The high alcohol content enhances the lethlargic qualities to the point of inducng coma, followed by a three day later awakening where one is covered in assorted Firewine labels of differing vintages, tattooed with a "Love MoM" heart shaped emblem and married to a horta who's name you can't remember and has brought her family to live with you.
9 of the 10 528th players Ive seen have been spamming FAW.
It's simple really...what Captain Data said was right. If you're doing PvP matches and you keep getting killed by a team of healers spamming FAW, don't play the self-righteous honor card, get a copy or two of FAW yourself and blast them to pieces.
Whether you guys have experienced it or not, we've had a couple of the most epic, fun PvP matches in the last several days against teams that were just as powerful as ours. We won one of them because our team was better at healing each other. The other one we TIED because one of my friends used ramming speed in a Defiant for the last kill...we were quite literally neck and neck the whole match.
The "flavor of the month" is the flavor of the month for a reason, because everyone uses it. This gives you the unique opportunity of facing people who are running the same ship that you are, on equal terms. Skill and working as a team will allow you to rise to the top...letting your buffs fall off and being separated from your team will get you killed instantly.
I'm not saying the skill isn't broken guys, I'm just saying that until they fix it, cowboy up and play with the rest of us. You'll have fun if you work as a team.
It's simple really...what Captain Data said was right. If you're doing PvP matches and you keep getting killed by a team of healers spamming FAW, don't play the self-righteous honor card, get a copy or two of FAW yourself and blast them to pieces.
Or make an anti-FAW team setup. A few copies of beam target weapons and scramble makes a huge difference. Our premade team has randomly run into 528th (a few times now iirc) and other FAW spamming fleets and has leveled them. FAW is overrated.
Or make an anti-FAW team setup. A few copies of beam target weapons and scramble makes a huge difference. Our premade team has randomly run into 528th (a few times now iirc) and other FAW spamming fleets and has leveled them. FAW is overrated.
You haven't run into me yet
But you're right, scramble ruins FAW. I'd contest using target weapons though...you're going to take 25 power away from the system that already has 125 power to it? That logic seems flawed.
But you're right, scramble ruins FAW. I'd contest using target weapons though...you're going to take 25 power away from the system that already has 125 power to it? That logic seems flawed.
My target weapons 1 takes away 48 power. Against an 8 beam array cruisers running FAW the drain is going to kill them to the point where they'd be better off not running FAW and using less beams. And that's not even counting my frigates that cast acetone field.
I haven't played this game in a while. But reading up the forums it seems the new FAW can double the damage output while maintaining high single target damage.
If that's the case, yea it needs to be nerfed, big time. Or just go back to the old FAW, which was the proper AOE-damage design anyway.
My target weapons 1 takes away 48 power. Against an 8 beam array cruisers running FAW the drain is going to kill them to the point where they'd be better off not running FAW and using less beams. And that's not even counting my frigates that cast acetone field.
That cruiser has (or should have) plenty of remedies for Target Weapons. A Couple ET's, EPTW's, and weapon batteries. A cruiser should be able to clear any target subsytem debuff in short order.
That cruiser has (or should have) plenty of remedies for Target Weapons.
Disagree. A debuff heavy team can throw around meaty debuffs faster than you can have team abilities come up to counter them. The more debuffs you throw out the more impact each one has. 1 BTWS might not be very powerful, but get three of them on a team, six other target subsystems abilities, a couple of SS3's, a couple VMs, and three or more sci (subnuc) and you have distilled win.
Nowadays usually only on the primary healer, since you are saturated with one sci team and one tac team anyway. And those are usually in place for healing rather than clearing debuffs. Assuming you also have scramble and subnuc it's easy enough to split the teams -- but really, engineering teams are rare enough nowadays it's not much of a worry.
As a somewhat related aside, I think the global cooldown for different team abilities should be 10 seconds vs. 15 seconds for same team abilities. This would encourage people to run a more diverse set of team abilities and make it harder for debuffers to split teams (eg. target subsystems 3 and scramble at the same time)
Puts the subsystem back on line but doesn't cure drain. And most competent cruiser pilots aren't going to have their power levels set up to needlessly over-cap their weapons. Of course the ultra competent will change power settings, but you're still putting on a significant DPS decrease. Add in acetone field (say from Khar'fi frigates) and forget about it.
Looking at the cooldowns for BTWS vs. weapon batteries, that's statement is kind of funny
Batteries work good as to counter highly situational things, like phaser procs, or needing to full impulse into a fight and get power back up quickly to save a teammate. They aren't at all a counter against anything that happens at short, regular intervals.
Yea rock, you dont know anything. His fleet has plenty of credentials, theyve beaten all the top fleets. What fleet are you again? TSI? ... they suck, never beat anyone good.
1 BTWS might not be very powerful, but get three of them on a team, six other target subsystems abilities, a couple of SS3's, a couple VMs, and three or more sci (subnuc) and you have distilled win.
3+ SNBs? If you have 3+ SNBs and a decent amount of focussed firepower, you can kill anything.
SNBs are also one of the things that are probably a problem on the side of the so-called FAW teams - not enough sci captains in faw cruisers.
Puts the subsystem back on line but doesn't cure drain. And most competent cruiser pilots aren't going to have their power levels set up to needlessly over-cap their weapons. Of course the ultra competent will change power settings, but you're still putting on a significant DPS decrease. Add in acetone field (say from Khar'fi frigates) and forget about it.
Some random thoughts:
Maybe we should file a bug report, wouldn't it be more sensible to have EPtX cure the drain too?
Too bad I'm not a competent cruiser captain. My faw cruiser runs at 161 weapon power.
And about the frigates - I have always felt that debuff abilities on pets are a bad idea balance-wise. Target subsystems, aceton field, attack patterns, etc shouldn't be available on pets.
Well, it sounds as if I meant to say "nerf the faw counters". This is certainly not my intention. I'd actually like to see this anti-faw setup in action.
Some random thoughts:
Maybe we should file a bug report, wouldn't it be more sensible to have EPtX cure the drain too?
Too bad I'm not a competent cruiser captain. My faw cruiser runs at 161 weapon power.
And about the frigates - I have always felt that debuff abilities on pets are a bad idea balance-wise. Target subsystems, aceton field, attack patterns, etc shouldn't be available on pets.
Well, it sounds as if I meant to say "nerf the faw counters". This is certainly not my intention. I'd actually like to see this anti-faw setup in action.
I'm sure something can be arranged. Tough because of timezones. Some of the TSI/SW guys have seen our set up in action though. A few days back three of our "debuff" guys ran into a four TSI team and it was like a hot knife through butter, quick 15-1 match. Obviously not an ideal team on the TSI end, but it shows the potential.
125 is the cap for damage calculation. Power beyond 125 when firing a weapon does not increase its damage.
135 is the cap for power reduction calculation (except Beam Overload which uses 125). This means that 135 - "sum of all weapons' drain" = lowest power during a firing cycle.
Weapon power beyond 135 can be used to recover power levels during the firing cycle (with the help of EPS consoles). This requires weapons that don't fire all at the exact same second, because otherwise there is no time to restore power between weapon activations.
I have heard other players suggest that EPS consoles are useful to fight powerdrain even without 135+ overcap, at least in the case of New Faw, but I have not conducted enough tests to actually confirm this.
125 is the cap for damage calculation. Power beyond 125 when firing a weapon does not increase its damage.
135 is the cap for power reduction calculation (except Beam Overload which uses 125). This means that 135 - "sum of all weapons' drain" = lowest power during a firing cycle.
Weapon power beyond 135 can be used to recover power levels during the firing cycle (with the help of EPS consoles). This requires weapons that don't fire all at the exact same second, because otherwise there is no time to restore power between weapon activations.
I have heard other players suggest that EPS consoles are useful to fight powerdrain even without 135+ overcap, at least in the case of New Faw, but I have not conducted enough tests to actually confirm this.
I have also noticed this using my Vorcha and EPTW2 even when I sit at 128 natively. when EPTW2 is up, my weapon power does not drop under 125, without an EPS (I am using Cannons, but given that my Escort sits at 134, and doesn't use EPS fed side, it -does- lose weapon power)
My DPS is effectively higher if I run full weapon power and EPTW versus when I lower it to the supposed Hard Cap.
It's either being used for recovery, or it's bonus power that can't be added in until power at the 'hard cap' is drained.
Here my way to solve it that diffrent han all others and back to the old alittle
Make firing cycle random, like old BFAW + aliitlet faster weapons rate of fire , put all random beams = base bamage.
Attacks that hit primarry target ,
target recieve a buff beam attack with BFAW but aliitle stronger than the current BFAW because of the luck factor.
I think it fits the role of BFAW great, because its like telling your BO, " fire at will" like all new recruits do, they spazz and fire everywhere but you somtimes hit your target and hit them good.
This would take skill for the players and stop BFAW teams.
Here my way to solve it that diffrent han all others and back to the old alittle
Make firing cycle random, like old BFAW + aliitlet faster weapons rate of fire , put all random beams = base bamage.
Attacks that hit primarry target ,
target recieve a buff beam attack with BFAW but aliitle stronger than the current BFAW because of the luck factor.
I think it fits the role of BFAW great, because its like telling your BO, " fire at will" like all new recruits do, they spazz and fire everywhere but you somtimes hit your target and hit them good.
This would take skill for the players and stop BFAW teams.
problem solved
But can we know this is currently feasible with the existing tech for powers in STO?
But can we know this is currently feasible with the existing tech for powers in STO?
ya it would be easy
Set power BFAW back to old adjust the firing rate to be doublde that of a normal cycle. Put a base damage number for each BFaW# say
VA
BFAW 1 does basic beam + 400 damage to primary target when hit
BFAW 2 does basic beam + 800 damage to primary target when hit
BFAW 3 does basic beam + 1200 damage to primary target when hit
All other beams do basic damage to secdary target
So comp mech would think like this . BFAW1 will see all targest at 0 but yours at +400damage . So when beam hits target it adds a base +400 damage.
The only problem I see is criticals would buff damage before hit. So to copensate double the +400 base bfaw damage with a critical to +800. Its still would be aliitle lower than avrg crit so why not buff it aliitle. Let the critticfle tripple the base damage from +400 to +1200. So if u were to hit a high crit it would be avrg.
I mean first you were lucky to hit the target, 2nd you were even more luck to get a crit, you should get a small bonus. Its like the ensign fireing the beam he just got out of the acadamy terriable aim, maybe he will get lucky
I have also noticed this using my Vorcha and EPTW2 even when I sit at 128 natively. when EPTW2 is up, my weapon power does not drop under 125, without an EPS (I am using Cannons, but given that my Escort sits at 134, and doesn't use EPS fed side, it -does- lose weapon power)
My DPS is effectively higher if I run full weapon power and EPTW versus when I lower it to the supposed Hard Cap.
It's either being used for recovery, or it's bonus power that can't be added in until power at the 'hard cap' is drained.
On a side note how do you find what your power is above hard cap, since you cannot see it?
Set power BFAW back to old adjust the firing rate to be doublde that of a normal cycle. Put a base damage number for each BFaW# say
VA
BFAW 1 does basic beam + 400 damage to primary target when hit
BFAW 2 does basic beam + 800 damage to primary target when hit
BFAW 3 does basic beam + 1200 damage to primary target when hit
All other beams do basic damage to secdary target
So comp mech would think like this . BFAW1 will see all targest at 0 but yours at +400damage . So when beam hits target it adds a base +400 damage.
The only problem I see is criticals would buff damage before hit. So to copensate double the +400 base bfaw damage with a critical to +800. Its still would be aliitle lower than avrg crit so why not buff it aliitle. Let the critticfle tripple the base damage from +400 to +1200. So if u were to hit a high crit it would be avrg.
I mean first you were lucky to hit the target, 2nd you were even more luck to get a crit, you should get a small bonus. Its like the ensign fireing the beam he just got out of the acadamy terriable aim, maybe he will get lucky
Do we know they can change damage output based on a concept of "Primary Target"? We know they can select secondary targets based on a primary target, but do we know they can treat the different targets differently? The only way to do that seems to be if you also apply a debuff to the target - can this be combined (easily?). I think those are a lot of vagaries and I would rather pick a suggestion we know is feasible because we have seen explicit precedence for it.
There were about 100 good ideas on how to change and adjust Reverse Shield Polarity. Ultimately, the devlopers decided to nerf its uptime via cooldown and duration changes. That was pretty much no one's favorite solution.
I think we better come up with a fix along those lines, because we don't know if any of the more complex ideas are feasible - and the longer the devs need to implement them or make a decision which one to take (if any), the longer we have to deal with a broken BFAW.
> <........I am that close from cancelling my sub right now. Fresh out of a FAWfest arena, even Ablative Hull Armor plus HE3 and Aux2SIF1 wasn't enough to keep myself from being killed. And I REFUSE to become one of the skillless, brainless FAWkers that are running amok in PvP.
You know PvP is at at the bottom of the barrel when you run into PvE fleets acting like they are the best in PvP, all because they use FAW. And when you mention about FAW's being a broken mechanic, they actually said to Deal with it, and L2P.
You know PvP is at at the bottom of the barrel when you run into PvE fleets acting like they are the best in PvP, all because they use FAW. And when you mention about FAW's being a broken mechanic, they actually said to Deal with it, and L2P.
You know PvP is at at the bottom of the barrel when you run into PvE fleets acting like they are the best in PvP, all because they use FAW. And when you mention about FAW's being a broken mechanic, they actually said to Deal with it, and L2P.
^^ this, in zone, and in forum...
"I was never any good, but New-FAW has released my potential!"
From mine spamming now to this man the bottom-feeders of PvP must be loving the fact that the tables have been turned and all of us PvPers are starting to leave their sandbox in droves. I hope they choke on their bananas while playing their monkey boat builds.
From mine spamming now to this man the bottom-feeders of PvP must be loving the fact that the tables have been turned and all of us PvPers are starting to leave their sandbox in droves. I hope they choke on their bananas while playing their monkey boat builds.
They start running in holy terror when the Science Slaughterhouse wagon comes into the match though.
Which is 4 sci from OPvP, who've had enough at any random moment, band together and grab an Escort to take along, and Target Sub, Scramble, Sub Nuc, and Anomaly the FAWkers to death.
I recommend this strategy highly. Let's take back our ques people. The time is now.
They start running in holy terror when the Science Slaughterhouse wagon comes into the match though.
Which is 4 sci from OPvP, who've had enough at any random moment, band together and grab an Escort to take along, and Target Sub, Scramble, Sub Nuc, and Anomaly the FAWkers to death.
I recommend this strategy highly. Let's take back our ques people. The time is now.
QFT!!!!
You know what.....I am not going to cancel my subscription. Instead I will spend every moment in this game doing my very best to kill FAW.
DEATH TO THE FAWKERS!!!!!
Anyone else who wants to join the Death to the FAWker bandwagon is more then welcome to do so!!!
They start running in holy terror when the Science Slaughterhouse wagon comes into the match though.
Which is 4 sci from OPvP, who've had enough at any random moment, band together and grab an Escort to take along, and Target Sub, Scramble, Sub Nuc, and Anomaly the FAWkers to death.
I recommend this strategy highly. Let's take back our ques people. The time is now.
Agreed...when sci ships and escorts work as a team, the FAW cruisers are miserably useless.
Comments
I guess that explains the sore brown eye. :eek:
It's simple really...what Captain Data said was right. If you're doing PvP matches and you keep getting killed by a team of healers spamming FAW, don't play the self-righteous honor card, get a copy or two of FAW yourself and blast them to pieces.
Whether you guys have experienced it or not, we've had a couple of the most epic, fun PvP matches in the last several days against teams that were just as powerful as ours. We won one of them because our team was better at healing each other. The other one we TIED because one of my friends used ramming speed in a Defiant for the last kill...we were quite literally neck and neck the whole match.
The "flavor of the month" is the flavor of the month for a reason, because everyone uses it. This gives you the unique opportunity of facing people who are running the same ship that you are, on equal terms. Skill and working as a team will allow you to rise to the top...letting your buffs fall off and being separated from your team will get you killed instantly.
I'm not saying the skill isn't broken guys, I'm just saying that until they fix it, cowboy up and play with the rest of us. You'll have fun if you work as a team.
Or make an anti-FAW team setup. A few copies of beam target weapons and scramble makes a huge difference. Our premade team has randomly run into 528th (a few times now iirc) and other FAW spamming fleets and has leveled them. FAW is overrated.
You haven't run into me yet
But you're right, scramble ruins FAW. I'd contest using target weapons though...you're going to take 25 power away from the system that already has 125 power to it? That logic seems flawed.
My target weapons 1 takes away 48 power. Against an 8 beam array cruisers running FAW the drain is going to kill them to the point where they'd be better off not running FAW and using less beams. And that's not even counting my frigates that cast acetone field.
I haven't played this game in a while. But reading up the forums it seems the new FAW can double the damage output while maintaining high single target damage.
If that's the case, yea it needs to be nerfed, big time. Or just go back to the old FAW, which was the proper AOE-damage design anyway.
That cruiser has (or should have) plenty of remedies for Target Weapons. A Couple ET's, EPTW's, and weapon batteries. A cruiser should be able to clear any target subsytem debuff in short order.
Disagree. A debuff heavy team can throw around meaty debuffs faster than you can have team abilities come up to counter them. The more debuffs you throw out the more impact each one has. 1 BTWS might not be very powerful, but get three of them on a team, six other target subsystems abilities, a couple of SS3's, a couple VMs, and three or more sci (subnuc) and you have distilled win.
Nowadays usually only on the primary healer, since you are saturated with one sci team and one tac team anyway. And those are usually in place for healing rather than clearing debuffs. Assuming you also have scramble and subnuc it's easy enough to split the teams -- but really, engineering teams are rare enough nowadays it's not much of a worry.
As a somewhat related aside, I think the global cooldown for different team abilities should be 10 seconds vs. 15 seconds for same team abilities. This would encourage people to run a more diverse set of team abilities and make it harder for debuffers to split teams (eg. target subsystems 3 and scramble at the same time)
Puts the subsystem back on line but doesn't cure drain. And most competent cruiser pilots aren't going to have their power levels set up to needlessly over-cap their weapons. Of course the ultra competent will change power settings, but you're still putting on a significant DPS decrease. Add in acetone field (say from Khar'fi frigates) and forget about it.
Looking at the cooldowns for BTWS vs. weapon batteries, that's statement is kind of funny
Batteries work good as to counter highly situational things, like phaser procs, or needing to full impulse into a fight and get power back up quickly to save a teammate. They aren't at all a counter against anything that happens at short, regular intervals.
Oh wait.... LOLRE
SNBs are also one of the things that are probably a problem on the side of the so-called FAW teams - not enough sci captains in faw cruisers.
Some random thoughts:
Maybe we should file a bug report, wouldn't it be more sensible to have EPtX cure the drain too?
Too bad I'm not a competent cruiser captain. My faw cruiser runs at 161 weapon power.
And about the frigates - I have always felt that debuff abilities on pets are a bad idea balance-wise. Target subsystems, aceton field, attack patterns, etc shouldn't be available on pets.
Well, it sounds as if I meant to say "nerf the faw counters". This is certainly not my intention. I'd actually like to see this anti-faw setup in action.
Agreed.
I'm sure something can be arranged. Tough because of timezones. Some of the TSI/SW guys have seen our set up in action though. A few days back three of our "debuff" guys ran into a four TSI team and it was like a hot knife through butter, quick 15-1 match. Obviously not an ideal team on the TSI end, but it shows the potential.
Why?
Here is how I understand power drain mechanics:
125 is the cap for damage calculation. Power beyond 125 when firing a weapon does not increase its damage.
135 is the cap for power reduction calculation (except Beam Overload which uses 125). This means that 135 - "sum of all weapons' drain" = lowest power during a firing cycle.
Weapon power beyond 135 can be used to recover power levels during the firing cycle (with the help of EPS consoles). This requires weapons that don't fire all at the exact same second, because otherwise there is no time to restore power between weapon activations.
I have heard other players suggest that EPS consoles are useful to fight powerdrain even without 135+ overcap, at least in the case of New Faw, but I have not conducted enough tests to actually confirm this.
I have also noticed this using my Vorcha and EPTW2 even when I sit at 128 natively. when EPTW2 is up, my weapon power does not drop under 125, without an EPS (I am using Cannons, but given that my Escort sits at 134, and doesn't use EPS fed side, it -does- lose weapon power)
My DPS is effectively higher if I run full weapon power and EPTW versus when I lower it to the supposed Hard Cap.
It's either being used for recovery, or it's bonus power that can't be added in until power at the 'hard cap' is drained.
Make firing cycle random, like old BFAW + aliitlet faster weapons rate of fire , put all random beams = base bamage.
Attacks that hit primarry target ,
target recieve a buff beam attack with BFAW but aliitle stronger than the current BFAW because of the luck factor.
I think it fits the role of BFAW great, because its like telling your BO, " fire at will" like all new recruits do, they spazz and fire everywhere but you somtimes hit your target and hit them good.
This would take skill for the players and stop BFAW teams.
problem solved
ya it would be easy
Set power BFAW back to old adjust the firing rate to be doublde that of a normal cycle. Put a base damage number for each BFaW# say
VA
BFAW 1 does basic beam + 400 damage to primary target when hit
BFAW 2 does basic beam + 800 damage to primary target when hit
BFAW 3 does basic beam + 1200 damage to primary target when hit
All other beams do basic damage to secdary target
So comp mech would think like this . BFAW1 will see all targest at 0 but yours at +400damage . So when beam hits target it adds a base +400 damage.
The only problem I see is criticals would buff damage before hit. So to copensate double the +400 base bfaw damage with a critical to +800. Its still would be aliitle lower than avrg crit so why not buff it aliitle. Let the critticfle tripple the base damage from +400 to +1200. So if u were to hit a high crit it would be avrg.
I mean first you were lucky to hit the target, 2nd you were even more luck to get a crit, you should get a small bonus. Its like the ensign fireing the beam he just got out of the acadamy terriable aim, maybe he will get lucky
On a side note how do you find what your power is above hard cap, since you cannot see it?
He is just adding up the number, based on his default value + equipment bonus + ability bonuses.
He can't actually see it, but he can make a pretty good guess.
There were about 100 good ideas on how to change and adjust Reverse Shield Polarity. Ultimately, the devlopers decided to nerf its uptime via cooldown and duration changes. That was pretty much no one's favorite solution.
I think we better come up with a fix along those lines, because we don't know if any of the more complex ideas are feasible - and the longer the devs need to implement them or make a decision which one to take (if any), the longer we have to deal with a broken BFAW.
Cryptic, what the hell are you doing?????
/Picard Facepalm
This post has been edited to remove content which violates the Atari Community Rules and Policies ~InfoNinja
^^ this, in zone, and in forum...
"I was never any good, but New-FAW has released my potential!"
/facepalm
They start running in holy terror when the Science Slaughterhouse wagon comes into the match though.
Which is 4 sci from OPvP, who've had enough at any random moment, band together and grab an Escort to take along, and Target Sub, Scramble, Sub Nuc, and Anomaly the FAWkers to death.
I recommend this strategy highly. Let's take back our ques people. The time is now.
QFT!!!!
You know what.....I am not going to cancel my subscription. Instead I will spend every moment in this game doing my very best to kill FAW.
DEATH TO THE FAWKERS!!!!!
Anyone else who wants to join the Death to the FAWker bandwagon is more then welcome to do so!!!
Agreed...when sci ships and escorts work as a team, the FAW cruisers are miserably useless.
Fixed it for you.
Good luck finding that synergy in the PvP community now. Besides a few fleets everyone has been PuGing.
Just because there is a counter doesn't make the ability less OP.