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Feed Back Pulse OP?

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  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited February 2015
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    it does in the context of they are dead after 1 fireing cycle against you. max particle ships can send back AT LEAST 3 times the damage they receive, and 50% directly to hull, the incoming attack doesn't get that kind of shield pen. the only thing thats more literally immune then that is the intrepid console, and that doesn't auto kill an attacker.

    3x damage. Excuse me ill stop you there.
    I'm a sci with 400 part gens
    For a super fbp ill buff with, Rom rep trait, fermion field, ep2AUX (@130 aux subsytem power), then pop an aux battery and FBP3
    The highest I've ever seen on the tool tip is 1.8x damage on fbp3.
    Also note, that sequence of skills can only be used once every 3 Mins or so. Normally you'll be returning lower then 1.8x damage.
    Maybe you're talking about Tactical captain FBP..
    Buffed with everything mentioned above +ALPHA*
    That may hit your claim of 3x damage returned but I've never seen anything close to those numbers. And I really doubt the number would skyrocket that much with alpha alone.
    I've been playing a fbp build for 2 years on my sci.

    If you claim it does too much damage, perhaps alpha is the problem, in that it should not buff exotic damage.
    If anything bothers me about FBP, its that tacs can STILL use it better then a sci :)
    [img][/img]OD5urLn.jpg
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    PS...
    Maybe escort pilots need to refamiliarize themselves with attack pattern Delta *hint*
    [img][/img]OD5urLn.jpg
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    3x damage. Excuse me ill stop you there.
    I'm a sci with 400 part gens
    For a super fbp ill buff with, Rom rep trait, fermion field, ep2AUX (@130 aux subsytem power), then pop an aux battery and FBP3
    The highest I've ever seen on the tool tip is 1.8x damage on fbp3.
    Also note, that sequence of skills can only be used once every 3 Mins or so. Normally you'll be returning lower then 1.8x damage.
    Maybe you're talking about Tactical captain FBP..
    Buffed with everything mentioned above +ALPHA*
    That may hit your claim of 3x damage returned but I've never seen anything close to those numbers. And I really doubt the number would skyrocket that much with alpha alone.
    I've been playing a fbp build for 2 years on my sci.

    If you claim it does too much damage, perhaps alpha is the problem, in that it should not buff exotic damage.
    If anything bothers me about FBP, its that tacs can STILL use it better then a sci :)

    1.8 is plenty. thats near twice the damage being sent back, PLUS 50% goes strait to hull, UNLIKE his energy damage. 1.8x or 3x, semantics at this point.
  • atlantraatlantra Member Posts: 0 Arc User
    edited February 2015
    PS...
    Maybe escort pilots need to refamiliarize themselves with attack pattern Delta *hint*

    Ironically I use that with my FBP, to 'Buff' it. ;)
    The dress is gold and white. Over 70% people says so. When viewed from a certain screen angle it appears blue and black. The dress displayed on amazon is a blue and black dress, but it's not the same dress in the picture. If you're seeing blue & black you're slightly colored blind. A normal upright screen = white and gold.
    [SIGPIC][/SIGPIC]
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    3x damage. Excuse me ill stop you there.
    I'm a sci with 400 part gens
    For a super fbp ill buff with, Rom rep trait, fermion field, ep2AUX (@130 aux subsytem power), then pop an aux battery and FBP3
    The highest I've ever seen on the tool tip is 1.8x damage on fbp3.
    Also note, that sequence of skills can only be used once every 3 Mins or so. Normally you'll be returning lower then 1.8x damage.
    Maybe you're talking about Tactical captain FBP..
    Buffed with everything mentioned above +ALPHA*
    That may hit your claim of 3x damage returned but I've never seen anything close to those numbers. And I really doubt the number would skyrocket that much with alpha alone.
    I've been playing a fbp build for 2 years on my sci.

    If you claim it does too much damage, perhaps alpha is the problem, in that it should not buff exotic damage.
    If anything bothers me about FBP, its that tacs can STILL use it better then a sci :)

    That is another problem, sci captains, who are the ones that should benefit the most from FBP, can't. I'm fine with the devs taking away alpha buffing FBP which is something that shouldn't happen.
  • sharxtremesharxtreme Member Posts: 850 Arc User
    edited February 2015
    1.8 is plenty. thats near twice the damage being sent back, PLUS 50% goes strait to hull, UNLIKE his energy damage. 1.8x or 3x, semantics at this point.

    it was not always just semantics, now with higher tac dmg probably.
    3.0 fbp was easy on tac toon. GDF APA APD doffed FBP on a tac ship is one of the most powerful "surprise, you're all dead!" things in game. and ofcourse you save all those buffs for the time you get dual subnuc and 5 ppl shoots at you anyway, if you use FBP for counterattack i mean, not for "i'll activate FBP and wait til some noob shoots at me"
    lucho80 wrote:
    That is another problem, sci captains, who are the ones that should benefit the most from FBP, can't. I'm fine with the devs taking away alpha buffing FBP which is something that shouldn't happen.
    Alpha buffs all damage, just like sensor scan or SA debuffs you to all damage even someone elses alpha in end consequence.
    So no, I don't agree that alpha shouldn't buff FBP. Why limit gameplay and force class specific ships, tacs in escorts and destroyers and scis in just sci ships.
    I always liked hybrid setups.

    Scis can use all of tac abilities on sci ship, BO, TS, HY, FAW, APD, APO, especially torpedo attacks, while tacs can't use many sci abilities on tac ships besides FBP, TB, low GW and few low defensive ones like PH, HE or TSS.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    lucho80 wrote: »
    Yes escorts have more DPS that science captains, but it doesn't mean science captain have to be rendered helpless. Right now we're at an impasse and PvP is completely ruined. You nerf FBP, then people just SS3, override safeties and hit science captains, and science captains are rendered helpless unless they build non-sci like builds. I've tried my drain build which worked fine pre-DR, but now any moron can come by and one shoot it with the OP tac toys around.

    There is also another problem. If a tac captain is allowed to take DPS to ridiculous heights, and they have with all the CrtH/CrtD mess combined with intel powers, why do you have a problem with science captains overspecializing in their career. Anyway, it's only 21% of the players that roll a sci captain. Almost 60% are tac captains.



    1st off, how are sci captains rendered helpless if they fix FBP?? OH NOSE i cant shoot back 200% of the damage incoming without missing to win!!!!!

    You have a point with intel TRIBBLE you mentioned SS3,,well i dont have that as i dont have an intel ship, intel TRIBBLE is something else that needs nerfed, and if not then they at least need to make it so we can upgrade our t5-u ships to t6 intel.

    As far as one shotting, hell im having issues just vaping even an escort now, with all this insane speed and defense values, let alone a sci or engy that can tank/heal,,and usually dont get the chance to as i either get vaped, or tore up with sci spam and intel garbage so that i cant vape anything let alone move.

    I dont have a problem with a sci capt spec in a certain category unless its some massively OP TRIBBLE like FBP,,,how would you feel as a sci capt if my tac/bug could just pop a button and shoot 200% crit damage at you that does 50% shield bypass???
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    3x damage. Excuse me ill stop you there.
    I'm a sci with 400 part gens
    For a super fbp ill buff with, Rom rep trait, fermion field, ep2AUX (@130 aux subsytem power), then pop an aux battery and FBP3
    The highest I've ever seen on the tool tip is 1.8x damage on fbp3.
    Also note, that sequence of skills can only be used once every 3 Mins or so. Normally you'll be returning lower then 1.8x damage.
    Maybe you're talking about Tactical captain FBP..
    Buffed with everything mentioned above +ALPHA*
    That may hit your claim of 3x damage returned but I've never seen anything close to those numbers. And I really doubt the number would skyrocket that much with alpha alone.
    I've been playing a fbp build for 2 years on my sci.

    If you claim it does too much damage, perhaps alpha is the problem, in that it should not buff exotic damage.
    If anything bothers me about FBP, its that tacs can STILL use it better then a sci :)



    Tacs can use it better than sci?????

    In what reality?

    Are you speaking of a tac in a sci ship? Cause if you mean in an escort you are sadly mistaken.

    A tac capt in an escort does not push 130 aux, and cannot get FBP3 let alone 2 copies of FBP, plus is not going to spec in part gens and use up console slots to further up part gens.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    sharxtreme wrote: »
    it was not always just semantics, now with higher tac dmg probably.
    3.0 fbp was easy on tac toon. GDF APA APD doffed FBP on a tac ship is one of the most powerful "surprise, you're all dead!" things in game. and ofcourse you save all those buffs for the time you get dual subnuc and 5 ppl shoots at you anyway, if you use FBP for counterattack i mean, not for "i'll activate FBP and wait til some noob shoots at me"


    Alpha buffs all damage, just like sensor scan or SA debuffs you to all damage even someone elses alpha in end consequence.
    So no, I don't agree that alpha shouldn't buff FBP. Why limit gameplay and force class specific ships, tacs in escorts and destroyers and scis in just sci ships.
    I always liked hybrid setups.

    Scis can use all of tac abilities on sci ship, BO, TS, HY, FAW, APD, APO, especially torpedo attacks, while tacs can't use many sci abilities on tac ships besides FBP, TB, low GW and few low defensive ones like PH, HE or TSS.

    Thats what im saying, i can only have FBP1 on my escort,,even when i did a respec in part gens and even used a part gen console my FBP was not doing very much at all. Now if i had say FBP 3 and 1 i could cycle it, and had a sci ship where i want mass part gens and aux power, then i would have a kick TRIBBLE FBP, i have tried twice on my bug to run FBP and it doesnt do much even against someone with high DPS, it helps just a little, but not enough for them to stop shooting cause they will kill themselves.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    maximus614 wrote: »
    1st off, how are sci captains rendered helpless if they fix FBP?? OH NOSE i cant shoot back 200% of the damage incoming without missing to win!!!!!

    You have a point with intel TRIBBLE you mentioned SS3,,well i dont have that as i dont have an intel ship, intel TRIBBLE is something else that needs nerfed, and if not then they at least need to make it so we can upgrade our t5-u ships to t6 intel.

    As far as one shotting, hell im having issues just vaping even an escort now, with all this insane speed and defense values, let alone a sci or engy that can tank/heal,,and usually dont get the chance to as i either get vaped, or tore up with sci spam and intel garbage so that i cant vape anything let alone move.

    I dont have a problem with a sci capt spec in a certain category unless its some massively OP TRIBBLE like FBP,,,how would you feel as a sci capt if my tac/bug could just pop a button and shoot 200% crit damage at you that does 50% shield bypass???

    You do know, someone who goes all out for fbp (and you must go all out on fbp build or its ineffective) doesn't leave themselves much in the way for offense. I can't even kill a ship without fbp.
    And your talking about not being able to 1 shot people anymore. Just wow. .
    ...So its okay for you to 1 shot somebody, but if they fbp you and your the idiot getting one shotted, that's no longer okay ?

    I made my fbp sci for people exactly like you, people who think they should 1-shot faceroll everything with their big DPS (compensating for something perhaps).
    And I must say nothing feels better then fbp roasting a DPS centric escort tac.

    And AGAIN a sci captain averages 1.4x - 1.6x return damage.
    I can max it at 2x for mere seconds every 3mins.
    Learn to not blow yourself up perhaps, fbp is not an "I win" button, it only becomes that against aggressive, tunnel visioned captains, who cant lay off the guns for a few seconds
    [img][/img]OD5urLn.jpg
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  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited February 2015
    I checked on this last night. It might send back a good deal of the incoming damage but keep in mind that if you have a ship short on engineering slots to do shield healing for yourself with science, you will not be able to use Science Team or Transfer Shield Strength while sending a pulse back. They share a global cooldown. I was rather surprised at this. I even lamented on it being boohoo levels of I have no shields. ;)
    Wow. There is a new KDF Science ship. I'll be!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    battykoda0 wrote: »
    I checked on this last night. It might send back a good deal of the incoming damage but keep in mind that if you have a ship short on engineering slots to do shield healing for yourself with science, you will not be able to use Science Team or Transfer Shield Strength while sending a pulse back. They share a global cooldown. I was rather surprised at this. I even lamented on it being boohoo levels of I have no shields. ;)

    A ship doing FBP can also have their poor shields taken completely down by another sci ship carrying Tachyon Beam 2 or 3+Solanae 2nd deflector and a lot of flow caps. Strips their poor shields completely away in one use, specially if they're low on power insulators.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    beameddown wrote: »
    nicor works out really good for a dps/fbp split

    adapated battle cruiser use to be a good one as well for the role

    I have always been a big fan for the lifetime ships, they got a excellent boff layout, and now with the ability to get particles on your eng consoles, the lifetimes ships could make mean dps/fbp ships

    anyways, some ships are just not designed to do more then 1 or 2 tricks, I would say anything that has the following:
    commander/lt commander tac boff
    commander/lt commander eng boff
    lt commander sci boff
    a ensign/lt universal boff

    is about as flexable as flexable gets, any ship in the game that can say "check, check, check, check" to the above really gets to experience all the options in the game

    console wise, there are so many ways to move around the damage/resistance/bonus to powers slots now a days that having only 2-3 tac consoles doesnt exactly take you out of the runnings for high dps/vape/spike so thats a cool thing

    fbp is only capable of killing if the person doing the shooting fuels it, so always- if you died to a fbp ship, its operator error, everytime

    you could have easily done something to prevent your own death, that did not require some fancy ship, fancy console, fancy trait, some total tear-down of your build, etc- it sucks, I know we have all been there, we knew the guy had fbp, we thought we had that window, we judged wrong, couldnt wave off in time and ended up killing ourselves in the process

    its a great counter to high dps ships, even reverse shield polarity wont save you after elite klink disruptors, elanchi, borg nanite etc

    not that dem didnt just exsist forever before those weapons came out, dem doff, beam overload doff

    i dont even suggest reverse to new players that are going into pvp as their escape/oh **** button, cause it doesnt work half the time anymore, might as well just slot an escape in one of the console slots and free up the lt eng for something else that WILL help

    those that complain about fbp are the following: energy users, high dps energy users, high dps energy users that hate having to learn how to stop firing LOL


    I think that cryptic for some time now has been trying to encourge diverse build weapon loadouts and step away from the mono builds, look at what they suggest for a weapon loadout on a brand new ship you buy, its a mix of weaponary- they want that

    they will continue to drop weapon sets that include a energy weapon, a projectile, a console, this will eventually get to the point where your enhancing the damage of all weapons on your ship and yet perhaps, you might have a dual cannon, dual beam, beam array, turret, couple torps, couple mines- somthing like that perhaps

    anyways, the moral of the story is, stop firing at a guy thats got feedback up and if that still doesnt work, look at diversifying the weapons you have a bit more so your not as susceptible to fbp

    Well said, bravo.
    [img][/img]OD5urLn.jpg
  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited February 2015
    lucho80 wrote: »
    A ship doing FBP can also have their poor shields taken completely down by another sci ship carrying Tachyon Beam 2 or 3+Solanae 2nd deflector and a lot of flow caps. Strips their poor shields completely away in one use, specially if they're low on power insulators.

    Not to mention for fbp to work well, you need a lot of aux power that has to be taken from something else. The power comes with a lot of risk the same as that massive alpha is putting you at great risk from fbp.
    Wow. There is a new KDF Science ship. I'll be!
  • edited February 2015
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  • sharxtremesharxtreme Member Posts: 850 Arc User
    edited February 2015
    deokkent wrote: »
    Power is so not an issue nowadays.

    like at all. even my warbirds fly with all 4 subsys in 100 range 60-90%of the time
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    deokkent wrote: »
    Power is so not an issue nowadays.

    Depends on what you're flying. T6 ships think they're immune, but they're not. T5U ones, specially Romulans, are easy to drain.
    sharxtreme wrote: »
    like at all. even my warbirds fly with all 4 subsys in 100 range 60-90%of the time

    Easy drain.
  • sharxtremesharxtreme Member Posts: 850 Arc User
    edited February 2015
    lucho80 wrote: »

    Easy drain.

    easy recovery as well. way faster recovery then fed. we're talking about seconds here, but my warbird toon is set up that way.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    You do know, someone who goes all out for fbp (and you must go all out on fbp build or its ineffective) doesn't leave themselves much in the way for offense. I can't even kill a ship without fbp.
    And your talking about not being able to 1 shot people anymore. Just wow. .
    ...So its okay for you to 1 shot somebody, but if they fbp you and your the idiot getting one shotted, that's no longer okay ?

    I made my fbp sci for people exactly like you, people who think they should 1-shot faceroll everything with their big DPS (compensating for something perhaps).
    And I must say nothing feels better then fbp roasting a DPS centric escort tac.

    And AGAIN a sci captain averages 1.4x - 1.6x return damage.
    I can max it at 2x for mere seconds every 3mins.
    Learn to not blow yourself up perhaps, fbp is not an "I win" button, it only becomes that against aggressive, tunnel visioned captains, who cant lay off the guns for a few seconds



    Way to cherry pick my post, i said im having problems vaping, that doesnt mean i think i should be able to one shot every person i shoot. I just notice my BO shots are doing far less spike damage than used too. Love the ad-hominem too, and the hypocrisy, you complain about vapers, but think FBP one shot vapes are ok. My BO does not do twice the damage it shoots, nor does it do 50% shield bleed, nor does it negate speed/defense values.

    Ah more ad-hominem now lets claim i got a little d##k cause i like to play a tac lol this is too comical, what are you 18? How often do you get laid to be making a comment like that?

    You people keep claiming dont shoot, "lay off the guns" the whole puprose in a tac is to keep firepower on the target, not heal, not tank, not cheesy sci spam. And as drunk or whoever said, once you hit space bar once, you cant stop that cycle of wep fire, so i did a test lastnight with my fleet mate who flies a vesta with a FBP (which i helped him setup)

    I buffed an alpha, BO3, CRF2 hit spacebar once, it one shotted me, next time around i did the same thing except i also popped a delta (someone on this thread claimed delta helped, no it does not) i got the same thing, one shotted with one space bar hit. So i tried something else, i had him pop FBP and i buffed NOTHING not even CRF, hit space bar once, he knocked out 60% of my hull just with that and you claim that is not OP??? So what would you be crying about if a little d##k tac like me came along and knocked out 60% of your hull without even buffing an alpha or rapid fire?? Whaaaa,,,whaaaaa,,,its not fair. I never once claimed that one shot vaping was cool or that i should be able to do it, was only saying that i noticed my spike damage is not doing what it used to, i do not believe i should be able to one shot peeps every other time i shoot them, its no fun. Learn to read, and next time you want to present an argument leave your childish ad-hominem in your moms basement.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    And this weak argument of "operator error"

    Is just that its weak,,,when in pvp one cannot sit here and constantly do nothing but focus on another ships buffs, i have my own buffs to watch, targets being called, watching my rear end so i dont get snuck up on, or somebody de-cloak and vape me, then you expect me to just watch my targets buffs24-7.

    FBP is massively OP, my fleetmate even said it lastnight that he thinks its BS after he seen that he wiped out 60% of my hull on one lousy volley from me that was totally unbuffed. Most people that run it, use 2 copy so less CD,,,he says he also uses doffs that negate resist values or something when using FBP.

    Oh and his iso cannon also one shotted me when i was full shields/hull. I had almost 10k shields, and around 58k hull and that iso blew me up.

    Naw no power creep here, nothing to see, just move along ,, sci is still weak and should be buffed even more.
  • edited February 2015
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  • brandonflbrandonfl Member Posts: 892
    edited February 2015
    Nice to see nothing changing around here.
    LOLSTO
  • bobtheyakbobtheyak Member Posts: 374 Arc User
    edited February 2015
    maximus614 wrote: »
    Is just that its weak,,,when in pvp one cannot sit here and constantly do nothing but focus on another ships buffs, i have my own buffs to watch, targets being called, watching my rear end so i dont get snuck up on, or somebody de-cloak and vape me, then you expect me to just watch my targets buffs24-7..

    Yes, we expect you to do exactly that. It gets easier with practice.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited February 2015
    maximus614 wrote: »
    And this weak argument of "operator error"

    Is just that its weak,,,when in pvp one cannot sit here and constantly do nothing but focus on another ships buffs, i have my own buffs to watch, targets being called, watching my rear end so i dont get snuck up on, or somebody de-cloak and vape me, then you expect me to just watch my targets buffs24-7.
    How often do you really need to be watching your own buff bar? After a while you know your ship, you know your cooldowns without even looking. You even know when you get subnuked if you are familiar enough with your ship. For me I know I've been subnuked when my ship stops turning fast...a nice side effect of chaining Aux2Damp for 100% uptime.

    As far as blocking vapes all you really need to do is avoid sitting still, chain EPtS, and have Jam Sensors ready. In the meantime you need to be out looking at the buff cycles of enemy players in order to get a well timed Subnuke or Scramble Sensors + Seggis off to destroy their buff cycles.
    maximus614 wrote: »
    FBP is massively OP, my fleetmate even said it lastnight that he thinks its BS after he seen that he wiped out 60% of my hull on one lousy volley from me that was totally unbuffed. Most people that run it, use 2 copy so less CD,,,he says he also uses doffs that negate resist values or something when using FBP.
    Feedback Pulse is not overpowered. I have a Temporal Science Vessel with a Neutronic Torpedo, Hargh'Peng Torpedo Launcher, Romulan Hyper Plasma Torpedo, Nukara Web Mines, Tachyon Mines, and a Delta Polaron Beam Array. I shoot at players that have FPB active all day long and I get about 120~ damage reflected back from each shot. Using mostly torpedoes helps significantly against FPB builds; but torp builds are very effective against most builds. Meanwhile my torpedoes melt through hull and shields. Honestly Tractor Beam Repulsors, Gravity Well, and Tykens Rift are much more reliable in dealing damage than FBP
    maximus614 wrote: »
    Oh and his iso cannon also one shotted me when i was full shields/hull. I had almost 10k shields, and around 58k hull and that iso blew me up.

    Naw no power creep here, nothing to see, just move along ,, sci is still weak and should be buffed even more.
    Ah, good old Isokinetic cannon. That ability is just what the doctor ordered in terms of giving science vessels teeth. The key to avoid taking a huge amount of damage from isokinetic cannon is to keep your kinetic damage resistance rating high. The ability does about 15k damage when fully buffed under high particle generators (Go Down Fighting not included). If your resists get pushed negative you will see a significant increase in potential damage from the ability. If you've got 58k hull, then I suspect he scored a critical hit and your kinetic resistance rating was low/negative. Shields also don't matter because this lovely ability has 100% shield bypass...just like tractor beam repulsors.
    --->Ground PvP Concerns Directory 4.0
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  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    How often do you really need to be watching your own buff bar? After a while you know your ship, you know your cooldowns without even looking. You even know when you get subnuked if you are familiar enough with your ship. For me I know I've been subnuked when my ship stops turning fast...a nice side effect of chaining Aux2Damp for 100% uptime.

    As far as blocking vapes all you really need to do is avoid sitting still, chain EPtS, and have Jam Sensors ready. In the meantime you need to be out looking at the buff cycles of enemy players in order to get a well timed Subnuke or Scramble Sensors + Seggis off to destroy their buff cycles.


    Feedback Pulse is not overpowered. I have a Temporal Science Vessel with a Neutronic Torpedo, Hargh'Peng Torpedo Launcher, Romulan Hyper Plasma Torpedo, Nukara Web Mines, Tachyon Mines, and a Delta Polaron Beam Array. I shoot at players that have FPB active all day long and I get about 120~ damage reflected back from each shot. Using mostly torpedoes helps significantly against FPB builds; but torp builds are very effective against most builds. Meanwhile my torpedoes melt through hull and shields. Honestly Tractor Beam Repulsors, Gravity Well, and Tykens Rift are much more reliable in dealing damage than FBP


    Ah, good old Isokinetic cannon. That ability is just what the doctor ordered in terms of giving science vessels teeth. The key to avoid taking a huge amount of damage from isokinetic cannon is to keep your kinetic damage resistance rating high. The ability does about 15k damage when fully buffed under high particle generators (Go Down Fighting not included). If your resists get pushed negative you will see a significant increase in potential damage from the ability. If you've got 58k hull, then I suspect he scored a critical hit and your kinetic resistance rating was low/negative. Shields also don't matter because this lovely ability has 100% shield bypass...just like tractor beam repulsors.



    My damage resist is pretty good, if i pop everything i can go over 60% resist on all things, the guy who fired it at me said he has some kind of doffs that lower resist values or something.

    As far as it not being OP, i do not agree, i know people that run it and even admit its OP, two of them flat out said something about it needs nerfed.

    So i will ask this, the guy in my fleet that i did this test with, he runs 2 copy FBP, so his CD time is not much, he also has other sci abilities that slow me down, lower resist, mess my power levels up bigtime while his FBP is on CD,,,i believe hes running polarons, with leech and energy siphon i think, needless to say when i can actually shoot him, my power is lousy at that time and my speed n turn rate is very low also, by the time i get past that, his FBP is back up and i kill myself cause his is that strong. As i said i fired a totally unbuffed cannon volley at him and it tore up 60% of my hull,,how anybody can sit here and say that an ability that shoots twice as much back and crits too, bypasses 50%shields, and always hits negating defense values is not OP i have no clue.
  • thishorizonthishorizon Member Posts: 1,158
    edited February 2015
    Pardon my interruption.....

    But you are just testing right?

    You aren't trying to 1v1 a sci Dood are you?
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    maximus614 wrote: »
    My damage resist is pretty good, if i pop everything i can go over 60% resist on all things, the guy who fired it at me said he has some kind of doffs that lower resist values or something.

    As far as it not being OP, i do not agree, i know people that run it and even admit its OP, two of them flat out said something about it needs nerfed.

    So i will ask this, the guy in my fleet that i did this test with, he runs 2 copy FBP, so his CD time is not much, he also has other sci abilities that slow me down, lower resist, mess my power levels up bigtime while his FBP is on CD,,,i believe hes running polarons, with leech and energy siphon i think, needless to say when i can actually shoot him, my power is lousy at that time and my speed n turn rate is very low also, by the time i get past that, his FBP is back up and i kill myself cause his is that strong. As i said i fired a totally unbuffed cannon volley at him and it tore up 60% of my hull,,how anybody can sit here and say that an ability that shoots twice as much back and crits too, bypasses 50%shields, and always hits negating defense values is not OP i have no clue.

    Lol, so many mistakes there, so much to learn. On the drain side, it's your fault for not running enough power insulators. That actually makes it worse for you. Makes your shields more brittle, and then the FBP rips you apart from firing without looking. Could have been worse, he could have ripped your shields off using tachyon beam 3 or used tgt susbystems shields 3 and taken them down by draining you to zero, therefore taking out your shields and then using FBP. No shields, no 50% penetration to worry about.

    FBP on sci captains isn't the problem, it's tac abilities buffing FBP, specially APA, that's the problem.
  • edited February 2015
    This content has been removed.
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