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SO now i can get a Fbp up to 3.05 = anything shoots me dies..fix this

wildweasalwildweasal Member Posts: 1,053 Arc User
ok just as i launched a crusade against vaping (see below in fourm) now let talk about a problem that been around for awhile.....tac capt powers that buff EVERYTHING its ubsurd and need to be fixed as well ill just say this i wont go into detail becasue i dont want 5k fbp tacs running around shredding people with a few trick up my sleeve on tribble i have been able to get my tacs fbp to give back 3.05 damage ...now think about that for a sec 3.05 1.0 is likw 1 point of damage for what you shoot at me 3.05 thats over 3 times the damage reflected back at the attacker the culprit?? the fact that my tac can buff the power which he should not be able to do so here we go again devs how do we fix it before it becomes the new ubsurd thing like vaping? quick fix? hard cap fbp not so quick fix ? make it so that tac capt powers only buffs tac attacks tac powers have no business buffing sci powers
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  • smeeinn1tsmeeinn1t Member Posts: 618 Arc User
    edited April 2014
    wildweasal wrote: »

    *snip

    make it so that tac capt powers only buffs tac attacks tac powers have no business buffing tac powers

    Erm... What???
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  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2014
    IMO, tac abilities should only buff weapon damage, should never buff non-weapon damage. This would specifically preclude abilities that use particle generators (which includes FBP).
  • revandarklighterrevandarklighter Member Posts: 0 Arc User
    edited April 2014
    Tac powers buffing non weapon damage too is the only thing making tacs remotely valid on non-escorts.
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2014
    smeeinn1t wrote: »
    Erm... What???

    typo repaired
    3ondby_zpsikszslyx.jpg
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2014
    Tac powers buffing non weapon damage too is the only thing making tacs remotely valid on non-escorts.

    why cant tac captains spec into partgens like everybody else?

    sci ships arent weapon platforms, they are control and debuff platforms so that the limited weapons are more effective, and that still works marvelously without tac buffing partgens. if you want to do damage with partgens, you should have to buff them, just like the other professions are required to do
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2014
    Tac powers buffing non weapon damage too is the only thing making tacs remotely valid on non-escorts.

    thats utter nonsense there is no reason why tac powers should boost somthing like FBP its ubsurd and needs to be fixed as stated before it should buff tac powers and weapon damage thats a good start
    3ondby_zpsikszslyx.jpg
  • atlantraatlantra Member Posts: 0 Arc User
    edited April 2014
    I don't see the problem. leave as is. Too many vapers and spacebar spammers already... If people are too stupid to stop shooting, then let them die to FBP. Don't really care if tac powers buff it, no problem at all here. Too much shooting and not enough thinking. They need to die to FBP...

    Feed back pulse is the clear counter to Vapers and A2B+DEM III people. A perfect counter. The only balance thing I see left in the game. Again leave as is. Just delete thread and move on ... ;)
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  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited April 2014
    Tac powers buffing non weapon damage too is the only thing making tacs remotely valid on non-escorts.

    This one gets it. Although you can, at least for PvE, build a Tac/Sci ship setup that relies on Torpedoes and Shield Drains to do massive damage to most things and your Tac buffs will only ever be affecting your torps.

    Besides, you folks don't really think Cryptic's magically gonna up the damage output of Science BOff powers *just* because they make Tacs not buff them, right? I mean, with Conservation of Energy being a thing and all, it just seems silly to imagine that Sci Captains would keep that Trait and Tac Captains would not be able to periodically buff the damage of those damage dealing spells from time to time.
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  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    Tac powers buffing non weapon damage too is the only thing making tacs remotely valid on non-escorts.

    So engineers are only valid in science vessels because they have the most shields to gain resistance from their RSF?

    That is silly. Buffing weapon damage on any ship is extremely useful. Especially when you consider...

    Cruisers get one extra weapon, Escorts get Dual Cannons, and with the revamped Sensor Analysis Sci Vessel weapon damage will be competitive with the others situation depending.

    Yes every ability is more effective in some situations but that doesn't mean they are useless in others. Sensor Scan is amazing in a group, but even in a solo situation it is useful.

    Infact if you feel so strongly that tactical damage boosts should effect exotic ability damage why are you not complaining that attack pattern alpha's critical chance/severity boost has no effect on them? Oh thats right it use to, and when it did the power was stupid strong and one shotting people and got hit with the nerf stick.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    Lol, the 3rd science extremes thread to pop up this weekend. I won't post the details although it should take 5 minutes for anyone to figure it out, but this guy probably runs a 5 sci console sci ship with FBP3.
  • ursusmorologusursusmorologus Member Posts: 5,328 Arc User
    edited April 2014
    lucho80 wrote: »
    Lol, the 3rd science extremes thread to pop up this weekend. I won't post the details although it should take 5 minutes for anyone to figure it out, but this guy probably runs a 5 sci console sci ship with FBP3.
    He's buffing with tac, says so in the OP
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    He's buffing with tac, says so in the OP

    I know, but he probably needs to start with FBP3, probably in a dyson destroyer. If FBP2 or 1 gets that high then things are bad.
  • monkeybone13monkeybone13 Member Posts: 4,640 Arc User
    edited April 2014
    Tac powers buffing non weapon damage too is the only thing making tacs remotely valid on non-escorts.

    Considering how much of a DPS race this game is, what tac captain uses a cruiser? I sure as hell don't because it would cripple what the career was meant for - DPS. If I want to use a cruiser I'll use it on an engineer, which is better suited for cruisers anyway.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited April 2014
    Considering how much of a DPS race this game is, what tac captain uses a cruiser? I sure as hell don't because it would cripple what the career was meant for - DPS. If I want to use a cruiser I'll use it on an engineer, which is better suited for cruisers anyway.

    >2014
    >Still believing escorts do the most DPS
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  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2014
    fyi correct i did use a tac and 4 sci consoles and a sci ship not a cruiser and not escort and used Fbp 3 all i am saying is tac capt powers should not buf non tac abilities fbp is the domain of science not tac yes tac can use it if need be but it should not be fulffed by tac with 3.05 if you shoot me fully buffed as a tac your open volley is all i need to make you go poof ! as whatever damage you do to me i am returning to you and triple the damage with 50 % shield pen that a insta poof just make it non buffable by tac powers and all is fixed .........or dont and just go insta pop
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  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited April 2014
    I'm coming late to the party....

    You're saying TAC abilities buff the damage output of feed back pulse?

    You'er also sayin you managed to get it up to 3.05 to 1 ratio?

    And people in PvP who vape others are now.... upset?

    ...

    ROFLMAO

    ...


    Hello Vesta ;)
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited April 2014
    I would point out that all the captain powers are supposed to work equally

    And that there are lots of boff powers that do effectively the same thing or buff powers from other career fields.

    Lets just assume he is talking about tac captain powers. since the boff powers are available to everyone.

    We can also assume he is stacking at least 2 attack patterns. hell lets go all the was and say he was below 50% health and had tac fleet on.

    So TI,APA,GDF,Tac Fleet. That's a good damage boost.

    However that's the point of a tac captain and why those powers affect everything. so yes a tac captain in a science vessel is going todo more damage.

    A science captain in a science vessel is going to be better at control and resistance using SNB Science fleet, dampening field, and photonic fleet. So a sci capt can mitigate a significant portion of damage received even while providing some limited fire support.

    lets toss an engineer in there.

    Your engineer will be able to buff his resistances using RSF, Eng Fleet, And EPST. He can also recover almost instantly with MW. So your engineer is going to be able to outlast the other captains.

    Given that that's how its supposed to work I don't see the issue. Are you mad because you want the pew pew to be even among captains? If so then the healing and control abilities would have to be even, and at that point why have different kinds of captain?
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  • simeion1simeion1 Member Posts: 898 Arc User
    edited April 2014
    I Welshmen this change...here are some of my reasons.

    APA and Tac Fleet should only buff weapons. Since any career can use APO I would leave this buff alone to buff any ability.

    Tacs should do more damage that is there forte. But tacs should be doing this on t eh spirit of Trek and balance.

    Science captains should be the king of science powers. Not saying they have to fly a chicane ship but, it is a shame that a science captain could not be the king of science damage.

    Also it is a shame that since captains have the only ability that can be cleared by a Boff ability. Sub nukes being cleared by a thirty second or less ability is BS. I wish I could make APA clear against me by a Boff ability that was up every thirty seconds or less. But I also understand game mechanics and see the need to clear sub nukes.

    There is one problem with the suggestion. There is currently no need for the trilogy in STO. Until there is a reason for tanks and allowing since abilities to work on every ship for either full or reduced duration there will never be a point. Here is a prime examples on how I would fix this issue.

    Cruisers would have a inherit threat gen added to the ship to make them tank. Take ISE, adding the damage output to the cubes would make the cruiser drag aggro allowing then to absorb the damage. The more base hull the more aggro. Reduce the aggro from DPS. With the increased threat gen give the ship added resistance bonus.

    Escort I would not change anything except add a Acc mod to the ships based on tactical Boff layouts. So a defiant with 8 tactical boffs abilities would have move Acc over an escort with six or seven.

    Science ships are fine, it is there abilities that need worked. It is a shame the Jam sensors, mask energy, and scrabble sensors do not work on upper level ships. What is the point of have these abilities in PvE if they don't work. A science ability like scrabble sensors should work on any NPC, or why also have the ability. A player should be able to cast scramble sensors on a Tac Cube for the duration and have it attack the gate. This could help mitigate some of the damage increase that some NPC should have. Also sub nuke should work agains these NPC also. A player sub nukes a NPC it should hold, unless the NPC clears it under normal rules.
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  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2014
    Given that that's how its supposed to work I don't see the issue. Are you mad because you want the pew pew to be even among captains? If so then the healing and control abilities would have to be even, and at that point why have different kinds of captain?

    like i said before the problem with most folks if even if it is unbalanced they don't care as long as it benefits them, and the "pew pew " being even is called "balance" ...so stop being daft , with a 3.05 return on my fbp i can kill 4 escorts in pvp and not blink a eye at once remember the damage is 3 times what you shoot at me returned to you, and you will usually melt in the first 3 seconds or so, FBP is not designed to work that way when the devs built this game there were many variables that they considered but they cant get all the variables thats what were here for to tell em when they missed one and hopefully they can address it (dont get me started on the silly proton resist that isnt or the no electrical resist either really?) but i digress
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  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited April 2014
    wildweasal wrote: »
    like i said before the problem with most folks if even if it is unbalanced they don't care as long as it benefits them, and the "pew pew " being even is called "balance" ...so stop being daft , with a 3.05 return on my fbp i can kill 4 escorts in pvp and not blink a eye at once remember the damage is 3 times what you shoot at me returned to you, and you will usually melt in the first 3 seconds or so, FBP is not designed to work that way when the devs built this game there were many variables that they considered but they cant get all the variables thats what were here for to tell em when they missed one and hopefully they can address it (dont get me started on the silly proton resist that isnt or the no electrical resist either really?) but i digress

    No balance would be that the pew pew between weapons and equipment is even The skills that boost that are what makes the classes unique.

    And your issue with one thats ONE skill isnt reason to re balance the whole game.

    Perhaps like has been said before FBP needs looked at not the tac powers you used to over power it.

    I dont mean to sound like an TRIBBLE ans I'm sorry if I do.
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  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited April 2014
    >2014
    >Still believing escorts do the most DPS

    This.

    FAW boats are now the DPS kings...
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  • alaerickalaerick Member Posts: 166 Arc User
    edited April 2014
    simeion1 wrote: »
    I Welshmen this change...here are some of my reasons.

    APA and Tac Fleet should only buff weapons. Since any career can use APO I would leave this buff alone to buff any ability.

    Tacs should do more damage that is there forte. But tacs should be doing this on t eh spirit of Trek and balance.

    Science captains should be the king of science powers. Not saying they have to fly a chicane ship but, it is a shame that a science captain could not be the king of science damage.

    Also it is a shame that since captains have the only ability that can be cleared by a Boff ability. Sub nukes being cleared by a thirty second or less ability is BS. I wish I could make APA clear against me by a Boff ability that was up every thirty seconds or less. But I also understand game mechanics and see the need to clear sub nukes.

    There is one problem with the suggestion. There is currently no need for the trilogy in STO. Until there is a reason for tanks and allowing since abilities to work on every ship for either full or reduced duration there will never be a point. Here is a prime examples on how I would fix this issue.

    Cruisers would have a inherit threat gen added to the ship to make them tank. Take ISE, adding the damage output to the cubes would make the cruiser drag aggro allowing then to absorb the damage. The more base hull the more aggro. Reduce the aggro from DPS. With the increased threat gen give the ship added resistance bonus.

    Escort I would not change anything except add a Acc mod to the ships based on tactical Boff layouts. So a defiant with 8 tactical boffs abilities would have move Acc over an escort with six or seven.

    Science ships are fine, it is there abilities that need worked. It is a shame the Jam sensors, mask energy, and scrabble sensors do not work on upper level ships. What is the point of have these abilities in PvE if they don't work. A science ability like scrabble sensors should work on any NPC, or why also have the ability. A player should be able to cast scramble sensors on a Tac Cube for the duration and have it attack the gate. This could help mitigate some of the damage increase that some NPC should have. Also sub nuke should work agains these NPC also. A player sub nukes a NPC it should hold, unless the NPC clears it under normal rules.

    I have to agree here..
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  • norobladnoroblad Member Posts: 2,624 Arc User
    edited April 2014
    wildweasal wrote: »
    typo repaired

    Hardly. The entire paragraph is incomprehensible still. Consider breaking the concepts into subjects, verbs, and sentences that explain to the reader whatever it is you are trying to say. Instead of you know well I think something like this is how the above reads except lots more run on because I am in awe of your ability to keep this up past 5 lines whereas I can only do it for 3 or so before going what was I talking about anyway --- ooo, a butterfly.
  • tpalelenatpalelena Member Posts: 1 Arc User
    edited April 2014
    sunfrancks wrote: »
    This.

    FAW boats are now the DPS kings...

    A2B technician Faw boats are now the Dps kings. Corrected it.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited April 2014
    wildweasal wrote: »
    like i said before the problem with most folks if even if it is unbalanced they don't care as long as it benefits them, and the "pew pew " being even is called "balance" ...so stop being daft , with a 3.05 return on my fbp i can kill 4 escorts in pvp and not blink a eye at once remember the damage is 3 times what you shoot at me returned to you, and you will usually melt in the first 3 seconds or so, FBP is not designed to work that way when the devs built this game there were many variables that they considered but they cant get all the variables thats what were here for to tell em when they missed one and hopefully they can address it (dont get me started on the silly proton resist that isnt or the no electrical resist either really?) but i digress

    Better to keep the devs from making changes. When they went ahead and fixed gravity well, they punished science captains that overspecialized in particle generators by cutting the damage on the high end because in their eyes, it was too powerful. For some reason they don't care about tac abilities dishing out massive damage, but they swing the nerf bat quickly with sci abilities. So for the sake of FPB remaining useful, better to leave it alone and away from dev's hands.
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2014
    No balance would be that the pew pew between weapons and equipment is even The skills that boost that are what makes the classes unique.

    And your issue with one thats ONE skill isnt reason to re balance the whole game.

    Perhaps like has been said before FBP needs looked at not the tac powers you used to over power it.

    I dont mean to sound like an TRIBBLE ans I'm sorry if I do.

    the original title said what it could do while buffed and then it said fix it no by fixing it means a change to fbp fine ...if it means a change to tac powers as a whole fine .either way im saying fix it before this becomes the new vape FFS i dont think they even listen to us somtimes christ even just a sign saying hey we see this and we are looking into it .....smh
    3ondby_zpsikszslyx.jpg
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2014
    alaerick wrote: »
    I have to agree here..

    no with all the power creep science ships need a bump in hull not a huge one but somthing
    3ondby_zpsikszslyx.jpg
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2014
    alaerick wrote: »
    I have to agree here..
    noroblad wrote: »
    Hardly. The entire paragraph is incomprehensible still. Consider breaking the concepts into subjects, verbs, and sentences that explain to the reader whatever it is you are trying to say. Instead of you know well I think something like this is how the above reads except lots more run on because I am in awe of your ability to keep this up past 5 lines whereas I can only do it for 3 or so before going what was I talking about anyway --- ooo, a butterfly.

    soooooo other people could comprehend but you could not? so maybe your the one with the problem not us, also “Words are weighed and measured by their style and matter, and not the trimmings and shadings of their grammar.” - MARK TWAIN i bet you were able yo comphrend that hmmmm if not heses more for you and all your friends https://www.youtube.com/watch?v=J7E-aoXLZGY
    3ondby_zpsikszslyx.jpg
  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    we're looking into comprehension classes for your atrocious way of typing.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    tpalelena wrote: »
    A2B technician Faw boats are now the Dps kings. Corrected it.

    Sorry. Ultra rare Conn / Energy Weapon / DCE doffed Romulan boffed FaW boats are now the DPS kings.

    It's not A2B. Its Cool Down Reduction in general. Yes a few doffs exists that basically give a ship two Commander Boff Slots and they are stupid powerful.
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