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Inversion vs Backstep

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  • edna#7310 edna Member Posts: 21 Arc User
    edited May 2013
    I think there is an issue with the cooldown doff, but Scramble itself is legit.

    that ss doff with TIF and sunuc make power tray useless lol :D
  • hurleybirdhurleybird Member Posts: 909
    edited May 2013
    kinetic78 wrote: »
    Been playing my wells the last few days trying this and that, the backstep is like having an extra life, fun to play with ,,

    Playing against it can be bit of a pain,, but nice wen it comes bk from time with a full alpha ready strike it straight back :)

    Inversion field is way worse tho, not a big fan of that ^^

    There aren't aren't that many abilities that are blatantly overpowered or I-Win buttons.

    Currently, there are three I-Win buttons: TIF, siphon drones, and graviton pulse generator (assuming you are at least moderately spec'd into it)

    Danubes, Aceton Assimilators, and SS (with the doffs) are questionable, but not quite so blatantly out of line as the prior three.

    If we could get these few outliers fixed up, balance would actually be in a very good place -- you likely wouldn't even need to set up rules before a challenge match!

    AMS is an annoying skill that many people dislike, but is actually well balanced against the opportunity cost of losing a console. The annoyance factor plus the fact that it was OP in the past has given AMS a negative stigma with a large portion of the playerbase. I'd say it's fine to equip if you want to, though be aware you might get some hate from doing so.

    The three main science vessels in use right now are the Wells, Recluse, and Vesta.

    The Wells is probably the most common science ship in high level PvP. Very balanced between healing and control with a great turn rate, huge shield mod, and of course the backstep console. It's the ship I'm flying right now.

    The Recluse is hands down the best healing platform in the game, and comes with two hangar bays to boot. It's slowness can make it difficult to coordinate debuffs with, and despite a large HP pool the sheer size and lack of speed can make the Recluse a vulnerable target. The subspace jump console is an absolute necessity in a Sci/Recluse.

    The Vesta is more offensively geared, and is also a great control platform. It's not as quick as the Wells though, and noticeably less tanky. Personally I like the boff layout on the Vesta a little bit better, and it has a hangar bay as well.
  • havamhavam Member Posts: 1,735 Arc User
    edited May 2013
    hurleybird wrote: »
    There aren't aren't that many abilities that are blatantly overpowered or I-Win buttons.

    Currently, there are three I-Win buttons: TIF, siphon drones, and graviton pulse generator (assuming you are at least moderately spec'd into it)

    Danubes, Aceton Assimilators, and SS (with the doffs) are questionable, but not quite so blatantly out of line as the prior three.

    If we could get these few outliers fixed up, balance would actually be in a very good place -- you likely wouldn't even need to set up rules before a challenge match!

    AMS is an annoying skill that many people dislike, but is actually well balanced against the opportunity cost of losing a console. The annoyance factor plus the fact that it was OP in the past has given AMS a negative stigma with a large portion of the playerbase. I'd say it's fine to equip if you want to, though be aware you might get some hate from doing so.

    The three main science vessels in use right now are the Wells, Recluse, and Vesta.

    The Wells is probably the most common science ship in high level PvP. Very balanced between healing and control with a great turn rate, huge shield mod, and of course the backstep console. It's the ship I'm flying right now.

    The Recluse is hands down the best healing platform in the game, and comes with two hangar bays to boot. It's slowness can make it difficult to coordinate debuffs with, and despite a large HP pool the sheer size and lack of speed can make the Recluse a vulnerable target. The subspace jump console is an absolute necessity in a Sci/Recluse.

    The Vesta is more offensively geared, and is also a great control platform. It's not as quick as the Wells though, and noticeably less tanky. Personally I like the boff layout on the Vesta a little bit better, and it has a hangar bay as well.

    you fail to mention that all of these are WAD. The only thing that is clearly broken from the top of my head is the D'kora emp bug.

    A few weeks ago OP p2w was tach mines, or SNB doffs. Or Elite Disruptors.... elite shields.

    Actually i don"t thing that AP doffs are very well balanced, neither is APO or Team batteries. Marion turns engie into a farce. Tac Team is well balanced against what? Just becuase SP doesn't run them doesn't mean that team-wide apo are well balanced.

    You said yourself that you don't play to win. So set up your rules pre-match, or for tournies, but stop policing what people put on their ship in the queues.

    This whole policing has gone out of control, for once it hinders fixing things on Cryptics side as you could see with the tach mines. Much worse, imv, it turns people down from pvp. Constantly being told not to use the one toy that you have, by a pug stomping team of vets with all the p2w toys they could ever want (and yes they are all P2W) only reinforces that impression that sto is all about gear. If you can't fly the stuff you want it only creates further frustration, constantly swapping between pve and pvp gear ain't fun and easy in STO either. And yes even high elite pre-made players need a whole lot of pve for maco, khg, rep, starbase stuff......

    So blame systems for the stupid TRIBBLE they release as much as you want. But those insults or the panda "allowed sci builds in STO" threads, only help to kill pvp in sto a little more. Newsflash, nobody cares what a full panda team runs or doesn't. The only reason you care is because it decreases your own fun, in this so sweetly balanced S7 meta-game. Blame Geko, but for crying out loud let the noobs play with what they got., without shaming and namecalling for once.



  • timejumperstimejumpers Member Posts: 120 Arc User
    edited May 2013
    Ok just got a wells did some testing and im starting to think that inversion has too many counters and you have to give up too much for it to be OP.

    PSW grav pulse target aux viral repulsors heavy graviton beam scramble AMS psw torpedo.

    I also noticed that omega and aux to damp basically counter the movement debuff and it only has a 5k range.

    Something else i noticed the cooldown seems to be 4 minutes not 3.

    The beam is useless and misses more then it hits the torp is slow and easy to shut down the console is ok.

    So an ability with that many counters taking 2 weapons slots and a console slot on that long of a cooldown cant be that bad.

    So my question now is it the ability that is OP or teams stacking it if its the stacking of it cant the same be said for just about any ability in the game?

    Why dont people just carry some of the counters? The shockwave doffs could even easily counter a team stacking it knocking the inversion off all targets at once with the use of 1 shockwave
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