Lieutenant
Join Date: Jan 2013
Posts: 44
# 1 Tactical Initiative: Begone.
01-17-2013, 07:16 AM
Get rid of this ability.

If something in the game does not warrant a spot on the action bars, it shouldn't exist. I don't know what design philosophy made Cryptic go: "oh, look, turns out by level 50 players have some of the most cluttered action bars in the entire world of MMORPG's! Better make sure some of them are so marginally useful that players will want to not have it on their bars at all"

It's under half a second cooldown reduction. And from what I can gather from testing, it doesn't even work on skills that are already on cooldown! This is practically the least useful thing I've seen in an MMORPG in 7-8 years.

The thing that gets me really angry about this failure of a skill though, is that it's a "damned if you do, damned if you don't" scenario:
If I remove it from my action bar I will probably do just fine without it and it won't be at a disadvantage in any way. I will be spared for an extra key-press and it won't make a damn difference. But, it will still be there, nagging me: "what if it does?"

The second thing that really ticks me off is that after playing a Science alt, the corresponding Science skill "Dampening Field" is probably nine million seven hundred thousand and ninety-one times more useful.

So really, get rid of it or replace it. To someone with OCD, this is a really detestable little thing.



My suggestion: Put it on a 5 minute cooldown and make it a team buff. In Star Trek the role of Tactical Officers is largely about leadership, and in an overlapping with Ops capacity, coordination. Tactical Officers should receive "Fleet" skills sooner, and this is one of the prime targets.

Last edited by mercurythefirst; 01-17-2013 at 07:23 AM.
Republic Veteran
Join Date: Jun 2012
Posts: 3,031
# 2
01-17-2013, 07:30 AM
I don't know what mmos you have played but sto is probably the least cluttered bars I've ever had.
Lieutenant
Join Date: Jun 2012
Posts: 92
# 3
01-17-2013, 07:30 AM
OP: Are you a troll? Seriously?
I'm the guy that uses unconventional builds, and don't fall to the normal. I also don't believe in "No-BS" crap, it's in the game, it's ready to be used. Think Clint Eastwood in Heartbreak Ridge.
Career Officer
Join Date: Jun 2012
Posts: 405
# 4
01-17-2013, 07:33 AM
Quote:
Originally Posted by mercurythefirst View Post
Get rid of this ability.

If something in the game does not warrant a spot on the action bars, it shouldn't exist. I don't know what design philosophy made Cryptic go: "oh, look, turns out by level 50 players have some of the most cluttered action bars in the entire world of MMORPG's! Better make sure some of them are so marginally useful that players will want to not have it on their bars at all"

It's under half a second cooldown reduction. And from what I can gather from testing, it doesn't even work on skills that are already on cooldown! This is practically the least useful thing I've seen in an MMORPG in 7-8 years.

The thing that gets me really angry about this failure of a skill though, is that it's a "damned if you do, damned if you don't" scenario:
If I remove it from my action bar I will probably do just fine without it and it won't be at a disadvantage in any way. I will be spared for an extra key-press and it won't make a damn difference. But, it will still be there, nagging me: "what if it does?"

The second thing that really ticks me off is that after playing a Science alt, the corresponding Science skill "Dampening Field" is probably nine million seven hundred thousand and ninety-one times more useful.

So really, get rid of it or replace it. To someone with OCD, this is a really detestable little thing.



My suggestion: Put it on a 5 minute cooldown and make it a team buff. In Star Trek the role of Tactical Officers is largely about leadership, and in an overlapping with Ops capacity, coordination. Tactical Officers should receive "Fleet" skills sooner, and this is one of the prime targets.

Uhm? I think there are some wires crossed here - Tactical Initiative III on my character reduces all of the cool downs for all of my tactical BOFF powers to their global - so, basically, while it is running, it's like I have two copies of each of my Tac powers, which is nice. I'm not sure how you are seeing only a one or two second cool down reduction, unless you are looking at your Captain's innate powers or eng/sci Boff powers, which aren't affected by TI.

Also, TI is already 'target self or ally', so you can put it on a friend if you like. Also, it's cool down is IIRC 3 minutes, so upping it to 5 min would be a huge Nerf.

So yeah, I think the power is fine as is, frankly - if you are using a ship without a bunch of tactical slots, then you won't see as much benefit, but heck, then you can at least put it up on an allied escort instead.
Lieutenant
Join Date: Jan 2013
Posts: 44
# 5
01-17-2013, 07:34 AM
Quote:
Originally Posted by blockbusters View Post
OP: Are you a troll? Seriously?
I'm dead serious.

Please, enlighten me as to why this skill is good enough as is, especially when compared to it's science counterpart.

Or simply explain why marginally useful abilities should exist at all?

Or, why it doesn't reduce the cooldown of skills that are already on cooldown?
Captain
Join Date: Aug 2012
Posts: 12,429
# 6
01-17-2013, 07:34 AM
Quote:
Originally Posted by lianthelia View Post
I don't know what mmos you have played but sto is probably the least cluttered bars I've ever had.
Depending on what you've got - you might have one or two spaces free (depending on if you've bound things to other bars and simply have certain things you never use in combat on other bars).

The vert bars are annoying to many - if they could be set horizontal, they'd work better - imho. Depending on a person's screen resolution - there's just not room for the vert bar, even though there would be room for them if horizontal...
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin
Lieutenant
Join Date: Jan 2013
Posts: 44
# 7
01-17-2013, 07:37 AM
I had to add the vertical action bar when I got my Armitage due to having literally no space left in the others. The frustration of not being able to keybind this bar is another thing that actually makes this rather "petty" issue pretty serious. This game doesn't have screen real-estate to be throwing crummy abilities into the mix.
Captain
Join Date: Aug 2012
Posts: 12,429
# 8
01-17-2013, 07:39 AM
Didn't see the edit, so never mind...
Maal, Klingon, Mogh - Vegar, Orion, Marauder - R'ebel, Romulan, Haakona
Willard the Rat, Reman, F.T'varo - Rave, J.Trill, Kar'Fi - Mysk, Gorn, Varanus
Kopor, Nausicaan, Guramba - Nivuh, Ferasan, B'rel - Venit, Lethean, M.Qin

Last edited by virusdancer; 01-17-2013 at 07:55 AM.
Lieutenant
Join Date: Jan 2013
Posts: 44
# 9
01-17-2013, 07:41 AM
Quote:
Originally Posted by virusdancer View Post
Inertial Dampeners is a Captain skill - not something that's on the ability bar. While it falls under the Science section of the skills, it's a skill available to all Captains...Eng, Sci, or Tac.

Tactical Initiative on the other hand...is an active Tactical Captain innate ability available both on Ground and in Space.

Not sure why you've chosen to compare these two... perhaps if you were comparing Inertial Dampeners to other Captain skills or if you were comparing Tactical Initiative to other Captain abilities...well...um...yeah...
I mis-posted "Inertial Dampeners", I corrected that like a nanosecond after posting. I meant to say "Dampening Field", which is the proper Science correspondent to Tactical Initiative.
Empire Veteran
Join Date: Jun 2012
Posts: 1,652
# 10
01-17-2013, 07:45 AM
Quote:
Originally Posted by mercurythefirst View Post
I'm dead serious.

Please, enlighten me as to why this skill is good enough as is, especially when compared to it's science counterpart.

Or simply explain why marginally useful abilities should exist at all?

Or, why it doesn't reduce the cooldown of skills that are already on cooldown?
Okay, here's how Tactical Initiative works:

Every ability has a cooldown, we all know that. Tactical Initiative's effect is to reduce a cooldown-ing ability to a percentage of it's total cooldown time. For testing purposes, let's say that Tactical Initiative III takes 55% of a cooldown.

You use Attack Pattern Omega, which is full specced, meaning it has a 1min cooldown. You use Tactical Initiative III... 60 secs/1 min divided by 55% = 33 secs, meaning your AP:O will go to 27 secs whenever you use it.

EDIT: switch around AP:O and TI directly above; I forgot that little bit

If you're at 26 secs or below when used (or the skill hasn't been clicked at all), THEN it does nothing, because that's not within the ability's designated effect. If Tactical Initiative doesn't work at all repeatedly, then it's simply a bug or a glitch... STO's got plenty of them; it's nothing new.

Either way, Tactical Initiative is best used immediately after a full truckload of abilities have just been loaded onto the ship, to reduce cooldowns for next use.
Was named Trek17, but still an author.

Last edited by trek21; 01-17-2013 at 07:52 AM.
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