not long ago , people was telling other poeple science officer for healing you dont like it roll another toon. Now that science officers learned to stack skills and how to use them more wisely. they all complain about skills like fbp is op, snb is op and vm is op. So what happens ? vm gets the nerf bat and alone is pretty much a useless skill if your not careful how u use it.
None of these skills are op, combined with other skills and max powers they become very powerful .
First time I encountered fbp hitting me for 2500 damage + was right before the patch I had full hull and shields, dude I was attacking was about 70 percent dead, then I died in a matter of seconds. He whisper me few seconds later and says how u like my double fbp ( I knew he was lying because its on global cool down ) anyways I messed around and found the combo and started using it and other was doing it to me. I simply fixed my problem by using cannons. Sure cannons mean you have to actually learn to shoot, but know what ? never had another problem with fbp again.
There is a counter to almost everything with the exception of snb, as for snb I think 15 seconds timer is good, other than that all the skills are fine, just need to learn how to stop fighting on ez mode. Meaning take of your 180 arc beams and learn to use 40 arc cannons or turrets .
There is no defense vs beams when a ship attacks u sideways, fbp is the counter and everyone cry nerf, but most dont understand how to work around it because your stuck on ur ez mode beams, Why should I suffer for this ?
Abilities like FBP, VM, SNB, and their counters exist in Star Trek canon. But they only happen once per season, or maybe only once every 40 years. Instead you see them every single time you face a particular opponent.
Beams aren't a 180° arc, they are either 90° or 270°. The trade off for using wider arcs is that wider arc weapons have lower DPS. Cannons fire in 40°, 180°, or 360° arcs, and their DPS is also balanced against their firing arc. So by choosing a beam array, the advantage you get in a stronger broadside is already balanced by lower DPS.
If you wanted to reduce cannon DPS and call them a counter to FBP then that would be fair. But since cannon DPS is exactly what a beam weapon with the same firing arc would get, favoring one weapon type over the other really isn't fair.
Then you have the fact that beam weapons are by far the most common type of weapon in Star Trek which means that either FBP doesn't exist, or it's so rare that most ships will never encounter it. If a Klingon could really deplete 70% of a Starfleet vessel's hull after a single firing of phasers, why would Starfleet keep building big slow whips that rely on wide-angle beams?
Frankly my favorite PvP was tier 2, and I really dislike almost all bridge officer abilities, since in later tiers they are the only thing that has any effect on play. The game was better when we were limited to 1 LT ability and a couple of Ensign abilities.
Abilities like FBP, VM, SNB, and their counters exist in Star Trek canon. But they only happen once per season, or maybe only once every 40 years. Instead you see them every single time you face a particular opponent.
Beams aren't a 180° arc, they are either 90° or 270°. The trade off for using wider arcs is that wider arc weapons have lower DPS. Cannons fire in 40°, 180°, or 360° arcs, and their DPS is also balanced against their firing arc. So by choosing a beam array, the advantage you get in a stronger broadside is already balanced by lower DPS.
If you wanted to reduce cannon DPS and call them a counter to FBP then that would be fair. But since cannon DPS is exactly what a beam weapon with the same firing arc would get, favoring one weapon type over the other really isn't fair.
Then you have the fact that beam weapons are by far the most common type of weapon in Star Trek which means that either FBP doesn't exist, or it's so rare that most ships will never encounter it. If a Klingon could really deplete 70% of a Starfleet vessel's hull after a single firing of phasers, why would Starfleet keep building big slow whips that rely on wide-angle beams?
Frankly my favorite PvP was tier 2, and I really dislike almost all bridge officer abilities, since in later tiers they are the only thing that has any effect on play. The game was better when we were limited to 1 LT ability and a couple of Ensign abilities.
I dont really care how star trek on tv goes , this is a mmo you cant make it like the tv show it takes on it's own life. Beams common or not dont matter, there is a downside for every upside . Cannons you need to be right in front of the target, beams you go broadside and wham double damage, counter for me is fbp . You stop attacking, I get you in my aiming arc.
Since the start of MMO there is always been something favored over the rest, the more you try to balance a game the worse it gets, IMO.
Basically you're saying don't nerf FBP and lern2play?
Using just 1 skill to pvp isn't exactly "massive skillz"
Why should beam users suffer in pvp because FBP is overpowered? And it is by the way, I should know I'm a science officer in a science ship and I can happily rack up over a million damage in a match from people opening up on me too late for them to realise I just hit fbp and they die before the beams stop firing.
It's overpowered, and it punishes beam users, when beams should be just as viable in PvP, much like RSP and VM, FBP is overused as a result and needs to be scaled down. It's a fotm win, and fotm is bad, probably unavoidable, but bad.
Other skills also need to be made viable, but better to start with the Big 3 and work outward from there. I'm still going to be using FBP even after the change, it sounds like a nice DPS boost on your target.
Basically you're saying don't nerf FBP and lern2play?
Using just 1 skill to pvp isn't exactly "massive skillz"
Why should beam users suffer in pvp because FBP is overpowered? And it is by the way, I should know I'm a science officer in a science ship and I can happily rack up over a million damage in a match from people opening up on me too late for them to realise I just hit fbp and they die before the beams stop firing.
It's overpowered, and it punishes beam users, when beams should be just as viable in PvP, much like RSP and VM, FBP is overused as a result and needs to be scaled down. It's a fotm win, and fotm is bad, probably unavoidable, but bad.
Other skills also need to be made viable, but better to start with the Big 3 and work outward from there. I'm still going to be using FBP even after the change, it sounds like a nice DPS boost on your target.
I said why should I pay because people wanna use beams, learn to use cannons.
Sounds nothing like what your saying I said.
FBP alone is not overpowered ,I think you know that dude.
I said why should I pay because people wanna use beams, learn to use cannons.
Sounds nothing like what your saying I said.
Thats why I had a ? at the end btw, your inital post wasn't very clear in that regard, I'm glad you clarified it.
I'd give you a full rundown on exactly why and how you're wrong, but it's obvious that you can only see what it is you wish to. "Your Cup Overfloweth".
Than that's your problem that you are playing a Startrek MMO.
But even ignoring Startrek - if one weapon choice turns out to be clearly superior for everyone, it's bad for the design of the game.
But I do not think that Cannons are fundamentally wrong or bad the way they are set up. The problem is the over-importance of offense vs defense.
The choice should be: Deal lots of damage in a short time or deal some damage over some time. More time can only be bought by lasting longer.
The overreliance of offenseis why Subneclonic Beam and Viral Matrix and even Feedback Pulse are so great - they remove the enemies offensive capabilities, while you keep your own (or add some, in case of the FBP.) If focusing on pure defense and healing was a viable choice, these powers couldn't hurt those as much. Meaning that SNB, VM and FBP would be awesome against Escorts, but useless against Cruisers. Since you can encounter both in any given battle, you couldn't just hope focusing on one would be enough. That said, the powers could still hamper Escorts too much, so limitations like smaller area of effect or defensive tactical powers might still be required. The Escort can try to evade them (probably requiring a more careful setup and more careful attack execution), while a Cruiser just takes the beating and waits till it is over.
And on laughing at Science Officers - my first character is a Science Officers. I just picked it for fun and because it is what I identify best with. I had no clue that I would have chosen the class with some of the most critisized and possibly overpowered abilities... I expected that my choice would be suboptimal and bad, but it seems I even picked up some of the best powers by accident. (Of course, not that you can avoid getting Subneclonic Beam...)
Anything that hits you back for a far greater amount than you hit it, is overpowered.
I'd also reccomend you not presuming to know what I know, my head is not the kind of place you want to hang around in. Trust me.
Thats why I had a ? at the end btw, your inital post wasn't very clear in that regard, I'm glad you clarified it.
I'd give you a full rundown on exactly why and how you're wrong, but it's obvious that you can only see what it is you wish to. "Your Cup Overfloweth".
fbp hits you for 400-500 in fbp ,say you have 6 beams broadside a target for 300-500 each beam ? 1800-3000
so your giving out 500 in fbp and taking in 1800-3000 , now you add polarized hull to the mix now you getting hit for 1500-3500 and that is if your aux is maxed . Now Im not saying it cant use some nerfing, sure it can, but honestly when does the nerfing stop ?
When science officers do nothing and people start steam rolling science officers ?
When science officers forced to roll another toon ?
They nerfed vm, they nerfed carriers 2-3 times ?
the more people want things toned down, the more things just get worse.
fbp hits you for 400-500 in fbp ,say you have 6 beams broadside a target for 300-500 each beam ? 1800-3000
Stack 4 Induction modules have deflector field maxxed out, at 125 aux.
Then get someone to open up on you (without autofire) with 6 beams with FB3 active.
those 6 beams don't hit once,, they hit multiple times before they reset to a prefire state, and it's usually enough to do severe damage to a cruiser and slaughter an escorts hull.[/quote]
After the change they'll be equal to the incoming damage. But they'll also effect cannons/turrets. But with 50% shield pen instead of 100%
That'll still make it powerful, it'll still be a deterrent. But it won't be the bane of a pvp match.
I really cba arguing about this, and I really don't want this to seem like I'm having a dig at you, because honestly I'm not.
But if you can't see that in it's current state it's too much then the only person you're fooling is yourself.
I agree that they shouldn't weaken science ships too much. I don't particularly want to be steamrolled every match (which is rare as most of my pvp is premade).
I support taking a stand, but not here and not on this, because you've already lost.
When the big 3 changes go out onto Tribble, I'll be the first one on there testing them, and if they're TRIBBLE I shall make my voice heard loud and long. I'm sci and I'm bloody proud of it.
But till it goes up on test, this is just idle speculation, and self delusion.
Feedback Pulse is not fine. Stop saying that it is.
A properly spec'd FBP3 will take my Cruiser from 100% hull to under 40 before my *currently firing* beam weapons finish cycling. There is no way for me to stop them from firing until they've cycled, and there is no way for me to predict when my opponent will use the ability. My only choices are to just attack someone else all the time, to load all cannons, or to just take my chances and my deaths.
Right now, what it does is virtually guarantee that a ship shooting beams at you will be crippled or destroyed as soon as you trigger the ability. What it is designed to do is serve as a deterrent to ships shooting at you, meaning that if I KEEP shooting you I deserve to take huge hull damage and die; but the way that beam weapons work currently combined with the power of amped-up FBP3, I'll die or take critical damage before I even have an opportunity to stop firing. That's what's broken.
The goal is good; it's an anti-focus ability that isn't RSP.
Beams are popular, effective weapons that happen to be the most well-known and iconic weapon in all of Star Trek canon. The presence of FBP trivially neuters beam effectiveness in PvP to the point that loading them at all is a major liability. There is no way you can call FBP balanced when its presence negates an entire class of weaponry.
FBP needs a significant damage nerf (really only rank 3 needs this) and it needs to affect all energy weapon types. The alternative to just flat-out reducing its damage is to have the damage scale as it reflects more shots from a particular ship, so it punishes you more as you continue to fire on the ship using it, but won't instagib you from the first hits that you can't prevent. That has the side effect of allowing it to remain effective as a PvE soloing tool, though given some of the things Sci Vessels have done with it I'm not convinced that this would be a good thing.
I dont really care how star trek on tv goes , this is a mmo you cant make it like the tv show it takes on it's own life. Beams common or not dont matter, there is a downside for every upside . Cannons you need to be right in front of the target, beams you go broadside and wham double damage, counter for me is fbp . You stop attacking, I get you in my aiming arc.
Since the start of MMO there is always been something favored over the rest, the more you try to balance a game the worse it gets, IMO.
Except you don't go broadside and double the damage, you go broadside and do the same damage as if you had a turret/cannon boat.
Dual Cannons Mk X = 267 DPS / 40° arc
Dual Beam Bank Mk X = 213 DPS / 90° arc
Cannon Mk X = 192 DPS / 180° arc
Beam Array Mk X = 160 DPS / 270° arc
Turret Mk X = 120 DPS / 360° arc
Assume you had Klingon cruiser which can mount dual cannons. 3 dual cannons (267 x 3 = 801 DPS) in front and 3 turrets (120 x 3 = 360 DPS) in the rear would give you 1161 DPS in your front 40° arc. Actually a bit more since you'd still have a torpedo in that arc.
Now look at a beam boat with 3 beam arrays front and rear for a total of 6. 192 x 6 = 1152 DPS to either of the side arcs. The frontal arc with dual cannons and turrets is virtually the same DPS (a bit more actually) as broadside with beams. That's how the two weapon types are balanced.
If you want FBP to be the downside to beams then it would be only fair to make reduced DPS the downside to cannons.
Actually, because of the presence of the Rapid Fire BOff power, Cannons on any facing and especially dual or dual heavy cannons do substantially more damage than an equivalent number of beams, for quite a bit less power drain. There is no question at all that Cannons do more damage; the tradeoff is the narrow firing arc and the greater damage reduction at range.
Not all ships can use cannons effectively, and Cruisers (particularly Fed Cruisers) are the best example.
Actually, because of the presence of the Rapid Fire BOff power, Cannons on any facing and especially dual or dual heavy cannons do substantially more damage than an equivalent number of beams, for quite a bit less power drain. There is no question at all that Cannons do more damage; the tradeoff is the narrow firing arc and the greater damage reduction at range.
Not all ships can use cannons effectively, and Cruisers (particularly Fed Cruisers) are the best example.
There's that too. I was just pointing out that using a broadside doesn't double your DPS because the DPS of wide-arc weapons has already been reduced so their broadside is less damage than other ships do with their frontal weapons.
Stack 4 Induction modules have deflector field maxxed out, at 125 aux.
Then get someone to open up on you (without autofire) with 6 beams with FB3 active.
those 6 beams don't hit once,, they hit multiple times before they reset to a prefire state, and it's usually enough to do severe damage to a cruiser and slaughter an escorts hull.
After the change they'll be equal to the incoming damage. But they'll also effect cannons/turrets. But with 50% shield pen instead of 100%
That'll still make it powerful, it'll still be a deterrent. But it won't be the bane of a pvp match.
I really cba arguing about this, and I really don't want this to seem like I'm having a dig at you, because honestly I'm not.
But if you can't see that in it's current state it's too much then the only person you're fooling is yourself.
I agree that they shouldn't weaken science ships too much. I don't particularly want to be steamrolled every match (which is rare as most of my pvp is premade).
I support taking a stand, but not here and not on this, because you've already lost.
When the big 3 changes go out onto Tribble, I'll be the first one on there testing them, and if they're TRIBBLE I shall make my voice heard loud and long. I'm sci and I'm bloody proud of it.
But till it goes up on test, this is just idle speculation, and self delusion.[/QUOTE]
past experience says over nerf..
Vm not effective as a solo skill as it once was , carriers , I just dont even see them anymore, maybe 1-2 through out the day......... as I said , sure adjustment, when is it enough ? As a science officer the only science vessel I have left is bop.
Vm not effective as a solo skill as it once was , carriers , I just dont even see them anymore, maybe 1-2 through out the day......... as I said , sure adjustment, when is it enough ? As a science officer the only science vessel I have left is bop.
You're not supposed to have "solo skills" in PvP. I don't really like that with full buffs an escort can 1-shot a BoP either -- the game should not be dominated by overpowered abilities.
Vm not effective as a solo skill as it once was , carriers , I just dont even see them anymore, maybe 1-2 through out the day......... as I said , sure adjustment, when is it enough ? As a science officer the only science vessel I have left is bop.
Hmm? Sure VM is just as effective. A cruiser only has so many slots for Science team, a science ship has far more for VM. One on one it's likely a cruiser will be destroyed, but with a fleet it's a death sentence.
I said why should I pay because people wanna use beams, learn to use cannons.
Then you should use something other than FBP, so it won't get nerfed.
See how that makes a alot of sense? It's funny how when someone is using an OP ability, they always say, it's fine, it should not be nerfed. Despite all evidence to the contrary.
I speced into using beam weapons, no stats in cannons. And in a cruiser I need the wider firing arcs. You can't ask me to not use beams just to satisfy your selfishness.
I find the OP to be arrogant and condescending. This post is nothing more than the catalyst for flaming. FBP is going to get nerfed, YOU should just get used to it.
If STO didn't want players to be solo in pvp, they "Devs" would have programmed some automatic team when joining a match, the flagship or team leader, can re organize both the alpha / bravo team to the pugs'/premades liking.
Comments
Beams aren't a 180° arc, they are either 90° or 270°. The trade off for using wider arcs is that wider arc weapons have lower DPS. Cannons fire in 40°, 180°, or 360° arcs, and their DPS is also balanced against their firing arc. So by choosing a beam array, the advantage you get in a stronger broadside is already balanced by lower DPS.
If you wanted to reduce cannon DPS and call them a counter to FBP then that would be fair. But since cannon DPS is exactly what a beam weapon with the same firing arc would get, favoring one weapon type over the other really isn't fair.
Then you have the fact that beam weapons are by far the most common type of weapon in Star Trek which means that either FBP doesn't exist, or it's so rare that most ships will never encounter it. If a Klingon could really deplete 70% of a Starfleet vessel's hull after a single firing of phasers, why would Starfleet keep building big slow whips that rely on wide-angle beams?
Frankly my favorite PvP was tier 2, and I really dislike almost all bridge officer abilities, since in later tiers they are the only thing that has any effect on play. The game was better when we were limited to 1 LT ability and a couple of Ensign abilities.
I dont really care how star trek on tv goes , this is a mmo you cant make it like the tv show it takes on it's own life. Beams common or not dont matter, there is a downside for every upside . Cannons you need to be right in front of the target, beams you go broadside and wham double damage, counter for me is fbp . You stop attacking, I get you in my aiming arc.
Since the start of MMO there is always been something favored over the rest, the more you try to balance a game the worse it gets, IMO.
wtf, STO wasn't even out that long ago.
hense " not long ago "
may your ship, be bombarded by viruses, and sub nuc'd to death.
I have a funny face.
Down to business then.
Basically you're saying don't nerf FBP and lern2play?
Using just 1 skill to pvp isn't exactly "massive skillz"
Why should beam users suffer in pvp because FBP is overpowered? And it is by the way, I should know I'm a science officer in a science ship and I can happily rack up over a million damage in a match from people opening up on me too late for them to realise I just hit fbp and they die before the beams stop firing.
It's overpowered, and it punishes beam users, when beams should be just as viable in PvP, much like RSP and VM, FBP is overused as a result and needs to be scaled down. It's a fotm win, and fotm is bad, probably unavoidable, but bad.
Other skills also need to be made viable, but better to start with the Big 3 and work outward from there. I'm still going to be using FBP even after the change, it sounds like a nice DPS boost on your target.
I said why should I pay because people wanna use beams, learn to use cannons.
Sounds nothing like what your saying I said.
FBP alone is not overpowered ,I think you know that dude.
Yes it is.
Anything that hits you back for a far greater amount than you hit it, is overpowered.
I'd also reccomend you not presuming to know what I know, my head is not the kind of place you want to hang around in. Trust me.
Thats why I had a ? at the end btw, your inital post wasn't very clear in that regard, I'm glad you clarified it.
I'd give you a full rundown on exactly why and how you're wrong, but it's obvious that you can only see what it is you wish to. "Your Cup Overfloweth".
But even ignoring Startrek - if one weapon choice turns out to be clearly superior for everyone, it's bad for the design of the game.
But I do not think that Cannons are fundamentally wrong or bad the way they are set up. The problem is the over-importance of offense vs defense.
The choice should be: Deal lots of damage in a short time or deal some damage over some time. More time can only be bought by lasting longer.
The overreliance of offenseis why Subneclonic Beam and Viral Matrix and even Feedback Pulse are so great - they remove the enemies offensive capabilities, while you keep your own (or add some, in case of the FBP.) If focusing on pure defense and healing was a viable choice, these powers couldn't hurt those as much. Meaning that SNB, VM and FBP would be awesome against Escorts, but useless against Cruisers. Since you can encounter both in any given battle, you couldn't just hope focusing on one would be enough. That said, the powers could still hamper Escorts too much, so limitations like smaller area of effect or defensive tactical powers might still be required. The Escort can try to evade them (probably requiring a more careful setup and more careful attack execution), while a Cruiser just takes the beating and waits till it is over.
And on laughing at Science Officers - my first character is a Science Officers. I just picked it for fun and because it is what I identify best with. I had no clue that I would have chosen the class with some of the most critisized and possibly overpowered abilities... I expected that my choice would be suboptimal and bad, but it seems I even picked up some of the best powers by accident. (Of course, not that you can avoid getting Subneclonic Beam...)
fbp hits you for 400-500 in fbp ,say you have 6 beams broadside a target for 300-500 each beam ? 1800-3000
so your giving out 500 in fbp and taking in 1800-3000 , now you add polarized hull to the mix now you getting hit for 1500-3500 and that is if your aux is maxed . Now Im not saying it cant use some nerfing, sure it can, but honestly when does the nerfing stop ?
When science officers do nothing and people start steam rolling science officers ?
When science officers forced to roll another toon ?
They nerfed vm, they nerfed carriers 2-3 times ?
the more people want things toned down, the more things just get worse.
Stack 4 Induction modules have deflector field maxxed out, at 125 aux.
Then get someone to open up on you (without autofire) with 6 beams with FB3 active.
those 6 beams don't hit once,, they hit multiple times before they reset to a prefire state, and it's usually enough to do severe damage to a cruiser and slaughter an escorts hull.[/quote]
After the change they'll be equal to the incoming damage. But they'll also effect cannons/turrets. But with 50% shield pen instead of 100%
That'll still make it powerful, it'll still be a deterrent. But it won't be the bane of a pvp match.
I really cba arguing about this, and I really don't want this to seem like I'm having a dig at you, because honestly I'm not.
But if you can't see that in it's current state it's too much then the only person you're fooling is yourself.
I agree that they shouldn't weaken science ships too much. I don't particularly want to be steamrolled every match (which is rare as most of my pvp is premade).
I support taking a stand, but not here and not on this, because you've already lost.
When the big 3 changes go out onto Tribble, I'll be the first one on there testing them, and if they're TRIBBLE I shall make my voice heard loud and long. I'm sci and I'm bloody proud of it.
But till it goes up on test, this is just idle speculation, and self delusion.
A properly spec'd FBP3 will take my Cruiser from 100% hull to under 40 before my *currently firing* beam weapons finish cycling. There is no way for me to stop them from firing until they've cycled, and there is no way for me to predict when my opponent will use the ability. My only choices are to just attack someone else all the time, to load all cannons, or to just take my chances and my deaths.
Right now, what it does is virtually guarantee that a ship shooting beams at you will be crippled or destroyed as soon as you trigger the ability. What it is designed to do is serve as a deterrent to ships shooting at you, meaning that if I KEEP shooting you I deserve to take huge hull damage and die; but the way that beam weapons work currently combined with the power of amped-up FBP3, I'll die or take critical damage before I even have an opportunity to stop firing. That's what's broken.
The goal is good; it's an anti-focus ability that isn't RSP.
Beams are popular, effective weapons that happen to be the most well-known and iconic weapon in all of Star Trek canon. The presence of FBP trivially neuters beam effectiveness in PvP to the point that loading them at all is a major liability. There is no way you can call FBP balanced when its presence negates an entire class of weaponry.
FBP needs a significant damage nerf (really only rank 3 needs this) and it needs to affect all energy weapon types. The alternative to just flat-out reducing its damage is to have the damage scale as it reflects more shots from a particular ship, so it punishes you more as you continue to fire on the ship using it, but won't instagib you from the first hits that you can't prevent. That has the side effect of allowing it to remain effective as a PvE soloing tool, though given some of the things Sci Vessels have done with it I'm not convinced that this would be a good thing.
Dual Cannons Mk X = 267 DPS / 40° arc
Dual Beam Bank Mk X = 213 DPS / 90° arc
Cannon Mk X = 192 DPS / 180° arc
Beam Array Mk X = 160 DPS / 270° arc
Turret Mk X = 120 DPS / 360° arc
Assume you had Klingon cruiser which can mount dual cannons. 3 dual cannons (267 x 3 = 801 DPS) in front and 3 turrets (120 x 3 = 360 DPS) in the rear would give you 1161 DPS in your front 40° arc. Actually a bit more since you'd still have a torpedo in that arc.
Now look at a beam boat with 3 beam arrays front and rear for a total of 6. 192 x 6 = 1152 DPS to either of the side arcs. The frontal arc with dual cannons and turrets is virtually the same DPS (a bit more actually) as broadside with beams. That's how the two weapon types are balanced.
If you want FBP to be the downside to beams then it would be only fair to make reduced DPS the downside to cannons.
Not all ships can use cannons effectively, and Cruisers (particularly Fed Cruisers) are the best example.
Thats fine for me as well. I actually like the idea.
After the change they'll be equal to the incoming damage. But they'll also effect cannons/turrets. But with 50% shield pen instead of 100%
That'll still make it powerful, it'll still be a deterrent. But it won't be the bane of a pvp match.
I really cba arguing about this, and I really don't want this to seem like I'm having a dig at you, because honestly I'm not.
But if you can't see that in it's current state it's too much then the only person you're fooling is yourself.
I agree that they shouldn't weaken science ships too much. I don't particularly want to be steamrolled every match (which is rare as most of my pvp is premade).
I support taking a stand, but not here and not on this, because you've already lost.
When the big 3 changes go out onto Tribble, I'll be the first one on there testing them, and if they're TRIBBLE I shall make my voice heard loud and long. I'm sci and I'm bloody proud of it.
But till it goes up on test, this is just idle speculation, and self delusion.[/QUOTE]
past experience says over nerf..
Vm not effective as a solo skill as it once was , carriers , I just dont even see them anymore, maybe 1-2 through out the day......... as I said , sure adjustment, when is it enough ? As a science officer the only science vessel I have left is bop.
Hmm? Sure VM is just as effective. A cruiser only has so many slots for Science team, a science ship has far more for VM. One on one it's likely a cruiser will be destroyed, but with a fleet it's a death sentence.
Then you should use something other than FBP, so it won't get nerfed.
See how that makes a alot of sense? It's funny how when someone is using an OP ability, they always say, it's fine, it should not be nerfed. Despite all evidence to the contrary.
I speced into using beam weapons, no stats in cannons. And in a cruiser I need the wider firing arcs. You can't ask me to not use beams just to satisfy your selfishness.
I find the OP to be arrogant and condescending. This post is nothing more than the catalyst for flaming. FBP is going to get nerfed, YOU should just get used to it.