Captain
Join Date: Aug 2012
Posts: 2,383
# 1 Distribute Shield Power
09-02-2013, 09:16 PM
Since Tactical Team is a absolute must have in STO, i think "Distribute Shield Power" should be a viable alternative.

In my opinion, Tactical Team is way too powerful. Especially the automated shield distribution makes it essential for every ship build. Not talking about the other additional buffs Tac team grants.
This gives Tactical heavy ships clearly a advantage to other ships not having many Tactical BOFF station.
So Ships with only few Tactical BOFF stations are clearly disadvantaged.
There are ships not having 1 Cmdr and 1 Lt Tactical at their disposal, especially older Science Ships and Cruisers mostly have just a Lt. and a ensign Tactical BOFF.



Let's compare the x Team BOFF powers for a second.
(only Rank I)

Tactical Team:
Quote:
Cooldown: 30 sec.
  • 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:
Quote:
Cooldown: 30 sec.
  • +4,036 Hit Points
  • Repairs disabled systems over 5 sec
Science Team:
Quote:
Cooldown: 30 sec.
  • 11 Shield Regeneration applied once to each facing
  • Removes science debuffs for 5 sec


So i think "Distribute Shield Power" should be similar as potent as Tactical Team, but without the tactical buffs, of course.
Maybe Tactical team should get a Damage buff or a resistance to Weapons power loss or something like that, to keep it is still useful.
But i think it shouldn't be as absolute important as it is now, it just takes away valuable tactical BOFF stations on almost all non Escort ships.

-> -> -> STO players unite and say NO to ARC <- <- <-

The "TT and/or AtB less builds" - Thread
Starfleet Veteran
Join Date: Sep 2012
Posts: 755
# 2
09-03-2013, 12:45 AM
The OP is exactly right that shield distribution being linked to tactical team is horribly unbalancing. The most powerful tanking ability in the game should not be limited to an ability slot intended for offence.

I am not keen on the idea of having to click the shield distribution box more often then I already do however, and I think that shield redistribution is powerful enough that we should have to give up ability slots for it.

I would rather engineering team and science team be repurposes to act more like tactical team. Remove their healing components and add shield redistribution, retain their debuff removal and add bonuses to skills from their profession.

This boosts ships with three engineering or science ensign slots, this boosts debuffs that are currently cleared by tactical team as not every one will have it, this boosts ships ability to fulfill their role (through the skill boosts), this boosts ships that are limited to just two tactical abilities.
Lt. Commander
Join Date: Sep 2012
Posts: 200
# 3
09-03-2013, 04:28 AM
Quote:
Originally Posted by yreodred View Post
So i think "Distribute Shield Power" should be similar as potent as Tactical Team, but without the tactical buffs, of course.
Maybe Tactical team should get a Damage buff or a resistance to Weapons power loss or something like that, to keep it is still useful.
But i think it shouldn't be as absolute important as it is now, it just takes away valuable tactical BOFF stations on almost all non Escort ships.
I would love to see this as a new universal boff skill. Why should it be so hard for any bridge officer to distribute shields?
Rihannsu
Join Date: Jun 2012
Posts: 1,638
# 4
09-03-2013, 04:42 AM
How about introducing shield distribution rate as a stat. It should roughly correspond to turnrate so that low turners have high innate redistribution rate and can make do with TT1, or completely without. While fast turners require TT3 to achieve current levels of effect.

TT would act as a numerical boost "1.XX * base distribution rate".

This way TT2/3 finally have a purpose. Ships with few tac stations can actually use them offensively instead of being forced to go for defensive options, that further add cd issues to their remaining team BO options.

Finally, this should even work in PvP. Tac Team would still be imbalanced by design, as it currently is, but the edge would have been taken off considerably.
Joined 06.10
PvP 2010-2011
PvP 2012-2013
Commander
Join Date: Jun 2013
Posts: 293
# 5
09-03-2013, 07:16 AM
Shield distribution is a part of my all my keybinds. Anything I press to activate a skill or fire a weapon, also automatically distributes shields.

You don't want it to be a Boff Skill of any kind, because then it takes up a slot, forcing you to nix something else. It's a free ability now that everyone gets. You can't beat that.

If you have to sit there continually clicking it, it's not as useful and in practice as tac team is way better.

But as a free skill that 'maintains' shield levels, and rendered by keybinding as essentially passive by activating with every action, it's incredibly useful as is.
Captain
Join Date: Aug 2012
Posts: 2,383
# 6
09-03-2013, 07:18 AM
Quote:
Originally Posted by havam View Post
How about introducing shield distribution rate as a stat. It should roughly correspond to turnrate so that low turners have high innate redistribution rate and can make do with TT1, or completely without. While fast turners require TT3 to achieve current levels of effect.

TT would act as a numerical boost "1.XX * base distribution rate".

This way TT2/3 finally have a purpose. Ships with few tac stations can actually use them offensively instead of being forced to go for defensive options, that further add cd issues to their remaining team BO options.

Finally, this should even work in PvP. Tac Team would still be imbalanced by design, as it currently is, but the edge would have been taken off considerably.
Man THAT is some cool idea!

Connect shield distribution rate with turn Rate, why hasn't anyone come up with that idea before? It should have been obvious!


It would fit perfectly to STO, since fast escorts wouldn't be able to park stationray on a fixed position and act as artillery anymore. No, they actually had use their nimbleness to outmaneuver the enemy ship in order to present a undamaged shield facing.
Slow and heavy ships on the other hand would be able to use their limited tactical stations for tactical purposes finally, instead in order to tank better.

It could work like this:

The higher the turn rate, the lower the Shield distribution strength.
So a slow turning ship with a turnrate of 5 would get full distribution like when using TT. But with every point of additional turnrate the distribution strenght takes 0.5 seconds longer to finish full distribution.
So at a certain point Distribute Shiled Power wouldn't be enough.
From that point on, a ship had to use TT as to improve the ships distribute shields stat.

this would mean that TT had to be dramatically reduced in effectiveness and it should be just a passive boost to the ships shield distribution stat, supporting the use of "distribute shield power".

EDIT:
@havokreign
Distribute shield power would stay as it is, but depending o the ships turn rate it would be much more potent than now.
Faster turning ships would need to use Tatcical Team 1, 2 or 3 in order to enhance their ships low "shield distribution" stat.

-> -> -> STO players unite and say NO to ARC <- <- <-

The "TT and/or AtB less builds" - Thread

Last edited by yreodred; 09-03-2013 at 07:20 AM.
Career Officer
Join Date: Jun 2012
Posts: 128
# 7
09-07-2013, 01:11 PM
I support this!
Captain
Join Date: Aug 2012
Posts: 843
# 8
09-07-2013, 03:48 PM
Quote:
Originally Posted by havokreign View Post
Shield distribution is a part of my all my keybinds. Anything I press to activate a skill or fire a weapon, also automatically distributes shields.

You don't want it to be a Boff Skill of any kind, because then it takes up a slot, forcing you to nix something else. It's a free ability now that everyone gets. You can't beat that.

If you have to sit there continually clicking it, it's not as useful and in practice as tac team is way better.

But as a free skill that 'maintains' shield levels, and rendered by keybinding as essentially passive by activating with every action, it's incredibly useful as is.
It's a joke as is I have it key bound aswell but when being focused fired on tapping bit will mean nothing

Tactical team is a must on any build even a 20k shield facing wells

Your deluded if you think otherwise I'm affraid
----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====----

Last edited by mustafatennick; 09-07-2013 at 03:51 PM.
Captain
Join Date: Jul 2012
Posts: 2,000
# 9
09-07-2013, 04:56 PM
The problem really is that damage has crept up so much (especially with double tapping) that the normal distribution can in no way keep up with damage output of a lot of PvP escorts and the more elite enemies.

With that we have tactical team that does it all better except it has now become so valuable that no build can really be without it and as soon as it drops so do you.

So the options really are to either buff normal distribution to TT levels but have TT do it automatically, buff distribution and remove it from TT or add distribution to the other team abilities.

Out of those I don't really like any of them but I would prefer 1 as far less abilities are rendered useless but it still gives no reason to use TT2/3 over TT1. The last option would render TT useless unles it got a buff and the middle option would be the same.

What I don't understand is why TT does what it does. The buffs themselves are mostly useless apart from distribution which is too valuable. Why was it not turned into a weapon skill buff like it is but also granting increased accuracy, say 5% per ability rank? This would allow for a very good buff to make sure your burst damage hit the target.

I mean we can't just see this from the point of view of just shield distribution, it's about whether someone would choose to use TT if it did not have auto distribution and what it's effects would be in other areas. For example bringing distribution to the other teams would make no-one ever use TT ever as they can get a heal with the distribution which is more useful.

So really we should be suggesting what TT should be without the distribution as really that's what we're trying to remove from the equation which would make TT useless.

Granted it's use will be very little
------
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.

Has damage got out of control?
This is the last thing I will post.
Captain
Join Date: Aug 2012
Posts: 2,383
# 10
09-08-2013, 08:17 AM
Quote:
Originally Posted by bpharma View Post
The problem really is that damage has crept up so much (especially with double tapping) that the normal distribution can in no way keep up with damage output of a lot of PvP escorts and the more elite enemies.

With that we have tactical team that does it all better except it has now become so valuable that no build can really be without it and as soon as it drops so do you.

So the options really are to either buff normal distribution to TT levels but have TT do it automatically, buff distribution and remove it from TT or add distribution to the other team abilities.

Out of those I don't really like any of them but I would prefer 1 as far less abilities are rendered useless but it still gives no reason to use TT2/3 over TT1. The last option would render TT useless unles it got a buff and the middle option would be the same.

What I don't understand is why TT does what it does. The buffs themselves are mostly useless apart from distribution which is too valuable. Why was it not turned into a weapon skill buff like it is but also granting increased accuracy, say 5% per ability rank? This would allow for a very good buff to make sure your burst damage hit the target.

I mean we can't just see this from the point of view of just shield distribution, it's about whether someone would choose to use TT if it did not have auto distribution and what it's effects would be in other areas. For example bringing distribution to the other teams would make no-one ever use TT ever as they can get a heal with the distribution which is more useful.

So really we should be suggesting what TT should be without the distribution as really that's what we're trying to remove from the equation which would make TT useless.

Granted it's use will be very little
Even without the shield distribution Tactical Team has just as many functions than the other two Team powers together. I think there are two possible ways to grant some balance:


ONE:
Shield distribution should be completely removed from tactical team and become a inherent ship ability, depending on the mass of the ship. (The bigger the ship the better the shield distribution.)
The biggest an lowest Turning ships would have inherent Shield Distribution Rate similar to tactical Team has now. Smaller, tactical heavy ships like Escorts would have to use Tactical Team in order to enhance their ships low Shield Distribution rate.
Tactical Team would keep it's current bonuses but it would additionally enhance the ships inherent Shiled Distribution rate. So each Rank of Tactical team would actually have a meaning, since each Rank would grant a bigger bonus to the ships Shield Distribution rate.

TWO:
Shield Distribution should be added th Engineering Team and Sciecne team too.


I'm in favour of version one.

Opinions?

-> -> -> STO players unite and say NO to ARC <- <- <-

The "TT and/or AtB less builds" - Thread
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