Captain
Join Date: Jun 2012
Posts: 1,069
# 71
03-31-2013, 06:07 PM
Quote:
Originally Posted by gpgtx View Post
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
so tacs need to take damage to use 1 of their powers.They need to do the same for engineers and science officers.
Captain
Join Date: Jun 2012
Posts: 2,926
# 72
03-31-2013, 06:21 PM
Quote:
Originally Posted by lordmalak1 View Post
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.
Its not an exploit, and I'm not honorable. Its a power change, and the wiki seems to already have the tribble's future build.
Lt. Commander
Join Date: Jul 2012
Posts: 200
# 73
03-31-2013, 06:27 PM
Quote:
Originally Posted by tpalelena View Post
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.
Just FYI, Redshirt patch notes indicate that this has been fixed, and the fix will hopefully be pushed to Holodeck sometime soon.

Quote:
Originally Posted by tpalelena View Post
Its not an exploit, and I'm not honorable. Its a power change, and the wiki seems to already have the tribble's future build.
STOWiki is a little iffy sometimes when it comes to having correct, up-to-date information regarding abilities. Best thing to do is to hop on your Tac/Sci/Eng/whatever and check the ability yourself if you can.

I'm rather ambivalent on the actual change to GDF. It's always been more useful at lower hull levels; the below 50% restriction seems like it would just enforce using GDF when it's most powerful. Then again, limiting the use of a career-specific captain ability doesn't feel right; locking one of the 5 captain abilities that a Tac gets until some criteria is filled seems like it'll limit the Tac's options.

The new traits that Tac captains get, on the other hand; man are those things much better than the new traits that Sci and Eng get...
Captain
Join Date: Jun 2012
Posts: 1,302
# 74
03-31-2013, 07:19 PM
Quote:
Originally Posted by lordmalak1 View Post
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.
Quote:
Originally Posted by adrianm63 View Post
so tacs need to take damage to use 1 of their powers.They need to do the same for engineers and science officers.

engineers already do. it's a heal miracle worker using it at full health would be a waist. the others the engineers get is just more power to sub systems, a negate to weapon power drain (that any one can get now with DEM and a specific doff) and a small shield heal/ resist

Last edited by gpgtx; 03-31-2013 at 07:25 PM.
Captain
Join Date: Jun 2012
Posts: 1,069
# 75
03-31-2013, 08:03 PM
Quote:
Originally Posted by gpgtx View Post
engineers already do. it's a heal miracle worker using it at full health would be a waist. the others the engineers get is just more power to sub systems, a negate to weapon power drain (that any one can get now with DEM and a specific doff) and a small shield heal/ resist
Engineers have no power thats is blocked till you get damage to hull (hull ,not shield).Same for science officers.
using go down fighting at full health would be a waste.Let me decide what is a waste or block a power for each class.
Captain
Join Date: Jun 2012
Posts: 1,302
# 76
03-31-2013, 08:20 PM
yes they do miracle worker if you use it with no damage nothing happens and the power goes on cool down
Career Officer
Join Date: Jun 2012
Posts: 3,400
# 77
03-31-2013, 08:43 PM
Quote:
Originally Posted by gpgtx View Post
engineers already do. it's a heal miracle worke...

Is always available, and never grayed out.

Whether you need it or not, it's always there.

Captain
Join Date: Jun 2012
Posts: 1,302
# 78
03-31-2013, 09:31 PM
fine then gray that out as well

i hardly see any one use it any way same with go down fighting i really do not get what the huge deal is as they are more fixing the power to how it should work more then any thing
Captain
Join Date: Jun 2012
Posts: 1,069
# 79
03-31-2013, 09:46 PM
Quote:
Originally Posted by gpgtx View Post
fine then gray that out as well
so because you want tactical players to have worse dps (is not like that class is the dps class in game ) you now want powers to be removed from game (you can use go down fighting as a damage buff with apa and apo) .

as for MW http://www.stowiki.org/Ability:_Miracle_Worker

it restores shields without any damage to hull.

it worked like that for 3 years and you know "how it should work" ?
Captain
Join Date: Jun 2012
Posts: 1,302
# 80
03-31-2013, 10:09 PM
it's not being removed go down fighting just mike MW is the "OH ****" button. it should act like it it's not suppose to work as an alpha strike button

i have a tac i play the tac just as often as my engineer. this change will not be a detriment in any way i bet 90% of the community will not even notice. also if you also noticed there is a new trait for tacs that gives them up to 100% damage resist wile using GDF (it can apply up to 3 times each time doubling your resist)


what did gng get? a 20% chance when critically hit to reset MW's cooldown and bonus power for 5 seconds when using a battery in all sub systems

and sci gets a chance to get -15 seconds to the recharge of photonic fleet and a chance to get bonus to exotic damage when under fire


i think tacs will be just fine with this change

Last edited by gpgtx; 03-31-2013 at 10:17 PM.
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