Because def/acc/crit is poorly balanced and allocated to begin with. And so they should go bye bye! Poof! Gone!
We don't even need to consider how nonsensical it is that the enemy using crippling fire to destroy your ship is somehow invisible!
Placate on landing a Crit. Why is this garbage? Well it's garbage because it favors ships that do two things well. Hit, and crit! If you have a ship that can do those things often, you're in! It is particularly useful against targets that are easy to hit and crit!
It is not very useful against targets that are hard to hit and crit.

Poopy!
Placate on being hit. Why is this garbage? Well its garbage because it indiscriminately activates regardless of the source of the damage. Sci abilities were never balanced on having to 'hit' the target. Not that many tac abilites are, but lets not visit that just yet. So you have a long duration low damage but very useful hold being broken due to this. Because it happens to pulse a small bit of damage. Or your turret plink plink plink set off the placate. It just doesn't make sense. On the one hand, this is VERY nice for those larger type of ships. They could use some sort of avoidance. NOT a great way to put it in the game though. Giving this to small fast wittle ships is almost criminal. Yah. Cause they NEEDED more defense, they were running out.
I'd like to say, that if this placate could be tweaked to only proc off of incoming energy weapons damage it would be better. And then if we could limit it to cruisers and sci's.....
but I digress.
It is similar to defense in that it ignores facets of the incoming damage. If any damage can cause a placate...well....ok. But not all damage was required to hit before....sooo.
Jam sensors, ams, ss, are boff abilites or console. Yah I know we all love ams. Still they are a little bit higher on the cost scale, and they have a bit of a CD and an immunity that sorta works.
And yes, as has been pointed out, only firing once to kill someone works, but I don't see that becoming a universally adopted strategy.
Cheers happy flying!!:)
Comments
[Acc]x2 [CrtH] or [CrtH]x2/3 weapons being all the more popular? Check.
Result? Good luck using duration based powers (Tachyon Beam, Tractor Beam, Quantum Focus Field, etc)
Tom and Jerry are fighting. Both Tom and Jerry each have the OnCritPlacProc and OnBeingCritPlacProc. Each has both specializations taken to 9, Borg, 0Point, Tachyokinetic, Rom Tac BOFFs, CrtHx3 weapons, and the Rom CrtH passive.
Why stop with just the CritPlacProcs? Let's give them KHG shields for the OnBeingHitPlacProc.
...if they started fighting on Thursday after a patch, would they finish their fight before the next Thursday?
I think the game would have been better off without placates and confuse at all, but since they probably won't get rid f them, at least fix the immunity to t4 Romulan passive, and maybe we should get a longer immunity to placates after being hit by one like 30 second immunity to all placates after recovering from a placate. Or maybe a new sensors doff that has a chance to proc allowing you to completely resist a placate would be nice.
I use it all the time on my B'rel Retrofit. The ability says up to 10 pulses, but the duration of the ability is 4 seconds. So, either the 10 pulses happens within those 4 seconds, or the pulses continue to happen after you get the full 4 second drain in there.
As for escorts not needing more defense, I disagree. With all the tractor spam (by players and pets alike), escorts are sitting ducks if their APO and/or PH are on cooldown.
Doesn't really matter much to a cruiser, since they move so slow anyways. At least they got the shield, hull, and better defensive BOFF layout. For an escort, it potentially be lethal (depending on how coordinated your enemies' attacks are.
But, yes....I find the T4 Romulan placate a bit too powerful. Especially if it's true that the placate immunity is broken.
PaxOttomana: gawd mirror event is like fighting a tsi premade, they keep comin and comin!
The real thing is the khg shield, which doesnt require a crit.
THAT is a untargetabule ship
Grab something with a nice 15s CD or two things with a nice 15s triggered CD. See how many times you lose target during each 15s interval.
In PvP however, 3 or 4 seconds is long enough to heal to full, or to vaporize an enemy, and losing those few seconds can really TRIBBLE you. So every form of CC is *much* more powerful in PvP than in PvE, which means that any CC which feels 'powerful' in PvE is likely to be stupidly overpowered in PvP.
This is a pretty good summation of the whole issue.
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
What is the purpose of sensor resistance anyway ?It does not protect you from AMS, it will not negate passiave placates ? So why do even bother with such skills really ? Obviously, some stuff is made iresistable and for a T4 skill, sensors surely do...you know what.
Another question. Does the Jam Sensors DOFF increases the amount of dmg before it breaks ?
I doubt it. I have six on my sci and in kvk I pretty much can't use pin because the target always disappears whether targeting or not. It's absolutely stupid.
[SIGPIC][/SIGPIC]