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feedback pulse is way too powerful and can be expolited.

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in PvP Gameplay
had to quit PVP match since after 10 mins whole team couldnt take one guy down because of constant feedback pulse. In the 6 secs between cooldowns he would simply heal if damaged then go back to his 2 feedback pulses.

Absolutely ridiculos and sure i could go get a bunch of feedback pulses since i am science but that would be lame. Needs to be nerfed or a way to negate it like they did with VM.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Yes the Feedback from feedback pulse is Op atm and is getting corrected but LOL at the fact your entire team didnt have an escort in it with cannons equipped.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    A nerf to FBP is on the way. They will reduce its damage so it reflects maximum the damage you receive. But in exchange also reflects cannons.

    Right now, if you face a FBP chainer, either ingore him, because he has to have aux at max, therefore does no dmg at all and used all his high lvl BO slots for FBP, or send an escort with his cannons to do the job. Or disable him in the FBP cooldowns.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Those are the guys you want to use the SNB+VM combo against, kind of TRIBBLE-for-tat. In fact, if I had SNB+VM and found that one of the opponents was a multi-FBP user, I'd save that combo just for him. Just shut him down as often as possible until the match is over.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    well if a nerf is coming then thats good. As for having an escort i cant say if we did was a large room and everyone was pounding on him. No matter since a nerf on way. Good to see they are turning down its power.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    if FBP is now going to effect cannons, then cannons should get target shields etc, after all the greater dps if offset by the narrow fire angle
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    SNB would have increased his cooldown.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    SNB would have increased his cooldown.

    DID THAT DIDNT MATTER
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    A nerf to FBP is on the way. They will reduce its damage so it reflects maximum the damage you receive. But in exchange also reflects cannons.

    Right now, if you face a FBP chainer, either ingore him, because he has to have aux at max, therefore does no dmg at all and used all his high lvl BO slots for FBP, or send an escort with his cannons to do the job. Or disable him in the FBP cooldowns.

    Thats what I do till I see something hit my shields hard enough..

    I do my best to fight against the best players, as that is the only way to learn how to PvP the way it was intended.

    Chain RSP is to far.
    RSP should be a Deterrent and not a Weapon of mass destruction.
    I have it on my cruiser but Good luck trying to get anything over 500 returned to you, good enough to make you think twice but not strong enough to make you stop attacking if you really want to, thats how it should be.

    If I really really want to, I bet I can get it higher, but I have not even thought of attempting it yet.

    P.S.
    Thank you to the few people that actually did tell me.
    every one else would say, "Its some kind of a weapon"
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Fadde wrote: »
    had to quit PVP match since after 10 mins whole team couldnt take one guy down because of constant feedback pulse. In the 6 secs between cooldowns he would simply heal if damaged then go back to his 2 feedback pulses.

    Absolutely ridiculos and sure i could go get a bunch of feedback pulses since i am science but that would be lame. Needs to be nerfed or a way to negate it like they did with VM.

    I'm sorry :(
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Let me understand this? You are upset because one guy held off an entire team, using one of their abilities effectively, and not getting one or two shotted :eek: Would you mind telling me the name of this guy? I would like to pm him and get his setup and built so I can duplicate it. :):cool:

    I am a science officer flying a science ship.. there nothing lame in using your class skills and abilities effectively.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Its not that hard to figure out, the equation for PvP is

    SnB + VM / FBP x CRF = FTW

    The Devs know its OP too, look at the post for The Big 3. We will know the moment these are "fixed" all the people using them will be on here whining about the nerf to their precious iWin button.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Concept of FBP is not that complicated. But it appears as if a sizable proportion of the players lack deductive skill to deal with it. Choice one, once you see target's hull glowing blue and blue blobs flying away from it- stop mashing space bar.Tto get maximum damage out of FBP you need to be 100% in aux, it turn making your weapons useless. Choice two (this one is even more difficult than first), use beam target aux. OP, you do have beams on your ship don't you ? Use the BO skills available to you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    the aux level is relevant only when you activate it. you can then set power to weapons.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    the aux level is relevant only when you activate it. you can then set power to weapons.


    Ah yes you can but until they fix EPS it is like a 5 second climb from max of one category to max of another. The EPS consoles should allow quick power transfer. Instead there is a few seconds involved if you click from full aux to full weapon.

    I wish they would tweak the EPS so that you could do short impulse bursts and not lose most of your power to your engines like you can when you have no EPS consoles. Now if I do an impulse burst the majority of my power will go to engines before it registers that I am not at impulse where as without EPS you can do bursts and only lose 25-30 on your max power before it climbs back up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Does that engineer ability aecetion field spelled it wrong I think reduce the damage cause by FBP? or am I just imagining things because I could have sworn when i used it on someone with FBP the damage went down from it by allot.
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