PM
I haven't noticed any actual shield healing from it. Using it when all 4 shield facings are low doesn't do a whole lot. In your case, it is possible that there might have been a proc that healed the shield. The borg regenerative shield array proc can do that.

Also, I'm not sure if it's 'must have' skill versus a 'what else is there to put in that ensign tac slot anyway' skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
03-05-2012, 03:02 PM
I agree that the enormous shield redirection ability of tactical team seems a bit over the top.

I mean, from an in-universe POV: The Tactical Team, those people who drive off boarding parties and such, have a secret key on how to retransfer power between the four shields that ignores any EPS limitations? That doesn't make much sense.

Tactical team has its uses beyond redirecting shield power, but most who use it are not even aware of that because the shield effect overshadows everything.

Game-balance-wise, isn't it rather unfortunate to give the Tactical slots a tanking ability? Shouldn't that be the dominion of Engineering, or, as it is shields, the Science department? Science team is underpowered anyway.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
03-05-2012, 03:08 PM
I see no problems with it. It does give a small attack boost but I see my non-facing shields being drained rather quickly in my escort and BOP.

The down side it only lasts a few seconds, perhaps enough time for a single pass and unless you rebalance quick or heal again your drained shields leave you exposed. Emergency power does the trick, without that you'd be baked tribble.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
03-05-2012, 03:14 PM
Tactical Team isn't as broken or over powered as some of the other stuff but it does have a few issues which could use some attention. It removes and protects against debuffs such as Attack Pattern: Beta, Boarding Parties, and it makes Fire On My Mark (a Captain ability with a long cool down) all but worthless for a stretch longer than 5 seconds (typically). With the exception of a relatively minor buff to Projectiles and Energy Weapons, each tier is just as effective at what it does and lasts equally as long making anything beyond tier 1 pointless.

There was talk at one point of splitting shield redistribution from the part that buffed tactical systems and cleared tactical debuffs into a couple of abilities. Ideally though, it would help if Tactical Team 3 worked as Tactical Team 1 currently exists. Tactical Team 2 would be slightly less efficient at redistributing shields and the buff/debuff would last a few seconds shorter. Tactical Team one would have a much slower shield redistribution rate (but still better than manually redistributing) and buff/debuffs would only last for about 5 seconds. The duration differences wouldn't be huge but they would open up windows for tactical debuffs and create smarter opportunity costs.

Also, while this certainly benefits everyone who can keep a little bit of shield up it is a much better buff for Science ships and Cruisers who in general have significantly more shields and more abilities to keep shield capacity high.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
03-05-2012, 03:17 PM
Quote:
Originally Posted by sophlogimo
Game-balance-wise, isn't it rather unfortunate to give the Tactical slots a tanking ability? Shouldn't that be the dominion of Engineering, or, as it is shields, the Science department? Science team is underpowered anyway.
The problem with giving that to Science or Engineering is that they already have powerful Ensign level abilities whereas Tactical is very short there. The reason it was buffed in the first place was because it was never taken and ships like the Defiant R and Qin Raptor with three Ensign Tactical slots were struggling with skills to put there. Even a normal Escort like the Fleet Escort or Advanced Escort can struggle to fill all those Tactical slots if you choose to drop torpedoes and go all energy weapons.
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