Commander
Join Date: Dec 2012
Posts: 361
# 21
06-21-2013, 03:34 PM
i like it, but you gave option A, so if they are gonna do something, they are doing B, just not to do A, which is what we want, because we asked to.
it's not the ship or the build, it's the atitude
Captain
Join Date: Jul 2012
Posts: 2,103
# 22
06-21-2013, 04:31 PM
Quote:
Originally Posted by havam View Post
If shield redistribution rate became part of the ship stats and tac team added a precentage boost to that?

So tac team is what it is in the current meta. Having flown a bunch of ships, and urging to go back to flying a beam boat this was something that occured to me. Its not so much that tac team is op, but its just very very good compare to its Tac ens competition. It negatively impacts broad siding, and helps to lower Escorts reliance on outsides heals. Since all those shield proc heals, thanks to the high uptime of TT are very effective.

so if we tie shield redistribution rate to ship stats following the formula that the higher your turn rate, the lowers your shield redistribution rate, we could lower the gap between slow and fast turners in pvp. Something that Cryptic, imv, still hasn't quite wrapped their Dev heads around, just how important turn is there.

Tac Team would add a percentage boost based of the targets native distribution rate. This way it would be easier for beam boats to keep broadsiding, since they don't have to turn way their shields facing quite so franticaly, and escorts would have to turn more to keep their shields facing protected, lowering their time on target.

Let's hear it thoughts, criticisms, good / bad?
One of the few really good ideas I've seen. I would assume it would also come with an auto-distrubition feature/option to even the playing field between those with custom keybinds and those without. But yes overall really good idea.

And you also hit the nail on the head as far as allowing an amazing offensive stat (turn) also being an amazing defensive stat (turn) being a bad idea.
Lt. Commander
Join Date: Dec 2012
Posts: 101
# 23
06-21-2013, 04:41 PM
tactical team is the only boff ability i wouldnt change for nothing, its op compared to other teams, tac team makes apb, fomm, bp useless skills, also tac team is active for 10 secs... sci team and eng team for 5...

theres no need to make differences in how tac team work based on the ship it is used
i think this skill is op, and it should:

A) make the shield distribution only last for 5 secs like other teams

B) take out the auto distribution ability, (no changes to distribution speed boost)

i prefer B
Rihannsu
Join Date: Jun 2012
Posts: 1,706
# 24
06-22-2013, 03:06 AM
Quote:
Originally Posted by ssb64 View Post
tactical team is the only boff ability i wouldnt change for nothing, its op compared to other teams, tac team makes apb, fomm, bp useless skills, also tac team is active for 10 secs... sci team and eng team for 5...

theres no need to make differences in how tac team work based on the ship it is used
i think this skill is op, and it should:

A) make the shield distribution only last for 5 secs like other teams

B) take out the auto distribution ability, (no changes to distribution speed boost)

i prefer B
Yeah i can't remember which Dev way back talked about a balance pass for Tac Team.

I could get on board with B), and a nerf to rsp, i doubt that this will happen though. gecko is too scared to make escorts more glass less cannon. I was trying to come up with something stomachable for systems.

Without Tac team escort's could not achieve healing objective in the two mission that require them. Bummer i know, but unfortunately Systems will not go down this path.

As for the 5s, good point. Make it even all team skills 5 or 10 pick one.
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Commander
Join Date: Dec 2012
Posts: 361
# 25
06-23-2013, 12:07 PM
tt for 5seconds would be game changing, you have my support
it's not the ship or the build, it's the atitude
Captain
Join Date: Sep 2012
Posts: 3,737
# 26
06-23-2013, 03:09 PM
got my support.
made a thread last month with pretty much the same thing calling it bloody cheese that you needed a power to deal with stupid micro.

sto-forum.perfectworld.com/showthread.php?t=717351

though all that thread got was super mlg pro L33T tryhards bragging bout their 'skillz' at dealing with a problem that shouldnt be there in the first place.
Quote:
Originally Posted by redz4tw View Post
can you say attack pattern angry forumers 3?
Captain
Join Date: Jun 2012
Posts: 620
# 27
06-23-2013, 04:28 PM
Quote:
Originally Posted by borgresearcher View Post
tt for 5seconds would be game changing, you have my support
I say it should be lower than most people's pings....even lower than the amount of thinking used in these ideas.
Commander
Join Date: Dec 2012
Posts: 361
# 28
06-24-2013, 04:09 PM
in what is that related to my post to require a quote ?
it's not the ship or the build, it's the atitude
Captain
Join Date: Jun 2012
Posts: 620
# 29
06-24-2013, 04:35 PM
Quote:
Originally Posted by borgresearcher View Post
in what is that related to my post to require a quote ?
in ping ...which is measured in time (ms ) ....you were planning to make TT last abit more than the lag/delay people have.
Lt. Commander
Join Date: Mar 2013
Posts: 170
# 30
06-24-2013, 04:37 PM
Shield distribution should be passive. In fact I'd like to see the tactical team effect be a passive one. Generally in the series its shields as a whole that diminish, and not just sections of shields.
As a whole I feel shields are still waaay to weak. If you look at a series like TNG, its generally shields that protect a ship. When those are breached for one reason or the other, the ship is in serious trouble. In STO shields are mostly a small buffer, and most of the tanking is done by the hull. When an escort opens up on you, your shields are gone in at most 3 seconds if you don't pop either tactical team or RSP.
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