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Stunning RSP Ability?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited April 2010 in PvP Gameplay
Lately in pvp matches, I have noticed that I get hit with something, then am unable to activate my Reverse Shield Polarity ability.

It isn't SNB, cause I can use any other ability. It also isn't a shared cooldown with another RSP as I only have 1 on the ship. Is there a changed ability that causes the skill to seemingly randomly be grayed out in combat?


Help the confused.
Post edited by Unknown User on
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Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Are you using Extend Shields, by any chance? RSP and ES are both shield subsystem abilities, meaning that they share the default 20-second cooldown for abilities in the same class.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Are you using Extend Shields, by any chance? RSP and ES are both shield subsystem abilities, meaning that they share the default 20-second cooldown for abilities in the same class.

    Nope. It isn't doing the cooldown or anything. Randomly in combat, it seems to just suddenly go gray. I've tried looking through the combat logs to see if i was hit with anything, but combing through those are a complete mess. I would love the option to only see damage done to/from myself.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Yes. Me too.

    The combat log in STO is hopelessly broken right now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    actually you can set the damage to show damage done/recieved by you.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Yes, got the same few times. That every abiltiy goes grey for 5-10 seconds.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Yes, got the same few times. That every abiltiy goes grey for 5-10 seconds.
    This is Subnucleonic Beam, a Science officer ability.

    The OP said that it was happening ONLY to RSP (i.e. all his other BOff powers were available). That's much stranger.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Your shield system was disabled by me...imean by target subsystem shield BO power...
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    This is target shield subsystem. It seems to be super buff stuff in season 1 and people are starting to realize it. If you are hit with the high level tactical ability (and I think science ships have it too?) - if they are shooting at you - expect to die.

    My BoP is getting upgraded tonight to reflect last nights discovery and testing of this. DOB is the first fleet I know who found this little gem working in Season 1. I suspect it will be a fad for escorts come next week.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    its an old skill that has been around since beta, TS is one way, a tricobalt will stun you as well. A photonic shockwave also stuns you as does tractor beam repulsors for a little bit.
    there are lots of ways to handle this, truely I rarely use RSP anymore, its nice but I find getting a boarding party to actually hit is more fun. Plus I dont get targeted much...sad as that is.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    This is Subnucleonic Beam, a Science officer ability.

    The OP said that it was happening ONLY to RSP (i.e. all his other BOff powers were available). That's much stranger.

    No it wasnt that. I know what SUB is. But like what the op stated also happens to me, but not that much.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Darksided wrote: »
    My BoP is getting upgraded tonight to reflect last nights discovery and testing of this. DOB is the first fleet I know who found this little gem working in Season 1. I suspect it will be a fad for escorts come next week.
    Try Murder Fleet (KDF side) since Beta. My own Fleet (Fed side) has been using it since then as well, but Murder Fleet have been the first ones to advertise openly about it. They also made a forum guide about subsystem warfare since early release.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    But some of their info isnt accurate. Drained systems arent actualy disabled. You can simply switch powersetting and see that once you get to positive numbers, your systems are back online. Disabling only occurs from the 20,30,40% chance per use, and its only a short one.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Dalnar wrote:
    But some of their info isnt accurate.
    I did not say it was. I merely stated that they were the first major public proponents for it, and the first ones to actively use it as a coordinated team strategy since Beta.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    But some of their info isnt accurate. Drained systems arent actualy disabled
    Well, it's a matter of semantics only. If you reduce the power of any given subsystem to zero (or below), all functions which use that system go offline until its power is positive again. If your shield power is zero, your shields fall completely, and you can't use RSP or Extend Shields. If your engine power is zero, you don't move.

    The irony is that a shield power setting of 1 would leave your shields up at full strength.

    Also ironic is the fact that shield power matters less than any other subsystem in terms of the practical benefit to your ship, and yet TS:Shields is far and away the most powerful of the four Target Subsystem: abilities because of the zero-power -> shields go offline behavior. Shield power right now is in a pretty funky place, so it's good that it's on the list of things to fix.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Its not just semantic, because if you have low base power setting and someone (like me), drains from you up to 104 power, you wont be able to "repair" the subsystem with emergency power to shields..because the system is not damaged.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    akumarev wrote:
    its an old skill that has been around since beta, TS is one way, a tricobalt will stun you as well. A photonic shockwave also stuns you as does tractor beam repulsors for a little bit.
    there are lots of ways to handle this, truely I rarely use RSP anymore, its nice but I find getting a boarding party to actually hit is more fun. Plus I dont get targeted much...sad as that is.

    Boarding party does something? :O
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Dekkameron wrote: »
    Boarding party does something? :O

    makes me feel warm and fuzzy inside
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    akumarev wrote:
    makes me feel warm and fuzzy inside

    You should hear him cheer for those little shuttles in vent.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Dalnar wrote:
    Its not just semantic, because if you have low base power setting and someone (like me), drains from you up to 104 power, you wont be able to "repair" the subsystem with emergency power to shields..because the system is not damaged.

    Use a shield battery, maybe?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    If I understand what the OP is describing I've had the same thing happen to me, but in PVE not PVP and it was one of my torp launchers. My forward torp launcher went grey and I couldn't fire it again until after I zoned, but all my other weapons and abilities worked fine. Have no clue what caused it. I can only assume it's a random bug maybe something similiar to the issue with weapons sometimes seemingly to get stuck and unable to fire for a random amount of time or until you switch zones.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    BountyXP wrote: »
    Use a shield battery, maybe?

    after three seconds when the top max power buffer dissapears, they will start to get drained again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    faithborn wrote:
    after three seconds when the top max power buffer dissapears, they will start to get drained again.

    That's 3 less seconds of direct hull damage, plus whatever time it takes for the drain to reach its lowest point. I'll take those odds, it might just save your life.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ipigi wrote:
    That's 3 less seconds of direct hull damage, plus whatever time it takes for the drain to reach its lowest point. I'll take those odds, it might just save your life.

    with 2 or more of the drains on you, its not very long, maybe 5 seconds tops.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    faithborn wrote:
    with 2 or more of the drains on you, its not very long, maybe 5 seconds tops.

    He's referring to Target Shield Subsystems....that only modifies your next (read single) beam attack. It only happens once and then goes on a cooldown. If you're getting hit by 2 or 3 ships using TSS one after the other when your shields come back then there's nothing you can really do but I've NEVER seen that in-game.

    If someone hits you with TSS it drains the subsystem power.....just pop a battery to replace the lost power and go on your way. The cooldown will prevent him from doing it again during the course of that 1 v 1 battle.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    faithborn wrote:
    with 2 or more of the drains on you, its not very long, maybe 5 seconds tops.

    True, but long enough for someone to get a heal off on you and bring your hull back up. Or for you to toggle full power to shield setting and emergency power to shields. I'm not saying you will automatically counter it and you'll be ok, but it gives you the chance to survive it.
    BountyXP wrote: »
    He's referring to Target Shield Subsystems....that only modifies your next (read single) beam attack. It only happens once and then goes on a cooldown. If you're getting hit by 2 or 3 ships using TSS one after the other when your shields come back then there's nothing you can really do but I've NEVER seen that in-game.

    A good team can stack them, but once your shields are at 0 they are at 0, not in the negatives. so even if 5 people did a total of -250 shields to you, you would still be able to bring the shields back up.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    BountyXP wrote: »
    He's referring to Target Shield Subsystems....that only modifies your next (read single) beam attack. It only happens once and then goes on a cooldown. If you're getting hit by 2 or 3 ships using TSS one after the other when your shields come back then there's nothing you can really do but I've NEVER seen that in-game.

    If someone hits you with TSS it drains the subsystem power.....just pop a battery to replace the lost power and go on your way. The cooldown will prevent him from doing it again during the course of that 1 v 1 battle.

    TSS continues to drain against the power level. also, play against a premade like DOB or Section 31 (fed side). they will kill your shields if your being obstinant enough.
    Ipigi wrote:
    True, but long enough for someone to get a heal off on you and bring your hull back up. Or for you to toggle full power to shield setting and emergency power to shields. I'm not saying you will automatically counter it and you'll be ok, but it gives you the chance to survive it.

    A good team can stack them, but once your shields are at 0 they are at 0, not in the negatives. so even if 5 people did a total of -250 shields to you, you would still be able to bring the shields back up.

    I agree with your first point, unless all the heals are on cooldown (or that guy has a bad reflex, which happens all to much :().

    as the the second point though, tss will continue to drain against you for the entire duration. So do all the Target subsystem skills. This is why its possible to briefly restore your shields and have them drop again.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    Ipigi wrote:
    True, but long enough for someone to get a heal off on you and bring your hull back up. Or for you to toggle full power to shield setting and emergency power to shields. I'm not saying you will automatically counter it and you'll be ok, but it gives you the chance to survive it.

    Yes, the shield battery is a counter to TSS. As is EPWtS. Or EPS Transfer. Or APT. Or a Red Matter Capacitor. Or any power transfer/boosting ability/device/power.
    A good team can stack them, but once your shields are at 0 they are at 0, not in the negatives. so even if 5 people did a total of -250 shields to you, you would still be able to bring the shields back up.

    You're absolutely correct. That's what I said...I have NEVER seen a team TSS you, then wait for you to bring back shields, then TSS you again, then wait for you to bring back shields then TSS you again. That's a ridiculous waste of TSS and would not happen. 99% of the time when someone's shields drop due to TSS they are dead within 5 seconds because they fail to respond appropriately, freak out, look around wondering "wtf just happened," etc. When in reality, popping a battery (or any of the aforementioned counters) would have resolved the issue long enough for you to respond/evade/whatever.

    For a team to all be wasting their single TSS shots on one ship is just a waste and inefficient. More than likely these teams are hitting individual ships with the TSS/super-DPS combo that gets so many new or inexperienced PvP players.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    BountyXP wrote: »
    You're absolutely correct. That's what I said...I have NEVER seen a team TSS you, then wait for you to bring back shields, then TSS you again, then wait for you to bring back shields then TSS you again. That's a ridiculous waste of TSS and would not happen. 99% of the time when someone's shields drop due to TSS they are dead within 5 seconds because they fail to respond appropriately, freak out, look around wondering "wtf just happened," etc. When in reality, popping a battery (or any of the aforementioned counters) would have resolved the issue long enough for you to respond/evade/whatever.

    For a team to all be wasting their single TSS shots on one ship is just a waste and inefficient. More than likely these teams are hitting individual ships with the TSS/super-DPS combo that gets so many new or inexperienced PvP players.

    batteries have a 4 minute cooldown and a 3 second duration. Stacking TSS also lets you hit those people that stick 125+ power to their shields (125 may be a hard cap for calculations, but it can go higher).

    edit:
    let me say this again. FOR THE ENTIRE DURATION OF TSS YOU ARE BEING DRAINED. Using a power increasing ability only works if you can push your shields past the amount being drained.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    faithborn wrote:
    batteries have a 4 minute cooldown and a 3 second duration. Stacking TSS also lets you hit those people that stick 125+ power to their shields (125 may be a hard cap for calculations, but it can go higher).

    edit:
    let me say this again. FOR THE ENTIRE DURATION OF TSS YOU ARE BEING DRAINED. Using a power increasing ability only works if you can push your shields past the amount being drained.

    I still fail to see where the disagreement is. In your own signature line you reference a post of "counters" to all powers (which you authored) and you have listed like 7 different counters to TSS. Now you're saying what...it's impossible to counter? What I am saying is that the power has "shock value" right now because people are unused to it and the inexperienced freak out rather than think through the MANY appropriate counters to TSS.

    Your shields drop from TSS....pop a battery and take a second to assess what's going on. If needed pop an EPWtS. Keep fighting. Or evade. Or whatever. Just please don't sit there like I have seen so many PUG teammates do.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited April 2010
    BountyXP wrote: »
    I still fail to see where the disagreement is. In your own signature line you reference a post of "counters" to all powers (which you authored) and you have listed like 7 different counters to TSS. Now you're saying what...it's impossible to counter? What I am saying is that the power has "shock value" right now because people are unused to it and the inexperienced freak out rather than think through the MANY appropriate counters to TSS.

    Here is the excert from my guide. read the soft counter. If you only activate a hard counter, you need to make sure that your energy level has been pushed past the drain amount, otherwise your shields will go offline almost immediately afterwards. I have been on the receiving and dealing end of tss3 enough times to know what works and what doesn't.
    [*]Target: (x subsystem) - system: target subsystems. Target (x subsystem) improves your next beam array attack. Instruct your bridge officers to target enemy (x subsystem). This attack deals normal damage, but also drains the target's (x subsytem) power and has a chance to take the target's (x subsystem) offline.
    ~hard counter: engineering team, miracle worker, emergency power to X (instantly repairs all disabled X systems).
    ~soft counter: allocate more power to the subsystem than the skill drains for. Both the soft and hard counter must be addressed to properly counter this skill.
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