So, is this perfectly acceptable to stack multiple SNB on to one target thus creating mega countdowns that last 2 minutes plus (Ive had it lasting longer before)?
Do people find that this sort of gameplay is conducive to keeping PvP alive?
Or is it essentially a cheat?
My opinion? Its a cheat. Not that it matters because fleets like sad pandas are far more entitled to play than I am and anyone else who isnt a member of the elite team.
Im done with this POS game that actively allows cheats to decide the fate of the game and seems to actively encourage the abuse of such broken mechanics.
snb doesnt stack, it re-news the 30 second cooldown.
a single snb will only ever add 30 seconds to your power cool downs.
when its cleared by sci team or after 30 seconds the powers timers go back to their previous time before the snb hit.
the only way to stack snb's as you said is to be hit one after the other after a 30 second wait to chain up to a maximum of 2 mins 30 seconds of cooldown time.
if you let an entire enemy team do this to you then its your own fault.
So if I stack one volley of damage, then another, then another, without a recursive wait period of a minute between shots, is that a cheat as well?
valid =/= fun.If its valid tactic that doesnt mean its fun.Normaly games should be fun.
2 minutes cooldowns or huge amount of visual spam is valid but its not fun (thats why people hate cheese and escort dogfights are fun).Same happens with cloak or better said placate ....it is annoying to loose your target for no apparent reason ,even though what that person uses is valid and "fair".This is not people's fault ,its game design .
if you let an entire enemy team do this to you then its your own fault.
Most have ss3 with doff on rapid fire lol
If you pug (everyone does that ,sometimes Im to bored to wait to get a team from opvp) and the other team has 4-5 scis then your team will be "on cooldown"
So, is this perfectly acceptable to stack multiple SNB on to one target thus creating mega countdowns that last 2 minutes plus (Ive had it lasting longer before)?
Do people find that this sort of gameplay is conducive to keeping PvP alive?
Or is it essentially a cheat?
My opinion? Its a cheat. Not that it matters because fleets like sad pandas are far more entitled to play than I am and anyone else who isnt a member of the elite team.
Im done with this POS game that actively allows cheats to decide the fate of the game and seems to actively encourage the abuse of such broken mechanics.
Wait a minute. You challenged an entire team solo? You sir, have won the interwebs!
Well then, that answers that.
Its broken.
Why?
Because it is stacking.
So its my fault then that a broken mechanic is being used.
Its not a broken mechanic dummy. Yes I tend to agree with it being on the weak side but it is is no way an exploit. SNB will always on it's own be the most op skill in this game until the day they release a full on (non soft snb) console that is. Very simple way to avoid dying via an snb gank. If you are pugging a lot which I tend to do. The very 1st thing you should be doing before firing a single shot is finding out how many sci capts are on opposing team. If you find out there is only one then you can usually effectively plan accordingly for what you want to do after you get that one snb.
If there is more than one sci captain on the opposing team plan on getting out of the fight as soon as you get nuked. Don't allow the opposing team an easy kill. There is no shame in running from a fight when you are pugging against a full pugmade or premade. Anyone that tells you otherwise is just QQing cause you won't play their game and lay down and die. In any case I have seen the op in the q's often and while I think he can develop into a very good above average escort pilot you have not learned how to pilot you escort defensively. I consider myself above average at defensive escort piloting to say the least and at least 90 percent of the time can survive snb ganks. Perhaps we should team a few matches in game and I can wing man behind you and make some suggestions. The way this game's meta is setup nowadays most escorts are easily the 2nd most survivable ships in this game behind recluses.
In some cases due to healing passives and the like you have to subnuke targets twice, once to make the target mortal, and a second time to wipe the resulting RSP, this of course has become a core part of premade teams ever since in some cases it takes 3 or 4 consecutive subnukes to take down a target. This isn't the fault of the pvpers, it is the fault of Cryptic, the pvpers simply use what is given to them and adapt to counter it, I took on a sci captained Recluse that used SNB doffs and still managed to give the guy a hard time killing me and let me tell you, a fleet of pets + Photonic fleet + Nimus reinforcements + a well kitted and played Recluse with regular incoming SNBs is hard to fight off, the only thing you can do even with a science team on hand is prolong your own suffering.
Not applying, it then gets removed so the team then reapplies it.
Its when it gets stacked one on top of the other, all at the same time, thus spiralling countdowns out of proportion.
For all the ones saying 'use sci team', great, if I could fit it effectively. That's the price you pay to be in an escort. By the way, I also don't agree with ANY highly effective offensive skills being stacked.
Having a sci toon as an alt, I already know that the most effective skill is SNB anyway, whilst not outwardly destructive, its the overall result that's destructive.
Not applying, it then gets removed so the team then reapplies it.
Its when it gets stacked one on top of the other, all at the same time, thus spiralling countdowns out of proportion.
For all the ones saying 'use sci team', great, if I could fit it effectively. That's the price you pay to be in an escort. By the way, I also don't agree with ANY highly effective offensive skills being stacked.
Having a sci toon as an alt, I already know that the most effective skill is SNB anyway, whilst not outwardly destructive, its the overall result that's destructive.
I do agree that all escorts need 2 tt in today's game. That being said you have to outfly the snb as I said earlier and in most cases this will mean exiting the fight but depending on what kind of team you are on this is the best course of action.
As far as those kind of teams reapplying snb so what. What about those 5 escort teams stacking apo3 plus crf2 on you? They wouldn't need any other powers to kill anything in those kind of teams. Wait till you run into those teams stacking ss doffs with tif and snb. Has anyone ever tried to stack 5 acetone beam 3's on a target?
If you mean apo apa tf crf's being able to be stacked without this tacts would be useless. All tact escorts must have that 15 seconds of high burst dmg otherwise some ships would never die.
I think snb actually used to stack cooldown debuff and all didn't it? I recall in the old days seeing stacks of 3 snb on me!
Another protip try to hold your tact initiative till after you have been nuked. You won't be totally defenseless at least. In my case I don't need my tact init if the opposing team has no snb waiting. I run 2 crf'2 2 bo2's 2 tt1's and either apo3 or apb3. In this case send the tact init to a sci or eng on your team give them the extra firepower help to help you.
On another note I do think snb would be a bit more balanced if it didn't affect your actual weapons firing cooldowns.
I do agree that all escorts need 2 tt in today's game. That being said you have to outfly the snb as I said earlier and in most cases this will mean exiting the fight but depending on what kind of team you are on this is the best course of action.
As far as those kind of teams reapplying snb so what. What about those 5 escort teams stacking apo3 plus crf2 on you? They wouldn't need any other powers to kill anything in those kind of teams. Wait till you run into those teams stacking ss doffs with tif and snb. Has anyone ever tried to stack 5 acetone beam 3's on a target?
If you mean apo apa tf crf's being able to be stacked without this tacts would be useless. All tact escorts must have that 15 seconds of high burst dmg otherwise some ships would never die.
I agree totally to running after being SNB'd seems that after this cheeky use of broken though that I spend more time out of the fight than in.
Had it a few times where its taken a whole match to clear.
That in my eyes is totally unacceptable, yet at the moment it seems common practice to do.
I agree totally to running after being SNB'd seems that after this cheeky use of broken though that I spend more time out of the fight than in.
Had it a few times where its taken a whole match to clear.
That in my eyes is totally unacceptable, yet at the moment it seems common practice to do.
Well I have been playing a year total and have seen this game turn inside out as far as the 3 class meta goes. Snb is mainly only more deadly cause at some point they buffed base weapons dmg to go along with all the TRIBBLE being introduced. But last i played in season 2 snb DID actually stack on top of one another. Be thankful you didn't start playing in those days.
Yes you will find all premades running at least 2 sci and 3 tacts or vice versa. Even the healers run sci for the snb. Which is why engy's have a far dimished role in pvp now even though you can still use engy healers in pvp.
Sadly these matches will rendor you almost useless but it is better than playing right into the other teams hands. Don't let anyone in this game tell you how to fly your ship and build. This doesn't mean don't listen to others for build or piloting advice. But in the end you must decide where the attack/bailout line is drawn when in these pugging matches!
Speak whatever is on your mind my friend. Exiting the fight and not adding to team deaths is sometimes a necessity. After all why die a senseless death. In reality at the most I find about 10 percent of the time does a ramming speed+gdf death become practical and team productive.
There is no 3 class meta. Maybe that's what's confusing you?
Nothing really confusing about it. I stopped in season 2 and rejoined in late season 7 only to witness an almost total inside out change about how each class is built and goes about doing it's job.
It adds an extra percentage based on existing CDs. So if you're already debuffed, it'll stack on top of that, renewing the timer.
Regardless, I don't understand why the OP specifically had to call out the Pandas. Are we the only ones who use teamwork to coordinate SNBs? Or is everything just our fault?
So its designed to stack so much that that the player is effectively powerless for the rest of the round?
Because yes, it does that now.
I singled out because when this was mentioned, I just got some elitest drivel about how its perfectly acceptable to use a power that is currently broken.
It shouldn't stack when you get hit at the same time with multiples.
So would someone care to explain how countdowns get frozen on 2-6 minutes for upto 10 minutes at a time?
Even when that intergrated circuits console hasn't been used?
Also why it only seems to be when certain premade teams/certain fleet players are in?
So its designed to stack so much that that the player is effectively powerless for the rest of the round?
Because yes, it does that now.
I singled out because when this was mentioned, I just got some elitest drivel about how its perfectly acceptable to use a power that is currently broken.
It shouldn't stack when you get hit at the same time with multiples.
If it doesn't stack like sean says please explain how one ends up with2 minute plus cooldown timers all in a period of ten seconds or less. This happened today to Sansa in her recluse. She was rendered helpless and vaped in seconds. Sansa usually doesn't die so she was quite butthurt about it. I mean come on. Her family was slaughtered, home destroyed, married off to a dwarf. Go easy on her.
What can she do to defend against this? Run five science teams? If shezs not on a team that will clear them for her she will not stand a chance.
Sean if you can't beat em join em. Don't pug, find a team to fly with.
I'm amused by your post, if slightly confused how to take it.
I used to run with some very good players on a regular basis but alas, that fleet has all but pulled out from PvP.
Whilst the thought of using said and other broken mechanics to my advantage has crossed my mind, I simply can't bring myself to do it.
It would make me as bad if not worse than the ones who already abuse the system.
PvP will die and it will be the likes of full on cheaters, glitchers and exploiters that are mainly to blame. Cryptic/PW coming a close second for allowing.
If it doesn't stack like sean says please explain how one ends up with2 minute plus cooldown timers all in a period of ten seconds or less. This happened today to Sansa in her recluse. She was rendered helpless and vaped in seconds. Sansa usually doesn't die so she was quite butthurt about it. I mean come on. Her family was slaughtered, home destroyed, married off to a dwarf. Go easy on her.
What can she do to defend against this? Run five science teams? If shezs not on a team that will clear them for her she will not stand a chance.
Sean if you can't beat em join em. Don't pug, find a team to fly with.
When you're under the effects of SNB, the CDs on your abilities will be vastly higher than what they normally are.
That's part of what SNB does; it strips buffs and increases the CD on your abilities.
Once SNB's 30 second duration is over (or once it's cleared by SciTeam), your abilities will return to their normal CD values. If the increased CD exists beyond SNB's 30 second duration or after it's been cleared, then you've also been hit by either TIF or the Scramble Sensors DOff.
The Scramble Sensors DOff is weird in that it's -RechargeSpeed debuff can (and does) extend beyond the duration of the SS debuff; for example, if you use Scramble Sensors 1 and it only has a duration of 7 seconds and the DOff's debuff is 10 seconds, you will still be debuffed for an additional 3 seconds after the Scramble has worn off*.
*Those were completely made up numbers for the sake of an example
First I'm saying I agree snb stacks and it shouldn't. Its ridiculous. Its funny that people have no problem with it yet they demanded the elachi console be nerfed. My other point is that PvP in STO is a lot like the seven kingdoms of Westeross. The honest, just, and fair are slaughteted like helpless lambs by the ruthless and cunning.
Comments
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
decker999
Join Date: Aug 2010
Counters abound.
That being said, it is a viable solution.
Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
Chief of Starfleet Intelligence Service == Praise Cheesus
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
snb doesnt stack, it re-news the 30 second cooldown.
a single snb will only ever add 30 seconds to your power cool downs.
when its cleared by sci team or after 30 seconds the powers timers go back to their previous time before the snb hit.
the only way to stack snb's as you said is to be hit one after the other after a 30 second wait to chain up to a maximum of 2 mins 30 seconds of cooldown time.
if you let an entire enemy team do this to you then its your own fault.
Do you even Science Bro?
Its broken.
Why?
Because it is stacking.
So its my fault then that a broken mechanic is being used.
valid =/= fun.If its valid tactic that doesnt mean its fun.Normaly games should be fun.
2 minutes cooldowns or huge amount of visual spam is valid but its not fun (thats why people hate cheese and escort dogfights are fun).Same happens with cloak or better said placate ....it is annoying to loose your target for no apparent reason ,even though what that person uses is valid and "fair".This is not people's fault ,its game design .
Most have ss3 with doff on rapid fire lol
If you pug (everyone does that ,sometimes Im to bored to wait to get a team from opvp) and the other team has 4-5 scis then your team will be "on cooldown"
Am I exploiting if I catch you in an EWP cloud and then SNB off your hazards so that the EWP debuff timer is renewed?
Wait a minute. You challenged an entire team solo? You sir, have won the interwebs!
Ahh no. That isn't the case is it?
You're right about your opinion though.
Its not a broken mechanic dummy. Yes I tend to agree with it being on the weak side but it is is no way an exploit. SNB will always on it's own be the most op skill in this game until the day they release a full on (non soft snb) console that is. Very simple way to avoid dying via an snb gank. If you are pugging a lot which I tend to do. The very 1st thing you should be doing before firing a single shot is finding out how many sci capts are on opposing team. If you find out there is only one then you can usually effectively plan accordingly for what you want to do after you get that one snb.
If there is more than one sci captain on the opposing team plan on getting out of the fight as soon as you get nuked. Don't allow the opposing team an easy kill. There is no shame in running from a fight when you are pugging against a full pugmade or premade. Anyone that tells you otherwise is just QQing cause you won't play their game and lay down and die. In any case I have seen the op in the q's often and while I think he can develop into a very good above average escort pilot you have not learned how to pilot you escort defensively. I consider myself above average at defensive escort piloting to say the least and at least 90 percent of the time can survive snb ganks. Perhaps we should team a few matches in game and I can wing man behind you and make some suggestions. The way this game's meta is setup nowadays most escorts are easily the 2nd most survivable ships in this game behind recluses.
Not applying, it then gets removed so the team then reapplies it.
Its when it gets stacked one on top of the other, all at the same time, thus spiralling countdowns out of proportion.
For all the ones saying 'use sci team', great, if I could fit it effectively. That's the price you pay to be in an escort. By the way, I also don't agree with ANY highly effective offensive skills being stacked.
Having a sci toon as an alt, I already know that the most effective skill is SNB anyway, whilst not outwardly destructive, its the overall result that's destructive.
I do agree that all escorts need 2 tt in today's game. That being said you have to outfly the snb as I said earlier and in most cases this will mean exiting the fight but depending on what kind of team you are on this is the best course of action.
As far as those kind of teams reapplying snb so what. What about those 5 escort teams stacking apo3 plus crf2 on you? They wouldn't need any other powers to kill anything in those kind of teams. Wait till you run into those teams stacking ss doffs with tif and snb. Has anyone ever tried to stack 5 acetone beam 3's on a target?
If you mean apo apa tf crf's being able to be stacked without this tacts would be useless. All tact escorts must have that 15 seconds of high burst dmg otherwise some ships would never die.
^This. If SNB is stacking then it's bugged.
I think snb actually used to stack cooldown debuff and all didn't it? I recall in the old days seeing stacks of 3 snb on me!
Another protip try to hold your tact initiative till after you have been nuked. You won't be totally defenseless at least. In my case I don't need my tact init if the opposing team has no snb waiting. I run 2 crf'2 2 bo2's 2 tt1's and either apo3 or apb3. In this case send the tact init to a sci or eng on your team give them the extra firepower help to help you.
On another note I do think snb would be a bit more balanced if it didn't affect your actual weapons firing cooldowns.
I agree totally to running after being SNB'd seems that after this cheeky use of broken though that I spend more time out of the fight than in.
Had it a few times where its taken a whole match to clear.
That in my eyes is totally unacceptable, yet at the moment it seems common practice to do.
Would it be too easy to say something about this?
Well I have been playing a year total and have seen this game turn inside out as far as the 3 class meta goes. Snb is mainly only more deadly cause at some point they buffed base weapons dmg to go along with all the TRIBBLE being introduced. But last i played in season 2 snb DID actually stack on top of one another. Be thankful you didn't start playing in those days.
Yes you will find all premades running at least 2 sci and 3 tacts or vice versa. Even the healers run sci for the snb. Which is why engy's have a far dimished role in pvp now even though you can still use engy healers in pvp.
Sadly these matches will rendor you almost useless but it is better than playing right into the other teams hands. Don't let anyone in this game tell you how to fly your ship and build. This doesn't mean don't listen to others for build or piloting advice. But in the end you must decide where the attack/bailout line is drawn when in these pugging matches!
Speak whatever is on your mind my friend. Exiting the fight and not adding to team deaths is sometimes a necessity. After all why die a senseless death. In reality at the most I find about 10 percent of the time does a ramming speed+gdf death become practical and team productive.
There is no 3 class meta. Maybe that's what's confusing you?
Nothing really confusing about it. I stopped in season 2 and rejoined in late season 7 only to witness an almost total inside out change about how each class is built and goes about doing it's job.
It adds an extra percentage based on existing CDs. So if you're already debuffed, it'll stack on top of that, renewing the timer.
Regardless, I don't understand why the OP specifically had to call out the Pandas. Are we the only ones who use teamwork to coordinate SNBs? Or is everything just our fault?
What is most likely happening to you is interactions with other stupid doffs and items.
Namely SS doffs... TIF fields... I believe the black hole console.
Pretty much anything that increases cool downs acts odd when SNB is applied.
Because yes, it does that now.
I singled out because when this was mentioned, I just got some elitest drivel about how its perfectly acceptable to use a power that is currently broken.
It shouldn't stack when you get hit at the same time with multiples.
So would someone care to explain how countdowns get frozen on 2-6 minutes for upto 10 minutes at a time?
Even when that intergrated circuits console hasn't been used?
Also why it only seems to be when certain premade teams/certain fleet players are in?
It's 30 seconds at most...
Once the SNB timer clears, CDs return to normal.
I refer you to my edited post!
What can she do to defend against this? Run five science teams? If shezs not on a team that will clear them for her she will not stand a chance.
Sean if you can't beat em join em. Don't pug, find a team to fly with.
I used to run with some very good players on a regular basis but alas, that fleet has all but pulled out from PvP.
Whilst the thought of using said and other broken mechanics to my advantage has crossed my mind, I simply can't bring myself to do it.
It would make me as bad if not worse than the ones who already abuse the system.
PvP will die and it will be the likes of full on cheaters, glitchers and exploiters that are mainly to blame. Cryptic/PW coming a close second for allowing.
When you're under the effects of SNB, the CDs on your abilities will be vastly higher than what they normally are.
That's part of what SNB does; it strips buffs and increases the CD on your abilities.
Once SNB's 30 second duration is over (or once it's cleared by SciTeam), your abilities will return to their normal CD values. If the increased CD exists beyond SNB's 30 second duration or after it's been cleared, then you've also been hit by either TIF or the Scramble Sensors DOff.
The Scramble Sensors DOff is weird in that it's -RechargeSpeed debuff can (and does) extend beyond the duration of the SS debuff; for example, if you use Scramble Sensors 1 and it only has a duration of 7 seconds and the DOff's debuff is 10 seconds, you will still be debuffed for an additional 3 seconds after the Scramble has worn off*.
*Those were completely made up numbers for the sake of an example