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PvP is broke

SystemSystem Member, NoReporting Posts: 178,019 Arc User
so i tried wargames, a team of 3 science where able to win the match uncontested, sub nuclonic beam and tractor beam so i cant even try to escape then if im still alive i get my sensors jamed and there invisable. And my team was working as a team, the simple fact is there is no effective way to combat a science officer its about as futile as tring to solo the tac cube in infected, we might have gotten one down just for the other 2 to finish off the 5 of us, I find that to be a very broken system. I don't mind PvP when its balanced but what good is tac or engy in PvP when we arn't allowed to even get a shot off? Crypic take some tips lower the power of these abilities when used agasint other players and introduce diminishing returns, because right now your idea is grossly unbalanced and broken, and only support scicne as a viable PvP class, and that is unacceptable. And if your a science officer who PvP's keep your comments to yourself.

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    SNB (Subnucleonic Beam) is fine as is. The Devs just need to come up with a way to balance it with a counter measure. Something like Science Team (Makes sense, Science Team combating a Science Debuff) to break the affects of SNB.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Wraiven wrote: »
    SNB (Subnucleonic Beam) is fine as is. The Devs just need to come up with a way to balance it with a counter measure. Something like Science Team (Makes sense, Science Team combating a Science Debuff) to break the affects of SNB.

    This is how the devs are changing this power. From their actual post

    Subnucleonic Beam
    Goal: This ability removes buffs and slows performance of targeted enemy. Counters abilities such as Feedback Pulse, Reverse Shield Polarity, Attack Pattern Alpha, by removing the applied buff.

    Changes:

    * This does not put abilities into recharge, but instead slows the recharge time for bridge officer abilities and weapons systems over its duration.
    * Removes currently applied buffs from target at activation time. Buffs can be later applied while subnucleonic beam is active.

    Countered By: Science Team applied while SNB active removes debuff, Photonic Officer helps to offset slow recharge


    As you can see, this power after the change is mostly just a counter to RSP FBP and things. Not a win button any more
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    This is how the devs are changing this power. From their actual post

    Subnucleonic Beam
    Goal: This ability removes buffs and slows performance of targeted enemy. Counters abilities such as Feedback Pulse, Reverse Shield Polarity, Attack Pattern Alpha, by removing the applied buff.

    Changes:

    * This does not put abilities into recharge, but instead slows the recharge time for bridge officer abilities and weapons systems over its duration.
    * Removes currently applied buffs from target at activation time. Buffs can be later applied while subnucleonic beam is active.

    Countered By: Science Team applied while SNB active removes debuff, Photonic Officer helps to offset slow recharge


    Thanks for that. I read these forums and Dev posts a ton, glad to see somebody else is picking up my slack of what I miss, lol.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited March 2010
    Well Im not lending PvP any of my EP. It can get its own.
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