Captain
Join Date: Jun 2012
Posts: 2,841
# 61
03-30-2013, 06:45 PM
You could offer consrtuctive criticism like "This ability should last 10 seconds longer, but give only 80% of this bonus" instead of trying to get me to call names and such.

Anyway, I'll try to get a moderator to sort it out.
Captain
Join Date: Jul 2012
Posts: 3,133
# 62
03-30-2013, 07:19 PM
*shrug* I'm happy with it as is starting at 50% hull, that's where any good pvp/scort pilot starts their GDF
Captain
Join Date: Jun 2012
Posts: 2,841
# 63
03-30-2013, 07:22 PM
Now , let us be civil and lets keep it civil. That is valid opinion.

It may force a change in the PVE builds, but with the traits I think it will become a tanking ability. Perhaps I re-speccing escorts to tank will be a more valid strategy, especially those in cruisers.
Captain
Join Date: Jul 2012
Posts: 3,133
# 64
03-30-2013, 07:43 PM
Quote:
Originally Posted by tpalelena View Post
Now , let us be civil and lets keep it civil. That is valid opinion.

It may force a change in the PVE builds, but with the traits I think it will become a tanking ability. Perhaps I re-speccing escorts to tank will be a more valid strategy, especially those in cruisers.
I'd be happy to give you my tac spec, a word of warning if you do use it though, makes for nice tank/scorts but it makes cruisers squishy for some reason
Captain
Join Date: Jun 2012
Posts: 2,841
# 65
03-30-2013, 07:58 PM
Well, if you are willing to be civil , the least I can do is do the same.

I got a decent build, but again its mostly the invisible torpedoes that give me trouble (and most other people I see in STFs).

These can not be shot down, and deal perhaps the most damage.


I also did some PVP , breaking my habit. And all ships seem to get way too many bonuses from high speed.

Even when I was fighting other tactical-escorts, it was a 4 minute long battle.

Not just the misses, but the two escorts had a little time to use their Dual cannons, because they had problem staying on each other as a target.

I poured enough damage into a Kumari to kill off a tactical elite cube, and received the same.

So yeah. Speed tanking is a problem.
The problem is, you can hardly do that with an elite tactical cube, because there is a time gate so you better be shooting it with a forward facing.

But speed tanking as an engineer around it in a cruiser can be a valid option.....
Captain
Join Date: Dec 2012
Posts: 615
# 66
03-30-2013, 10:01 PM
Huh, I never realised it wasn't supposed to activateable above 50% hull.
I've always had the description that its something like +35% damage but -35% resistance (or hull strength, can't remember off the top of my head), so for that I very rarely used it unless I felt reasonably safe but needed the extra damage.
Don't think I'm really going to notice, even in a glass cannon Tac kumari I can go for a few minutes against a Tac cube on elite, very rarely get popped. The gate? Pah, I sit at about 7.5km, it never bothers me.
Funny how everyone goes on about Tac being overpowered though. My sci toon and many others I've seen have been far more deadly in the sheer fact they can strip all resistances and debuff active skills with one simple key stroke.

I still think though, miracle worker should be brought to a 3 minute CD. It just seems that engineer is so short changed these days.

As for the tanking scorts, don't blame the toon for it, its the ships.
Put an engineer in it and you get even better tanking results, put a sci in the same ship and you will even get a fair few kills.
Commander
Join Date: Jun 2012
Posts: 318
# 67
03-30-2013, 11:51 PM
The fact that go down fighting implies that you should be in dire straits with bits of ship hanging together by ducktape makes it slightly odd that atm it can be used if the captain stubs his toe.

Changing it to a case on condition fixes some of the super alpha strike issues tacs have and will hopefully be the start of a balance change there. It also fits the "theme/lore" of the skilla bit more than what happens now.
Captain
Join Date: Jun 2012
Posts: 2,841
# 68
03-31-2013, 08:57 AM
The current one does not give or take away any resistance I think.

The tactical cube's overpowered thing is the insivible torpedo, it can give out 80k critical hits trough full shields. That's death for an escort, and can be mean even to an engineer in a crusier.

And yes, this either nerfs alfa strike, or forces you to do that when your ship is being damaged.
Captain
Join Date: Jun 2012
Posts: 3,629
# 69
03-31-2013, 09:14 AM
Quote:
Originally Posted by stirling191 View Post
That restriction doesn't exist, and is mentioned absolutely nowhere, on holodeck.
My bad, I assumed the wiki description was correct, thus never tried to use it when above 50%.

It just wouldn't be honorable to use such an obvious exploit. I'm glad it's finally being fixed.
KBF Lord MalaK
Awoken Dead

You're gonna upgrade my Chel Grett for FREE but charge me $27 to upgrade my Kamarag ?
Captain
Join Date: Jun 2012
Posts: 1,232
# 70
03-31-2013, 04:11 PM
always thought it could nto be used above 50% my self

this change is a good thing as it's called go "DOWN" fighting not just go fighting
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