Commander
Join Date: Dec 2012
Posts: 361
# 31
06-24-2013, 05:44 PM
i know what is lag, and im not planning this, im supporting other's planning, and it's not about making it to last longer than someone's ping, it's about making it to last 5 seconds just like the other teams, it's called balancing, "dot"

Tactical Team
Removes hostile boarding parties over 10 sec
Removes tactical debuffs over 10 sec
+18 Starship Energy Weapons Training for 10 sec
+18 Starship Projectile Weapons Training for 10 sec
Distributes shield strength to shields receiving damage for 10 sec

Engineering Team
+4,036 Hit Points
Repairs disabled systems over 5 sec

Science Team
11 Shield Regeneration applied once to each facing
Removes science debuffs for 5 sec
it's not the ship or the build, it's the atitude
Captain
Join Date: Jun 2012
Posts: 620
# 32
06-24-2013, 06:19 PM
Quote:
Originally Posted by borgresearcher View Post
i know what is lag, and im not planning this, im supporting other's planning, and it's not about making it to last longer than someone's ping, it's about making it to last 5 seconds just like the other teams, it's called balancing, "dot"
why not making et and st last more?

also they should give us autorun weapon like feature for all powers...flying the ship is already too much .
Commander
Join Date: Dec 2012
Posts: 361
# 33
06-24-2013, 06:35 PM
if you increase the other teams to 10 seconds, tt will continue to be the most used, since it clears boarding parties, reroutes shields, clears tactical debuffs, and boosts dmg, the only reason i use 1 tt and 1 et in my vesta is the low hull and the high shield

the point is : increasing the other teams to 10 seconds wouldnt be much of a difference since the main point on them is the instant heal, you rarely have a eng team ready when you are disabled, or a science team ready when you are subnuked. or if you do have, means you are avoiding your tt

reroute shields beeing part of 1 ensign skill is too op ...

id say make reroute shields a captain skill with 30 seconds cooldown and 15 duration, and make all teams to last the same

its kinda stupid to tank more with 2 copies of tt than 2 copies of et or st
it's not the ship or the build, it's the atitude

Last edited by borgresearcher; 06-24-2013 at 06:39 PM.
Captain
Join Date: Jun 2012
Posts: 620
# 34
06-24-2013, 07:22 PM
so it needs to be changed because its the most used .

well ,time to change TSS ,SS3 ,VM (possible the doffs that spread vm) ,miranda (the most used ship till level 10) .....change and nerf everything that is the most used.
Captain
Join Date: Nov 2012
Posts: 2,476
# 35
06-24-2013, 07:37 PM
Quote:
Originally Posted by havam View Post
TBH it woudn't suprise me if that is what cryptic decided to do long ago, but someone from the office higher up told them to keep it quite so they can milk pvp'ers for as long as possible. Those that stay at least... Season 9 pvp update....right!
I would be done in a heart beat. PvP is the only true end game and a test for my build. All other content is basically face-roll and rofl-stomp. Lots of money to be had milking PvPers. Also it is probably the main reason people do grinds.

Not going to happen folks ... but I wouldn't be surprised if it is left as is with no fixes, re-balancing and new content.
Captain
Join Date: Jun 2012
Posts: 1,015
# 36
06-24-2013, 08:25 PM
I think that the shield redistribution for TT is too good as it currently stands.

I think Havam's idea is one of the more reasonable suggestions.

The tough part of this conversation, and I think where it has often broken down in the past, is the fact that TT does so much.

It's been acknowledged that the shield redistribution is awesome, and the cleanse is good, and the duration is really good, and the bump to offense is nice too.

Other ideas that have been floated have been:

Make the redistribution scale based on boff level because some people feel that it's too good for an ensign level ability. Make it cost more to get the really good redistribution. This favors escorts which have access to TT3 but at least they would have to give up a LtC slot.

Make the cleanse scale based on boff level. TT1 will clear APB1, etc. Or, make TT1 clear 2 debuffs, TT2 clear 3 debuffs, etc. This has also brought up the idea of making FOMM or even APB something that reapplies after TT ends. Some people feel that an ensign level boff ability shouldn't clear a Captain ability or a Cmdr boff ability.

I personally floated the idea of decoupling redistribution from TT altogether in favor of a doff that would add it to any of the 3 teams. The effectiveness of the redistribution could be tied either to number of doffs or the level of the boff ability. I'm not saying it's brilliant, I'm just saying what I said.

Warp cores give us a chance to remove the really effective redistribution from the exclusive domain of TT, which I think we need to do since the other aspects of TT are complicating a balance discussion.

Havam's proposal to give better natural redistribution rates to slower turners while leaving escorts with the ability to get potentially the biggest boost to redistribution if they run TT3 is one of the most balanced proposals I think we've had.
Career Officer
Join Date: Jun 2012
Posts: 318
# 37
06-24-2013, 09:28 PM
Tactical Team should NEVER have had shield distribution added to it. Tactical BOFF abilities are about offense, and TT was fine when it removed boarding parties and increased your damage output. Giving one of the most powerful defensive effects to an Ensign-level Tactical ability was a huge mistake and is, in large, part of what has let Escorts get out of control in how tanky they are.

Also, it's sort of an unspoken, universal rule that anything automatic is less effective than manual. This is because you pay for the convenience of having it done FOR you. However, TT is leaps and bounds faster than manually redistributing your shield facings. This is backwards and needs to go away.
Commander
Join Date: Dec 2012
Posts: 361
# 38
06-25-2013, 01:09 AM
Quote:
Originally Posted by captainedna View Post
so it needs to be changed because its the most used .

well ,time to change TSS ,SS3 ,VM (possible the doffs that spread vm) ,miranda (the most used ship till level 10) .....change and nerf everything that is the most used.
i will repost this, since as it looks like, you are blind, and you are tactical.

Tactical Team
Removes hostile boarding parties over 10 sec
Removes tactical debuffs over 10 sec
+18 Starship Energy Weapons Training for 10 sec
+18 Starship Projectile Weapons Training for 10 sec
Distributes shield strength to shields receiving damage for 10 sec

Engineering Team
+4,036 Hit Points
Repairs disabled systems over 5 sec

Science Team
11 Shield Regeneration applied once to each facing
Removes science debuffs for 5 sec
it's not the ship or the build, it's the atitude
Lt. Commander
Join Date: Dec 2012
Posts: 101
# 39
06-25-2013, 04:02 AM
Quote:
Originally Posted by borgresearcher View Post

Tactical Team
Removes hostile boarding parties over 10 sec
Removes tactical debuffs over 10 sec
+18 Starship Energy Weapons Training for 10 sec
+18 Starship Projectile Weapons Training for 10 sec
Distributes shield strength to shields receiving damage for 10 sec

Engineering Team
+4,036 Hit Points
Repairs disabled systems over 5 sec

Science Team
11 Shield Regeneration applied once to each facing
Removes science debuffs for 5 sec
Thank you borgresearcher,
If i were a dev i would change that stupid unbalanced teams to this:

TAC TEAM
Removes hostile boarding parties over 10 sec
Removes tactical debuffs over 10 sec
+18 Starship Energy Weapons Training for 10 sec
+18 Starship Projectile Weapons Training for 10 sec
Increases shield distribution speed by 60% for 10sec


ENG TEAM
+4,036 Hit Points
+18 Structural integrity for 10 sec
+18 Hull repair for 10 sec
Repairs disabled systems over 10 sec


SCI TEAM
11 Shield Regeneration applied once to each facing
+18 Shield emmiters for 10sec
+18 Shield systems for 10sec
Removes science debuffs for 10 sec

The shield distribute speed should be eng, since they take care of that system, not redshirts, but for balance issues i decided to put it into tac. i think the new teams are more balanced the way ive put them. devs think about this !
Captain
Join Date: Jun 2012
Posts: 620
# 40
06-25-2013, 07:27 AM
Quote:
Originally Posted by borgresearcher View Post
i will repost this, since as it looks like, you are blind, and you are tactical.

Tactical Team
Removes hostile boarding parties over 10 sec
Removes tactical debuffs over 10 sec
+18 Starship Energy Weapons Training for 10 sec
+18 Starship Projectile Weapons Training for 10 sec
Distributes shield strength to shields receiving damage for 10 sec

Engineering Team
+4,036 Hit Points
Repairs disabled systems over 5 sec

Science Team
11 Shield Regeneration applied once to each facing
Removes science debuffs for 5 sec
So you will spam the same useless shet every two posts?

Dont know about my toons but you sure use the spammy troll tactic.

Quote:
Originally Posted by aveimperator View Post
Tactical Team should NEVER have had shield distribution added to it. Tactical BOFF abilities are about offense, and TT was fine when it removed boarding parties and increased your damage output. Giving one of the most powerful defensive effects to an Ensign-level Tactical ability was a huge mistake and is, in large, part of what has let Escorts get out of control in how tanky they are.

Also, it's sort of an unspoken, universal rule that anything automatic is less effective than manual. This is because you pay for the convenience of having it done FOR you. However, TT is leaps and bounds faster than manually redistributing your shield facings. This is backwards and needs to go away.

the game should never have npcs with tb and all easy to use disables that blocks you from turning your slow ship and use all shields faces.Im sure they will remove all the things they've added after s5 just to please 2-3 people in this thread.

that and the fact that all new players seem alergic to TT or shield distrib.

Last edited by captainedna; 06-25-2013 at 09:37 AM.
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