test content
What is the Arc Client?
Install Arc

Feedback Pulse: pidgeon holes Federation players into using turrets.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited March 2010 in PvP Gameplay
Seriously, there isn't a Klingon ship nowadays that doesn't carry multiple instances of Feedback Pulse. Naturally, because its ridiculously effective. So effective in fact that more and more Federation players switch to full turrets. I tried it myself and for a cruiser at least it rocks, not seeing any more blue pulses heading your way is a godsend.
Problem is, I want to use beams. This isn't Star Wars with massed turbolaser batteries. Kirk's ship used beams, Picard's ship used beams, Janeway's ship used beams. I want to use beams too without being severely punished for it by the dreaded blue pulses that take out a third of my hull before I can even switch target, only to have that target turn on FBP too.:rolleyes:

This ability needs to be reworked, either greatly reduce the duration, or greatly reduce the damage it does, or make it affect all energy weapons, or just rework it completely so it does something completely different.

Currently it's just an awefully one sided ability. It also trivializes PVE content as shown in this video: http://www.youtube.com/watch?v=vwLZN0RRmaQ
Post edited by Unknown User on
«1345

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I agree, I had it, spec'd it and it made PVP and PVE a joke and I ditched it. I can't stand being silly overpowered, but you're right I'd say in a game of 5 Klingons 1 might not have it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Sorry, many Klinks don't use the skill at all and most I know have never used multiples of it. We need other skills too.

    While the skill may need a bit of tweaking the obvious issue is target selection. Before you spam space bar you might want to test the waters with a single beam and see if you get a return.

    As far as I am concerned they should let everyone use cannons. I would love to see the big lumbering ships try to use them.

    Both sides have the skill. Why is it that Klinks figure out to fight around it while Feds feel the need to complain and QQ here instead of working out other ways to fight?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Funny, i was in a match yesterday, and every klingon had it, some even 2... :o but maybe thats my luck
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    FBP should reduce weapon power instead of damaging hull
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    well to beat full turrets stay 5km away from the target and use beams or real cannons at that distance tends to usually work on 1v1 and 2v1 but your play styles and equipment are different that mine so this is a suggestion baised upon my experiances
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Well since only science ships can even have more than 1 rank of it, I'm going to go ahead and call your entire post BS and non-issue. At best a non BoP or carrier can have rank 1 of the ability and in order to get it they have to forgoe science team 2, which takes off VM much more than science team 1.

    Good try but not good enough.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Yep, FBP should reduce the weapon power and have a chance to disable the weapon systems instead of damaging the hull.

    Additionally the ability to stack the same boff skill multiple times should be removed.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Mike111 wrote:
    Sorry, many Klinks don't use the skill at all and most I know have never used multiples of it. We need other skills too.

    While the skill may need a bit of tweaking the obvious issue is target selection. Before you spam space bar you might want to test the waters with a single beam and see if you get a return.

    As far as I am concerned they should let everyone use cannons. I would love to see the big lumbering ships try to use them.

    Both sides have the skill. Why is it that Klinks figure out to fight around it while Feds feel the need to complain and QQ here instead of working out other ways to fight?

    'A bit of tweaking'.

    lulz
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    JustTray wrote: »
    Well since only science ships can even have more than 1 rank of it, I'm going to go ahead and call your entire post BS and non-issue. At best a non BoP or carrier can have rank 1 of the ability and in order to get it they have to forgoe science team 2, which takes off VM much more than science team 1.

    Good try but not good enough.

    Hey guys !!!!! Look its a troll !!!! This poster always posts in support of FBP being as OP as it currently is. You will always find him in the FBP threads trolling away.


    Hey Tray most everyone rolls a BoP/Carrier for stacking FBP dude. It's cool tho that your only arguement here is that "zomg man only 2 ships can stack it , . meh meh ........ meh ... * insert emo type moan * ".

    Thats obscenely pathetic, pretty much like any of your posts. Do me a favor tho, go and report me for harassment, or calling you a troll or something. See if it works this time when you cry wolf.

    I would say "Good try", but nah your posts are always trash.

    Fail post is Fail


    Za'Rex
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    If you remove the ability to stack multiple ranks of the same skill, you`ll find that the entire engineer player group ceases to function.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    If you remove the ability to stack multiple ranks of the same skill, you`ll find that the entire engineer player group ceases to function.

    qft 567890
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    If you remove the ability to stack multiple ranks of the same skill, you`ll find that the entire engineer player group ceases to function.

    They don't care they all play sci captains or tactical captains...:rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Lugh wrote: »
    They don't care they all play sci captains or tactical captains...:rolleyes:

    I lol'd.

    But really, simple solution to BO stacking is similar skills share 50% of the cooldown. Voila! RSP is on 90 seconds, most 45 sec abilities on 22 sec cooldown, close to where they are now. And a upcoming nerfed Rapid Fire and other tac abilities are at 15 seconds (they could be raised if people think it's too low).
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    If you remove the ability to stack multiple ranks of the same skill, you`ll find that the entire engineer player group ceases to function.

    Dont think so. People would just have to try something else, instead RSP spammage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Dalnar wrote:
    Dont think so. People would just have to try something else, instead RSP spammage.

    I hate to say it, but I have been playing my engineer with a single rank of RSP since release...and I am 9 times in 10 more effective for more time than those that rely on this ability...

    If I could get my network issues sorted so I could play without getting updates every 5-10 seconds with constant disconnects I'd show you, but c'est la vie...

    :eek:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Doesn't FBP get powered by AUX?

    Has anyone tried using Target Subsystem Aux as a counter to FBP?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Slamz wrote:
    Doesn't FBP get powered by AUX?

    Has anyone tried using Target Subsystem Aux as a counter to FBP?

    Yeah,...but first you have to hit them with a beam to do it...

    Oops..just killed myself....but at least his aux is lower...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    LordTareq wrote: »
    Seriously, there isn't a Klingon ship nowadays that doesn't carry multiple instances of Feedback Pulse. Naturally, because its ridiculously effective. So effective in fact that more and more Federation players switch to full turrets. I tried it myself and for a cruiser at least it rocks, not seeing any more blue pulses heading your way is a godsend.
    Problem is, I want to use beams. This isn't Star Wars with massed turbolaser batteries. Kirk's ship used beams, Picard's ship used beams, Janeway's ship used beams. I want to use beams too without being severely punished for it by the dreaded blue pulses that take out a third of my hull before I can even switch target, only to have that target turn on FBP too.:rolleyes:

    This ability needs to be reworked, either greatly reduce the duration, or greatly reduce the damage it does, or make it affect all energy weapons, or just rework it completely so it does something completely different.

    Currently it's just an awefully one sided ability. It also trivializes PVE content as shown in this video: http://www.youtube.com/watch?v=vwLZN0RRmaQ

    nope sorry i use them all the time on my cruiser and my escort and my science ship. i use the canon abilities
    and the higher power consoles for weapons and if i dont have enough slots for those i adjust the power levels of shields to match weapons so weapon power is not lost in the all power to shields setting. the tetryon canons take down shields like crazy on every ship i have against any of the enemies and whats more the turrets fire continuously so they keep the shields down in almost every case. you just have to spec properly and train your crew properly. it works fine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    When I use polarize hull the damage is not reduced at all so I am thinking that this ability is broken (unless it is supose to ignore all resists), and not working as intended.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    I agree FBP needs some tweeks, no shield pen or earlier someone said kill weapon sub-systems. The direct hull hit on FBP3 and even 2 with topped out AUX is nasty.
    I also agree learning to move targets helps as well as target sub-systems AUX, I also rarely even target Carrier mainly cuz they are not as deadly as BOP's and rators and BC's the adds are annnoying but leave them alone adn its not that bad on them, BOP with FBP3 and high AUX through use of a battery or good EPS flow systems can be brutal.
    IMO some tweeks would be good and I use it too so I understand how wicked it can be.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Dalnar wrote:
    Dont think so. People would just have to try something else, instead RSP spammage.

    honestly? I carry 2 copies of RSP 1 because there isnt much better at that slot for keeping yourself alive. I also carry Extend shields 3 and 2 copies of engineering team 3 because those also happen to be some of the best skills at keeping other players alive.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Yeah well there are many interesting engi abilties...but i guess im just naturaly curious person, who likes to test everything...i would never take more than 1 rsp or 1 engi, i truly hate system cooldowns.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Dalnar wrote:
    Yeah well there are many interesting engi abilties...but i guess im just naturaly curious person, who likes to test everything...i would never take more than 1 rsp or 1 engi, i truly hate system cooldowns.

    eh, the way the shared cooldown on engineering team works is that you essentially double the heals per second you put out. And if you've ever played in breakneck competition, every little bit helps. (I also stack hazard emitters 1 and 2; 2 is 34 second duration :p)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Yeah but that means you dont use sci or tactical teams. I would rather take eng team III and aux to str III, which can both be used at the same time, and heal the same amount of hps while providing huge chunk of resistance at the cost of 3s of switching power setting.

    But i guess everyone has his play style...i trully hate systemcooldowns and stacking abilties :( People stack stuff, it got nerfed...but it will be nerfed even for us playing with 1 ability only..while the other abilties will never get buffed.

    For example after the last patch mines are bugged, i did bug report, bumped it..16 people viewed, noone responded, it got lost in the bug spam...so propably will never be fixed...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Dalnar wrote:
    Yeah but that means you dont use sci or tactical teams. I would rather take eng team III and aux to str III, which can both be used at the same time, and heal the same amount of hps while providing huge chunk of resistance at the cost of 3s of switching power setting.

    i still have a copy of science team (star cruiser ftw); but when engineering team 3 alone provides a 50% damage resistance and 15k heal, and I'm not lying about those numbers, its pretty hot and tempting to double it.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    faithborn wrote:
    i still have a copy of science team (star cruiser ftw); but when engineering team 3 alone provides a 50% damage resistance and 15k heal, and I'm not lying about those numbers, its pretty hot and tempting to double it.

    Oh your hazzard emmiters will be nerfed alot, if you stack halon consoles :) but you propably know by now :)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Slamz wrote:
    Doesn't FBP get powered by AUX?

    Has anyone tried using Target Subsystem Aux as a counter to FBP?

    People are to lazy to try it and would rather cry nerf than experiment with new strats.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    If you remove the ability to stack multiple ranks of the same skill, you`ll find that the entire engineer player group ceases to function.

    No. It would just stop people cherry picking the best / most OP skills in multiples making them use a little bit of brain power for a decent build.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Most Sci abilities are really ridiculous at the moment.

    I was in a pug earlier today fighting a klink T5 group where EVERY BoP had VM, Jam, Scramble, FBP.

    It was hilarious.

    Talk about STUN LOCK.

    The entire space CC mechanic needs to be looked at intensely.

    You need to get some immunities for a reasonable amount of time after getting hit by any type of dilating effect.

    Currently only subnuc beam (which can take you out for at least 30 seconds w/full AUX) has that mechanic.


    FBP would still be ok if it was reduced by 300% and affected shields.

    It should be supplemental damage not "I WIN" damage.

    I've seen single hits wack for 3k before WITHOUT someone using beam overload.


    It actually is better then RSP if you're at full AUX and the other team is using beams.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Ninjaboy wrote: »
    Most Sci abilities are really ridiculous at the moment.

    I was in a pug earlier today fighting a klink T5 group where EVERY BoP had VM, Jam, Scramble, FBP.

    It was hilarious.

    Talk about STUN LOCK.

    The entire space CC mechanic needs to be looked at intensely.

    You need to get some immunities for a reasonable amount of time after getting hit by any type of dilating effect.

    Currently only subnuc beam (which can take you out for at least 30 seconds w/full AUX) has that mechanic.


    FBP would still be ok if it was reduced by 300% and affected shields.


    It should be supplemental damage not "I WIN" damage.

    I've seen single hits wack for 3k before WITHOUT someone using beam overload.


    It actually is better then RSP if you're at full AUX and the other team is using beams.


    Crowd control abilities in this game for both space and ground are way over the top and have made me lose interest in pursuing the pvp game here any further. It was an interesting challenge for a while since quite frankly, klingons always held the upper hand in nearly every match Ive played (all the while kidding themselves that the mechanics are balanced for both sides), but after getting to admiral I see the whole pvp game in STO as an afterthought and not very well thought through.

    I want to PLAY a game, not have my keyboard disabled for 4-12 seconds every time I engage in combat. Instead what we get is "load in... getting load ganked... ok Im stunned.... cant do anything... cant do anything... cant do anything... exposed.... dead". Rinse, repeat.

    For the life of me I cannot figure out why game developers over the last several years have been implementing these types of abilities more and more, even in things like FPS (like when they gave scouts in Team Fortress 2 a stun... ruined the game in my opinion).

    Fun games that hold peoples interest for a while allow for fluid, dynamic exchanges of positioning, attacks, and counters, so that a player can actually employ tactics on their feet.... not this "I got the first lockdown so I win" setup we have in STO.

    On topic with FBP, again there is no fluidity to it. If such a powerful maneuver must exist in the game, there should be a viable counter. Well what are the counters? Don't load beam weapons (which solely puts fed cruisers and sci vessels at a disadvantage, making it a one sided ability) or don't shoot/stop shooting an opponent when the skill is active (yet the buff icons in this game are not very informative, and the skill is so harsh/fast that most players lose half their hull before they even notice the blue bolts coming toward them). Neither is really an acceptable counter to a move that does so much damage to a player for doing the most basic of attacks expected of everyone if you want to damage the opposing ships.

    Dear Cryptic... you guys can keep this one sided "shooting fish in a barrel" game, there are plenty of better PvP games on the market that allow for, you know PLAYER vs PLAYER play.... not lockdown vs observer. Nice try though.
Sign In or Register to comment.