Lt. Commander
Join Date: Dec 2007
Posts: 120
# 71
06-13-2012, 01:55 AM
Quote:
Originally Posted by Feydman View Post
Some types of folks stand out when you read gaming forums...

I knew a certain pro-football player who bought a house, then bought an SUV which was simply too large to fit all the way into his garage. Now most people would have either parked it on the street or returned it for a smaller vehicle.

But what did he do?

He spent over $30k to have his garage raised 2ft and extend by 3ft. It just never occured to him to adapt to the situation rather than spend a fortune bending the situation to his will. but at least in his case, he could have it the way he wanted because it only affected him. Not so in an MMO. Some times, just as in real life, you have to suck it up and learn to adapt.

Well if the OP will kindly tell PWE that he will give them $30K to make Shield Redistribution work better then we might see it happen.

I for one would be happy if I did not have to constantly click it. If I click on it once it should keep distributing to that facing until I click it again. More like a Toggle.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 72
06-13-2012, 03:41 AM
Quote:
Originally Posted by Alexin_Cobra View Post
Can the devs speed up the shield distribution rate? I always try to redistribute my shield strength to cover the hole punch in on one shield face, but it's too slow to keep up wit the rate of fire from cannons or beams.
That's it?

Alexin, please provide more information then this when making such request.

Taken the base of what you asked, and the lack of information, I will give you their answer.


no, it is working as intended.

Next please.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 73
06-13-2012, 05:22 AM
Quote:
Originally Posted by Shinkuu_Akagan

Well if the OP will kindly tell PWE that he will give them $30K to make Shield Redistribution work better then we might see it happen.

I for one would be happy if I did not have to constantly click it. If I click on it once it should keep distributing to that facing until I click it again. More like a Toggle.
I would like a longer distribution duration, but not an on/off toggle. Escorts would just toggle shields to forward, and be done with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 74
06-13-2012, 08:29 AM
I'm going to wade in with several comments.

1. If your flying a cruiser or science vessal your tactical boff ability slots are at a premium. You simply may not be able to justify running tac team becuase it hurts your other rather more important abilities way too much.

2. If you don't use tac team and don't go heavy on hull tanking, (what i do on my crusiers), it's very rare for me to die in normal STF's with all my sheild facings fully drained. Becuase all the various mehods of restoring lost sheild power on the under attack facing also retore the ones i've been draining. And without a heavy hull tank build the rate at which my hull drops is so fast that the distribute sheild power ability just can't keep up. They're ushualy well into the yellow, gut your still looking at several K worth of sheild strength, (and even more in sheild overhealing), that never got used to tank with.

3. If tac team is so inherently valuable that it's sub optimal to run a sheild tanking build without it, then it is horribbly overpowered. This one ability basiclly eclipses all other team abilitis right now and frankly is just way too powerful in general due to it's sheild transfer. Anytime an ability becomes indespensible in a sufficently wide range of builds and situations you've got a balance issue. And tac team is one right now IMHO.



Personolly i'd like to see a few things:

1. Drop the sheild transfer effect from ta team, or add it to the other team abilities, (bassiclly bring them into line with one another other)

2. Buff tac teams otherwise very lackluster damage buff. I'd make it a +20/30/40% buff at levels I/II/III if you dropped the sheild transfer effect. 10/15/20% if you kept it

3. Let me turn distribute, (and other sheild transfer modes), on an auto mode, (like weapons can be). Or make it last longer, the need to hit it every few seconds takes up an enourmous amount of attention. A programmable keyboard would aliviate this, but you should really require one of these to play effectivlly.

4. Buf the base rate of distribution a bit if you drop the sheld transfer effect from team, (i'd give escorts an innatte and significant buff, crusiers and science a good bit smaller).

5. If you do 4, put some consles in game that let us buff the rate of transfer. Not sure weather those should be tactical, engeneeiring, or Science. Probably engeneeiring though.


This would bassiclly pry open a whole range of new builds for everyone IMHO. Though care would have to be taken. it's clear the whole tac team transfer is there soely for the benefit of escorts. (you could make the tac team transfer effect a built in passive of escorts instead if you wanted to though, it's not like any escorts run without cyclic tac team after all ATM sio it's no change from a balance PoV).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 75
06-13-2012, 05:04 PM
Quote:
Originally Posted by carl103
1. If your flying a cruiser or science vessal your tactical boff ability slots are at a premium. You simply may not be able to justify running tac team becuase it hurts your other rather more important abilities way too much.
Which is why Tac Team is the universal Tac Buff, it buffs all weapons, helps with shields and gets rid of boarders. That being said I'd not be running Tac Team on my Science vessels. With two slots on your Star Cruiser your going to have to accept that you either run two BFAW or only one and a Tac Team. Setting you up for a 30s burst rotation. This is the price you pay for flying that ship.

Quote:
Originally Posted by carl103
2. If you don't use tac team and don't go heavy on hull tanking, (what i do on my crusiers), it's very rare for me to die in normal STF's with all my sheild facings fully drained. Becuase all the various mehods of restoring lost sheild power on the under attack facing also retore the ones i've been draining. And without a heavy hull tank build the rate at which my hull drops is so fast that the distribute sheild power ability just can't keep up. They're ushualy well into the yellow, gut your still looking at several K worth of sheild strength, (and even more in sheild overhealing), that never got used to tank with.
So unlike the original poster you have adapted your tactics to the situation rather then campaign the situation be adapted to your tactics.

Quote:
Originally Posted by carl103
3. If tac team is so inherently valuable that it's sub optimal to run a sheild tanking build without it, then it is horribbly overpowered. This one ability basiclly eclipses all other team abilitis right now and frankly is just way too powerful in general due to it's sheild transfer. Anytime an ability becomes indespensible in a sufficently wide range of builds and situations you've got a balance issue. And tac team is one right now IMHO.
Not so much IMO, as you just listed away around it above. It becomes overpowered when only a few people can use the ability, Since this is a Ensign level BOFF ability every person can use it. While it may not be as obvious a weapons buff as a Torpedo Spread it is still a Ensign level all purpose Weapons Buff.

Quote:
Originally Posted by carl103
1. Drop the sheild transfer effect from ta team, or add it to the other team abilities, (bassiclly bring them into line with one another other)
Each team removes it's own set of Debuffs, each team adds it own ability to the ship. If they all did the redistribute it would lower the amount of heals they would do. Remember Tac Team doesn't heal like the other two it simply refocuses your remaining shield power to where it's most needed.

Quote:
Originally Posted by carl103
2. Buff tac teams otherwise very lackluster damage buff. I'd make it a +20/30/40% buff at levels I/II/III if you dropped the sheild transfer effect. 10/15/20% if you kept it
Tac Teams buff is a direct increase to your weapons skills, so it's not a damage buff but a skill buff. By buffing it your changing all the damage ratios in the game.

Quote:
Originally Posted by carl103
3. Let me turn distribute, (and other sheild transfer modes), on an auto mode, (like weapons can be). Or make it last longer, the need to hit it every few seconds takes up an enourmous amount of attention. A programmable keyboard would aliviate this, but you should really require one of these to play effectivlly.
Again I'm highly against this concept, too many people play this game on automatic hitting abilities because it's available rather than because it's a good time to use it. I'm against a Higher level of Automation, that being said you can keybind redistribute shields to space so everytime you shoot you rebalance. Autofire doesn't help in PVP just for the record. I am for a bit longer distribution per a key press but.

Quote:
Originally Posted by carl103
4. Buf the base rate of distribution a bit if you drop the sheld transfer effect from team, (i'd give escorts an innatte and significant buff, crusiers and science a good bit smaller).
I find some shield abilities increase the rate of transfer, If they essentially need to add, balance and test another stat for every ship in the game, We have nine classes of ship remember (1 Shuttle, 2 Fighter, 3 Raider, 4 Frigate, 5 Escort, 6 Sci Vessel, 7 Cruiser, 8 Carrier, 9 Flagship) and those are just the playable ones. Not to mention the more hybrid style ships like the Vulcan or Nebula would need a rate between Cruiser and Science. It's a lot of work for something so few people even have an issue with.

Quote:
Originally Posted by carl103
5. If you do 4, put some consles in game that let us buff the rate of transfer. Not sure weather those should be tactical, engeneeiring, or Science. Probably engeneeiring though.
Not a Bad idea, but without doing all the other changes at this point kind of pointless.


Quote:
Originally Posted by carl103
This would bassiclly pry open a whole range of new builds for everyone IMHO. Though care would have to be taken. it's clear the whole tac team transfer is there soely for the benefit of escorts. (you could make the tac team transfer effect a built in passive of escorts instead if you wanted to though, it's not like any escorts run without cyclic tac team after all ATM sio it's no change from a balance PoV).
The Original poster has made several of these threads, essentially put he doesn't like the effort he needs to put into PVP because his complaints are generally along the lines of why do things negatively effect him.

At one stage he said he had no room for a Tac Team, than he said he only had one as only an idiot wouldn't use it, than when it was pointed out with DOFFs you only need one, he gave up.

This game is far from perfect, and they have promised a PVP revamp in the upcoming Season 6, which could very well see a retune of the existing skills and how they work. But ATM I think instead of changing something that seems to be working fine for 99% of the players they should fix the things that are completely broken for 100% of the players. And Tac Team is fine the way it is in the eyes of 99% of the players.

I'd rather they gave me a way to redo Operation Gamma, (I can't get through the Wormhole without it crashing me out to the Title Screen, Apparently I'm not the only one) make it easier to seach for DOFFs on the Exchange or fix the AI for Vectors, Saucers and other Pets. I could go on and on here and I'm sure others could put in things they want to see fixed before messing with abilities that are working fine.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 76
06-14-2012, 02:06 AM
Quote:
Originally Posted by DKnight1000
I would like a longer distribution duration, but not an on/off toggle. Escorts would just toggle shields to forward, and be done with it.

Why not? Just drain their shields to death or get them the moment they show bare to you of their own volition or because you force it.

Why does the Captain essentially have to keep yelling at his crew to divert the power to the forward shields? Why can't he just say "Divert all available power to the forward shields!" and be done with it? You do NOT want to be dealing with such micromanagement in a serious firefight.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 77
06-14-2012, 02:18 AM
Quote:
Originally Posted by DKnight1000
Which is why Tac Team is the universal Tac Buff, it buffs all weapons, helps with shields and gets rid of boarders. That being said I'd not be running Tac Team on my Science vessels.
Then you better NOT be getting into ANY combat with those Science Vessels, ESPECIALLY not with any player who can deal even moderate DPS. Science Vessels have the flimsiest Hulls in the game outside of BoP's and if their shield facing falls they are dust. You cannot distribute fast enough without TT to counteract the incoming damage and would die instantly. Trust me, no amount of tapping distribute shields will be good enough to stop a solid Alpha Strike.

The fact is: Tactical Team IS a blatant MUST... You can barely get away with running a single copy (especially if you pump out what you need to get the right DOFF) but not having a single copy of the skill is basically asking to be destroyed if you are not a strict Hull Tanker.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 78
06-14-2012, 04:45 AM
Quote:
Originally Posted by Shinkuu_Akagan
Then you better NOT be getting into ANY combat with those Science Vessels, ESPECIALLY not with any player who can deal even moderate DPS. Science Vessels have the flimsiest Hulls in the game outside of BoP's and if their shield facing falls they are dust. You cannot distribute fast enough without TT to counteract the incoming damage and would die instantly. Trust me, no amount of tapping distribute shields will be good enough to stop a solid Alpha Strike.

The fact is: Tactical Team IS a blatant MUST... You can barely get away with running a single copy (especially if you pump out what you need to get the right DOFF) but not having a single copy of the skill is basically asking to be destroyed if you are not a strict Hull Tanker.
My theory has not been put into practice yet, and I do concede the point about toggling on and off, the level of micro management could be getting over the top.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 79
06-14-2012, 07:40 AM
Some of us use Shield Batteries, Transfer Shield Strength and Emergency Power to Shields one behind the other to rapidly heal our shields. It takes like, I dunno, two seconds?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 80
06-14-2012, 08:01 AM
Quote:
Originally Posted by fashtall View Post
Just try to remember to relax. Remember that its OK to wonder Why. Also remember that its OK to wonder to ones self.
Oh yeah, now THAT'S awesome!! Keep posting Fashtall, you 're bringing humor to my dull morning.
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