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Feed Back Pulse OP?

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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    I keep wondering if these people complaining are the same people using all the completely unbalanced Intel abilities and then crying that their uber 1 hit kill blast hit them back and killed them.

    The best way to deal with a FBP ship is another sci ship. Throwing pure DPS builds at it isn't the solution. Funny enough, target AUX subsystems 3 is a tactical ability, but none of the people complaining here would give up their precious Lt. Cmdr. slot in order to have a better chance against the FBP ships.

    FYI: I slot Tgt subsystems 3 on that slot, and it works wonders.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    lucho80 wrote: »
    I keep wondering if these people complaining are the same people using all the completely unbalanced Intel abilities and then crying that their uber 1 hit kill blast hit them bank and killed them.

    The best way to deal with a FBP ship is another sci ship. Throwing pure DPS builds at it isn't the solution. Funny enough, target AUX subsystems 3 is a tactical ability, but none of the people complaining here would give up their precious Lt. Cmdr. slot in order to have a better chance against the FBP ships.

    FYI: I slot Tgt subsystems 3 on that slot, and it works wonders.

    i complain from a season 9 perspective, seeing as DR pvp is so ruined by everything else too, theres not much worth talking about.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    maximus614 wrote: »
    Way to cherry pick my post

    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.
    O
    You need to give further detail. A Vesta is the best fbp'er in the game. Was he a sci, engi, tac captain ?
    How much partGens did he have ? Embassey/paticle exciter consoles ?
    If tac, was he buffing it with alpha ?

    What version of attack pattern delta did you use ?

    I also have to ask, just how much damage you are doing on one cycle unbuffed ?
    Are you using polarize Hull and some type of kinetic resistance ?
    What ship ?
    5 fore ?
    What weapons ? CritDx4 ?
    Were your resistances debuffed at all ?
    What were your resistance at ?

    Are you using a pve build ?
    Because most good tac scorts I see in arena or cap n hold can pull off of an attack run. Get some distance and regroup.
    Yes if they're careless for a couple seconds it will get them fried. But that's on them for various reason like, not being alert, key binding all their buffs to spacebar, tunnel vision, poor resistance awareness, all dps/pve approach. Or just not knowing to ignore the fbp'er.

    I've faced good tacs who know its a stalemate and look for the next target, or a few that really know the game, and can whittle you down over time between fbp cycles (1 on 1).

    Ill also note, if I'm not aware for mere seconds I'm dead as well. I have to be ready within 2 secs to pop off a long sequence of skills that ends with fbp...or I'm the one down to 10%, or worse yet, dead already.

    In arena or cap n hold,, the person with the crazy feedback pulse can generally be ignored (if they cycle fbp2 and 3) as their offensive abilities should not be a major threat. They shouldnt be your main concern.
    Only engage them when they are alone.

    There are hybrid fbp builds, they only use fbp2 or 3, those can be tricky, but your window between fbp is a lot longer.

    A bear won't attack a porcupine for good reason, (unless absolutely necessary) same logic applies here.
    [img][/img]OD5urLn.jpg
  • fonz71fonz71 Member Posts: 346 Arc User
    edited February 2015
    i know the perfect counter for FBP.... find another target :P

    fbp builds, especially dual fbp, is non threat. why bother even targeting them.

    as i mentioned before... FBP needs a serious buff. npc don't die fast enuff when i use it :P


    Post Script; u can end your firing cycle early one of two ways.... in your setting and turn your ship...

    'my firing cycle didn't end' is not a valid excuse for killing yourself with FBP... sorry.

    GG
    Don't know why it says i'm an ARC user. i will never use that TRIBBLE Cryptic!
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited February 2015
    O
    A Vesta is the best fbp'er in the game.

    Very true, the science T5U in particular.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    Comment removed by user
    [img][/img]OD5urLn.jpg
  • heckgoblinheckgoblin Member Posts: 685
    edited February 2015
    If anything, Feedback Pulse is too easy to counter nowadays. Hitting an FBPer with Surgical Strikes, then popping Rock & Roll lets you deliver full damage to them, while taking none from their FBP. You can do the same thing with Quantum Singularity Manipulation from Rom rep, but that was up only every 5 minutes - Rock & Roll is up every 1 min, so it can be used to counter FBP just about any time it's up.

    Certain Hobos are exploiting this obsessively in Kerrat, because well, those Hobos are garbage that can't get kills any other way :p
    I AM WAR.
  • edited February 2015
    This content has been removed.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    Pardon my interruption.....

    But you are just testing right?

    You aren't trying to 1v1 a sci Dood are you?



    :) The other day was yes just a test, we just sat still doing things to see what happened, but yes i have pvp him 1 on 1, i used to beat him until i told him the FBP build, then he learned some other tricks too. I know usually a tac wont beat a sci one on one if the sci guy knows his stuff, or it will end in a stalemate.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    lucho80 wrote: »
    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.

    Famous quote from guys like you, oh just spec into this and that (which takes from a bunch of other stuff i want high in my spec)

    And of course its all the big bad apa fault as usually, how dare an attack ship have high damage output LOL
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    beameddown wrote: »
    feedbacks been around for a long time,

    you use to be able to stack +energy consoles in tac and buff its damage up even more, 5 return (not counting a go down fighting, but everything else added)

    that was years ago, they nerfed it- even after the nerf could still clear 2 THAT was years ago

    energy damage going way up, part consoles/gear/traits getting up to 500, resist debuffs, etc, .... this was two approaches that would finally meet head on sooner or later

    this is the crash

    whats a person to do vs a faw team? a surgical striker? hell, cannons even before all of this STILL ripped people to pcs with bypasses

    feedback pulse, thats how

    it just got easier for folks to build them with the newer ships, you now dont have to sack your only lt. sci position on your ship to run it- now we got lt. universals, we got ships with lt commander sci positions (on top of strong tac and eng positions)

    so its just plain easier to fly with it then before
    also, now with getting your particles in eng consoles or double up a sci, you got ships that have 2 sci console slots but are acting as if they have 4-5

    but again, this is no surprise- folks were getting shreaded up in the cues for years, sooner or later the masses would catch on to feedback- the traits make it crit, +damage off heals, +damage off taking damage, etc

    it makes sense

    hop in the cues, get chained disabled, going to die over and over, at least with the feedback you got a slim hope of getting a few kills in before the other team's ionics hit and they cut you down

    insane dps escorts? ripping right through your tac team, eps, sci team, AND hazard? even with a rsp up your dead in seconds when it ends if they dont just bypass it with weapon procs, why not run feedback?

    its the slim chance to get a kill when your hoplessly out-gunned, out-numbered

    AS for "well im a eng or im a tac, i cant subnuke it off..." their are other options you could explore to solve the problem of fighting a feedback pulse ship, BUT if your not willing to learn them, build them, etc IF all you want is for people to stop flying with feedback so you can just fly around ripping people up left and right- I got no pity for your problem:(

    also
    option1
    ask for help: "how can I beat a feedback pulse boat?"

    option2
    demand answers: "F man!! I hate this broken, op, POWER! its so stupid... what? you guys dont have a problem with it? HOW cant you have a problem with it!!1! I HAVE A PROBLEM with it, SO theres a PROBLEM with it! I keep dying to IT, er I mean SOMTIMES I die to it, its just its stupid man!, I hate it, it has to GO- its SO broken!!! NO all your guys suggestions dont work! Im not building that! I want to fly what I want to fly and thats THAT- no their shouldnt be a hard counter to my damage! my damage is fair man, its how the game should be, but this feedback pulse stuffs GOTTA GO- OH ya!?! TELL me then, TELL me how your SUPPOSE to beat this feedback!!1!! TELL ME!!! F this game, I quit!!!11!!"

    ;)




    Such a damn lie,,,before all this happened, yeah 4 DHCs on an escort was prime damage, however when i ran into people with the right ship and build with sci/eng i COULD NOT just pass by them and shred them like you claim, that is an outright lie, or you are simply blind, i played against many a player in healer/tanker ships that would take 2-3 escorts to finally bring it down, people like you are just happy now that you dont have to actually fly and shoot, you just pop all kinds of disable buttons and click FBP and just float around.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    lucho80 wrote: »
    I keep wondering if these people complaining are the same people using all the completely unbalanced Intel abilities and then crying that their uber 1 hit kill blast hit them back and killed them.

    The best way to deal with a FBP ship is another sci ship. Throwing pure DPS builds at it isn't the solution. Funny enough, target AUX subsystems 3 is a tactical ability, but none of the people complaining here would give up their precious Lt. Cmdr. slot in order to have a better chance against the FBP ships.

    FYI: I slot Tgt subsystems 3 on that slot, and it works wonders.



    I dont have intel, my screename here is same ingame, you will see the only two ships i fly are a bug and a mobius, i have tinkered with the defiant a couple times. My ships are T5-U,,i do not like the intel abilities, i do not like SSs either and im a tac.

    Sci peeps could easily heal others while tanking, and still had some cool sci cheese to spam and i had no problem with that, but all this intel TRIBBLE and this OP FBP junk is too much.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    O
    You need to give further detail. A Vesta is the best fbp'er in the game. Was he a sci, engi, tac captain ?
    How much partGens did he have ? Embassey/paticle exciter consoles ?
    If tac, was he buffing it with alpha ?

    What version of attack pattern delta did you use ?

    I also have to ask, just how much damage you are doing on one cycle unbuffed ?
    Are you using polarize Hull and some type of kinetic resistance ?
    What ship ?
    5 fore ?
    What weapons ? CritDx4 ?
    Were your resistances debuffed at all ?
    What were your resistance at ?

    Are you using a pve build ?
    Because most good tac scorts I see in arena or cap n hold can pull off of an attack run. Get some distance and regroup.
    Yes if they're careless for a couple seconds it will get them fried. But that's on them for various reason like, not being alert, key binding all their buffs to spacebar, tunnel vision, poor resistance awareness, all dps/pve approach. Or just not knowing to ignore the fbp'er.

    I've faced good tacs who know its a stalemate and look for the next target, or a few that really know the game, and can whittle you down over time between fbp cycles (1 on 1).

    Ill also note, if I'm not aware for mere seconds I'm dead as well. I have to be ready within 2 secs to pop off a long sequence of skills that ends with fbp...or I'm the one down to 10%, or worse yet, dead already.

    In arena or cap n hold,, the person with the crazy feedback pulse can generally be ignored (if they cycle fbp2 and 3) as their offensive abilities should not be a major threat. They shouldnt be your main concern.
    Only engage them when they are alone.

    There are hybrid fbp builds, they only use fbp2 or 3, those can be tricky, but your window between fbp is a lot longer.

    A bear won't attack a porcupine for good reason, (unless absolutely necessary) same logic applies here.



    yes he was a sci capt in a vesta.

    he has the part manipulator and i believe he runs several of the embassy consoles as well as 130 aux.\

    I only had delta lvl 1

    yes i actually was running PH on that build that day. I run a nuetronium, had PH,,,aux2damp, and delta, plus omega gives damage resist too.

    I admit i honestly have no clue to give you some number of what damage i do on one cycle unbuffed, in a bug with 5 spire tac consoles (none of them are upgraded) running elachi setup with 3 DHCs and 1 DBB,,only one of them is mark 14 epic, rest are mark 13 purple, one omni beam on back, a turret, and usually either a mine or a torp.

    no critD,,,my DBB is 50% acc,,,my DHCs are accx3 with 10% critD, so no im not running some insane AP build with 100% critD

    I dont know if he debuffed me during that exchange, he said he has doffs that do some kind of stripping of damage resist but i think he said it was for FBP??

    no binds on spacebar, only shooting energy weps, i tried that once and did not like it, i had my TT and distribute shields bound to space bar and to me it kinda lagged me from shooting.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    heckgoblin wrote: »
    If anything, Feedback Pulse is too easy to counter nowadays. Hitting an FBPer with Surgical Strikes, then popping Rock & Roll lets you deliver full damage to them, while taking none from their FBP. You can do the same thing with Quantum Singularity Manipulation from Rom rep, but that was up only every 5 minutes - Rock & Roll is up every 1 min, so it can be used to counter FBP just about any time it's up.

    Certain Hobos are exploiting this obsessively in Kerrat, because well, those Hobos are garbage that can't get kills any other way :p

    I will admit i did not consider popping rock n roll, sounds like it would work but you will need to pop it the instant you hit the spacebar, i will try that.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    maximus614 wrote: »
    I will admit i did not consider popping rock n roll, sounds like it would work but you will need to pop it the instant you hit the spacebar, i will try that.

    Actually now that i think about it, that wont work.

    It will work if you accidentally fire at a FBP not knowing they had it running, but if the intent is to kill the guy it wont work unless you one shot him, otherwise ok you do some spike damage, pop rock n roll, evade the FBP, then what? You turn around to shoot him again and FBP is still active and you have no rock n roll, so kinda pointless unless using it as a defensive move which i admit is a good idea and i never thought of that.
  • ghyudtghyudt Member Posts: 1,112 Arc User
    edited February 2015
    I use to run a fbp2 on my cruiser before all the sci buffs and it was really balanced a escort firing at me had time to react and it didnt feed back 300 to 500% of his damage it was about 50 and with the shield pen they had to stop shooting or die

    Now they cant react if i pop it when they are sending out a cannon volley its a 100% chance they will die they cant stop their weapon fire once it is in the middle of a cycle.

    With the cool down reducing stuff and a built a2b fbp/rsp ship you can pretty much make your self imposable to kill unless someone nukes you but not everyone has a nuke

    I have fought people using ss3 and the simple counter to that is to hit them with evade target lock but if you want to insta kill them pop off a fbp at the start of their weapon cycle simple way to kill people cant stop shooting at the start of a cycle!

    If you run into a fbp ship i say cloak and put on some nutron torps come back hit them with those broken TRIBBLE things. Torp boats win sto now :P

    Wrong. Escorts are in fact perfectly capable of stopping their attack. Its called not running with all your guns on auto-fire 24/7. This is the biggest problem. And its also the easiest to fix. Escort captains need to learn to take a few quick test shots first before engaging their target. And they need to stop dumping all their abilities into a single attack. The days of the alpha strike are over. If an escort kills itself, its the captains fault.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    maximus614 wrote: »
    I will admit i did not consider popping rock n roll, sounds like it would work but you will need to pop it the instant you hit the spacebar, i will try that.

    Rock n Roll. That's a good method. Its actually my favorite skill in game atm for other reasons.
    (When you know iononic or viral torp is coming your way, evasive+Rock n Roll, or in stfs, have you aggro'd 20 spheres ? Rock n Roll. Its magic)
    Maybe Rock n Roll is OP. :p
    [img][/img]OD5urLn.jpg
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    maximus614 wrote: »
    Actually now that i think about it, that wont work.

    It will work if you accidentally fire at a FBP not knowing they had it running, but if the intent is to kill the guy it wont work unless you one shot him, otherwise ok you do some spike damage, pop rock n roll, evade the FBP, then what? You turn around to shoot him again and FBP is still active and you have no rock n roll, so kinda pointless unless using it as a defensive move which i admit is a good idea and i never thought of that.

    And it will work. Fbp is not up that long, first run go in with everything buffed, fire 1 or 2 cycles, and hit rock n roll as soon as you see fbp3, circle away(10secs, regroup, let fbp3 end) you should be able to hit them again on the next pass without fbp being returned.
    Then get out right after because fbp2 is coming.
    Your rock n roll at this point is almost ready again. Maybe you'll have to fake them into using fbp2, let it run its course, (your rock n roll is ready) but you won't need it for the next 20 secs or so. Both fbp are on cool down. Attack them again for a short time,
    When you think their fbp3 is about ready, charge up everything and fire 1 or 2 cycles into them, use rock n roll to evade the fbp3.

    Rinse and repeat about 4-5 times to whittle down their heals and hull, into oblivion.
    That's how you beat a good 2 cycle fbp'er.

    Or you take disable drain approach or torps even, but you'd have to change your playstyle.
    [img][/img]OD5urLn.jpg
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2015
    Or you take disable drain approach, but you'd have to change your playstyle.

    Nooooooooooooo *explodes*
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited February 2015
    but you'd have to change your playstyle.

    But... mah playstyle!
    SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci

    SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci

    Tacs are overrated.

    Game's best wiki

    Build questions? Look here!
  • sharxtremesharxtreme Member Posts: 850 Arc User
    edited February 2015
    Since i have brought this up in another thread.
    What would be fair max FBP mod with high PrtG or Tac skills?

    1. max 1.0 with diminishing returns after, straight back damage modified only by CrtD and targets resists?
    2. max 2.0 with everything else as it is now
    3. unlimited?
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    sharxtreme wrote: »
    Since i have brought this up in another thread.
    What would be fair max FBP mod with high PrtG or Tac skills?

    1. max 1.0 with diminishing returns after, straight back damage modified only by CrtD and targets resists?
    2. max 2.0 with everything else as it is now
    3. unlimited?

    Fair would be, that it kills you as fast as you could them.
    If you'd have been vaped before you can blink, then just as fast on the attacker. If not more, since weapons can always fire, so somewhere between 1.2 - 1.8 (which is what maxed out sci captains can accomplish "on average") yes I can spike to 2.0 for 10 secs every 5mins, but that's not that relevant in a long battle.
    So its exactly where it should be.
    For sci' and engi captains at least, I've never tested the max for a tac using fbp. So can't speak on that, but I'd guess its lije 3.0-3.2 max ?

    You should also ask how much damage your weapons are doing on a cycle, and then look at your hull and shields.
    Then ask, was doing this much dps really necessary ? (post DR dps numbers = HUGE), or has energy weapon damage just outpaced the increases in hull strength we've recieved post DR ?

    The answer is DPS is out of control.
    The damage people are doing per cycle is astronomical, and far surpasses what they have in hull and shields (especially for escorts, they can't take much abuse to begin with). So thats the basic issue, ships doing far too much damage for their own good.

    Sucks but that's the consequence of them buffing the heck out of pve npc health and shields. And upgraded weapons of course.
    [img][/img]OD5urLn.jpg
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited February 2015
    step 1 for fairness is the built in 50% shield pen being REMOVED. sending back 1.5 to 2.5 times the incoming damage back is enough on its own.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    ghyudt wrote: »
    Wrong. Escorts are in fact perfectly capable of stopping their attack. Its called not running with all your guns on auto-fire 24/7. This is the biggest problem. And its also the easiest to fix. Escort captains need to learn to take a few quick test shots first before engaging their target. And they need to stop dumping all their abilities into a single attack. The days of the alpha strike are over. If an escort kills itself, its the captains fault.


    I call shenanigans.

    You cannot stop a volley once fired, i do NOT run auto fire, i hit space bar when i want to shoot, once i do that i cant stop that volley and its too late.
  • maximus614maximus614 Member Posts: 162 Arc User
    edited February 2015
    step 1 for fairness is the built in 50% shield pen being REMOVED. sending back 1.5 to 2.5 times the incoming damage back is enough on its own.

    exactly,,,i hear people complain about elachi but thats only a 2.5% chance proc rate,,,FBP is 100% chance to bleed through 50% shields while sending back more than they received. And now there are doffs that apparently strip resist ratings for FBP,,,,a BO crit strike from me that took maybe half his hull and shields hits me back and one shots me.

    But damn those jerk tacs with their DPS its all their fault.
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited February 2015
    Tell you what I got easy fix what if we simply put diminishing returns on everything every single tack console every single engineering consoles oh wait they already do that and every single science console son affect you tactical guys would be push and as big numbers like that anymorea I mean I hate to break it to y'all but you tac guys your days are numbered the only way for them to control the outrageous damage is being done now is give diminishing returns to attack consoles and I see that coming down the roadl you can cry about it right now all you want to you jump up and down you can jump out a window you can kick the dog you can smash a kitten with a hammer it doesn't matter im telling you it's coming.....be prepared
    3ondby_zpsikszslyx.jpg
  • sharxtremesharxtreme Member Posts: 850 Arc User
    edited February 2015
    wildweasal wrote: »
    Tell you what I got easy fix what if we simply put diminishing returns on everything every single tack console every single engineering consoles oh wait they already do that and every single science console son affect you tactical guys would be push and as big numbers like that anymorea I mean I hate to break it to y'all but you tac guys your days are numbered the only way for them to control the outrageous damage is being done now is give diminishing returns to attack consoles and I see that coming down the roadl you can cry about it right now all you want to you jump up and down you can jump out a window you can kick the dog you can smash a kitten with a hammer it doesn't matter im telling you it's coming.....be prepared

    I hate to answer to this "no punkt und coma" post, but hey.

    First things first.
    I use FBP. I use it on tactical ships as a form of counter-attack and I dont build a ship around it.
    I mean it's great to wait for a BO from say Hannibal you know it's coming and activate GDF FBP http://youtu.be/Cophl2FNzCg?t=17m49s receive 33k, give back 97k.

    It is even greater to have entire team focused on you, wait for GDF then just out of blue FBP2 and BAM! 5 man team kill in 15secs of FBP duration. http://youtu.be/i5ewZBZbN9c?t=48s

    Great, isn't it? Even greater knowing that i didnt have any PrtG consoles on both ships.

    Let's talk numbers. In that first clip Hannibal shoots at me a 20k Beam Overload i receive 33k with his CrtD.
    I give him back 97k to HULL with my 3.0 tac GDF FBP and 250 CrtD.
    Is that ok?
    I guess, he timed BO, I timed FBP.

    But now imagine i was a Tac in SCI ship with 500+prtg APA, APD, FBP doff.
    A fkn turret shot from someone and byebye and byebye in big yellow numbers all over screen.

    I made this suggestion in another thread, but it wont hurt, SCI shield bypassing skills need a atleast proc chance for shield bypass,

    ESPECIALLY since FBP, TBR and IsoCannon have 100% accuracy, 100% CrtH with trait and mind melting unbeating omni firing arc, and they either completely ignore shields or 50% of shields with 100% chance.
    Now add to that that you can boost SCI abilities like no other in game, push way over 500 PrtG and scale accordingly.
    Tac Consoles don't boost damage the way sci consoles do. They never did. Only few 2 piece sets like one from Elachi lobi 2pc or Ar'kif 2pc boost final DMG.

    But hey, you can also use CrtD consoles from Spire to boost any SCI damage skill which will crit 100% of the time with that cute Partigen manipulator trait ;)
    Balanced,yeah.
  • heckgoblinheckgoblin Member Posts: 685
    edited February 2015
    I felt this belonged here:

    [Combat (Self)] Your Feedback Pulse II deals 299962 (434444) FeedbackPulse(Critical) to T'Nera.

    Scored with Wells, 458 partgens, 130 aux, constriction anchor, and particle manipulator.
    I AM WAR.
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited February 2015
    heckgoblin wrote: »
    I felt this belonged here:

    [Combat (Self)] Your Feedback Pulse II deals 299962 (434444) FeedbackPulse(Critical) to T'Nera.

    Scored with Wells, 458 partgens, 130 aux, constriction anchor, and particle manipulator.

    Care to elaborate a bit, what buffs did you use for fbp2 ? More specifically how much reflect were you doing after said buffs ?
    And what was the incoming damage ?

    Edit: I know my sci doesn't spike anywhere near close to that. Same setup except with a Vesta.
    [img][/img]OD5urLn.jpg
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2015
    maximus614 wrote: »
    exactly,,,i hear people complain about elachi but thats only a 2.5% chance proc rate,,,FBP is 100% chance to bleed through 50% shields while sending back more than they received. And now there are doffs that apparently strip resist ratings for FBP,,,,a BO crit strike from me that took maybe half his hull and shields hits me back and one shots me.

    But damn those jerk tacs with their DPS its all their fault.

    The doff strips, at most, 8% resist, non-stacking. And you can only run one of it. Hardly worth the space. Elachi beams spike far higher than feedback pulse, since the latter is reliant on incoming energy damage, and the beams go through 100% of shields. FBP goes through 50% of shields and is far weaker than being able to spike for 80k damage directly to hull with elachis.

    You can't stop a volley, true, but unless your timing is absolutely atrocious, it won't be the volley that kills you. I've been using feedback pulse since Surgical came out, and I've noticed that the people who blow up with it are either the ones who alpha really loudly- enough for me to get FBP up, or the ones who just keep shooting me. A single volley being reflected might get an attacker down to half health or lower, but they can stop shooting, or rock and roll, or pop defensive skills when they see that blue spitballs flying at them- but most don't. They just keep firing because they don't want to give up their damage or call that attack run a bust. And more often then not it kills them.
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