test content
What is the Arc Client?
Install Arc

Why do Tacs Cry Vs My Sci ?

135

Comments

  • warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    edited September 2013
    How many people check to see if its FBP3 with all the proper buffings and all, or just see blue pulses coming back and immediately pull off or use their subnuc early and all? I wonder how effectively you could deter someone with just FBP1, just as a headfake without them checking the actual numbers, and still having your top sci slots available for other options?

    Not sure.

    But a word of warning. If you see someone with FBP on and they have TAC Buffs on, i.e. Attack Pattern Alpha... WATCH OUT.

    Yes, TAC captains are better in making SCI abilities hit harder than SCI captains can.

    I've experimented with this with my KDF TAC in a Vo'Quv. Attack Pattern Omega 1 + Attack Pattern Alpha + High Aux Power + FBP3 = Comedy, esp with high powered alpha strikes against my testbed ship.
    XzRTofz.gif
  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited September 2013
    mimey2 wrote: »
    Hold on there Scurry. I thought you could only run one of those.

    I've run 3 of them before, and they certainly go on, but I can't really confirm if they stack - I assume they stack chances.

    Edit: Well, tooltip displays the proc chance thrice, so yeah, I think the chances stack, like DCE doffs do.
  • timezargtimezarg Member Posts: 1,268
    edited September 2013
    In a game where TACs in Escorts can kill you in less than 3 seconds, people are calling FBP3 cheap?

    :rolleyes:

    Anyways, what FBP3 is good for is as a deterrent. Outside that, if a PVPer has any sort of brain cells, will notice what FBP3 will look on someone, and if they have the proper buffs, ignore that target for a short bit until the buff is gone. Or outright ignore it.

    The ability is very effective against idiots. But competent people will ignore you for the time being (and there will be an opening, trust me), or kill your friends.

    FBP3 is a Cmdr level SCI slot, and for being a completely defensive ability that can be ignored by your opponents and you not imposing your will on them with FBP3, it can potentially become a very expensive skill that does nothing. For an ability that can have absolutely no impact on your enemies, it's very costly considering other skills that could be used at high end SCI slots like Viral Matrix 3, Photonic Shockwave 3, Charged Particle Burst, etc.

    This. In my view, a doff-boosted VM3 would be a far more useful skill, because it both disables your enemy (and potentially other enemies) and keeps them from attacking you. FBP just keeps them from attacking you, and does nothing to help your teammates.

    FBP is essentially just a bit 'DON'T SHOOT AT ME' sign. Or a 'SHOOT ME WITH TRANSPHASICS' sign. In a team setting it's not that great, unless you're combining it with an okay heal-boat/support-boat layout. In 1v1s it's a gimmick that forces a stalemate unless the opponent has a buffed transphasic torpedo build (cluster torps and rapid-fire torps with attack pattern buffs, all transphasic torp consoles, and a few sci holds to keep you from moving too much).
    tIqIpqu' 'ej nom tIqIp
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited September 2013
    scurry5 wrote: »
    I've run 3 of them before, and they certainly go on, but I can't really confirm if they stack - I assume they stack chances.

    Edit: Well, tooltip displays the proc chance thrice, so yeah, I think the chances stack, like DCE doffs do.

    Yes, chances stack. On my drain Vesta, I typically ran 2x of those.
    3lsZz0w.jpg
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    scurry5 wrote: »
    I've run 3 of them before, and they certainly go on, but I can't really confirm if they stack - I assume they stack chances.

    Edit: Well, tooltip displays the proc chance thrice, so yeah, I think the chances stack, like DCE doffs do.

    Alright, I must've been confusing that DOFF with something else then Scurry.

    I do find this whole thing on FBP builds an...interesting topic.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • aveimperatoraveimperator Member Posts: 319 Arc User
    edited September 2013
    Tacs don't have an instant-win button to deal with FBP. Ergo, it's "cheap/lame/noob/etc"

    /thread
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    >_> I smell ego trip in this thread.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • saekiithsaekiith Member Posts: 534 Arc User
    edited September 2013
    Yes, TAC captains are better in making SCI abilities hit harder than SCI captains can.

    And this is what's inherently wrong in this game...

    Science abilities should be the strongest on a Science Captain with a Science Ship...
    Engineering abilities should be the strongest on an Engineer Captain with a Cruiser...
    Tactical abilities should be the strongest on a Tactical Captain with an Escort...

    Yes, you would still be able to do whatever the hell you want (Tacs flying Sci Ships or Cruiser for example) but your not-your-own-class-and-ship-abilities would not be able be more powerful than properly applied abilities.
    Selor Andaram Ephelion Kiith
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    saekiith wrote: »
    And this is what's inherently wrong in this game...

    Science abilities should be the strongest on a Science Captain with a Science Ship...
    Engineering abilities should be the strongest on an Engineer Captain with a Cruiser...
    Tactical abilities should be the strongest on a Tactical Captain with an Escort...

    Yes, you would still be able to do whatever the hell you want (Tacs flying Sci Ships or Cruiser for example) but your not-your-own-class-and-ship-abilities would not be able be more powerful than properly applied abilities.

    That'd be nice but they would have to basically rework the Entire game.
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • notapwefannotapwefan Member Posts: 1,138 Arc User
    edited September 2013
    if you annoyed then and consider your mission accomplished.
    words like "lol, roflamo, and now go cry to your mama, feeding time for crybaby, leave and have some fresh air" usually annoys them even more.

    I would have simply ignored you till your FBP ability expires before an alpha strike
    Grinding for MkIV epic gear?
    Ain't Nobody Got Time for That


    [SIGPIC][/SIGPIC]
  • saekiithsaekiith Member Posts: 534 Arc User
    edited September 2013
    That'd be nice but they would have to basically rework the Entire game.

    Not really...
    In the current state, they just need to check if player is the same class and/or the same ship and apply simple bonus percentages to the abilities damage or effectiveness or duration...
    Selor Andaram Ephelion Kiith
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited September 2013
    FBP might be good for catching the occasional unprepared Escort, but once people realize you're using FBP they stop targetting you... and then wait for the FBP cycle to finish and blast you to bits.

    It's a one trick pony that works less than half the time against a decent opponent. And even then, unless you're megabuffed for it, a high Aux (or Aux batt boosted) HE is more than enough to make sure you pop while keeping themselves alive.

    FBP throws TSS onto CD and it also offers nothing for your team. Hence why you don't really see it used a lot in premade matches. I used an uber-buffed (and I mean, totally maxed out) FBP 3 for almost a whole year before I realized that I could A) survive better and B) help my team out (premade or pugs) with other skills.

    Yeah, FBP is great for 1v1... but this game isn't build around 1v1s, it's built around teamwork.
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited September 2013
    The counter to FBP would be...
    Target SubSys AUX
    FBP NEEDs MAX AUX systems to deliver useful thorn (RPG Term) damage...
    No Aux...the Pulse ...fizzles out.

    I just wanted to note that not only did I like your Wells build , but I appreciated the post above that basically suggested how to counter it .

    Very sportsman like .
    Wish we'd see more posts like these ! :o
  • aelfwin1aelfwin1 Member Posts: 2,896 Arc User
    edited September 2013
    The counter to FBP would be...
    Target SubSys AUX
    FBP NEEDs MAX AUX systems to deliver useful thorn (RPG Term) damage...
    No Aux...the Pulse ...fizzles out.

    I just wanted to note that not only did I like your Wells build , but I appreciated the post above that basically suggested how to counter it .

    Very sportsman like .
    Wish we'd see more posts like these ! :)
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited September 2013
    I just wanted to add...
    Yes a smarter then average captain will refrain from firing on you when FPB is active, but there is not much of cooldown time between FBP3 and 2.... I think its 30 secs

    Now keep in mind the Wells class has 1.45% Shield Modifier...and im using ST3/2, HazEm2/1 and EmPwr2Shields....(along with Sci Resistance buffs)
    So any damage in between FBP's will be heavily negateted with rock hard shielding.

    By the time a shield goes yellow, FBP2 is ready for use.


    As for being a skill that wont contribute to PvP matchs (Arena or Capture and Hold);
    What FBP3/2 will do for you is... Discourage enemies to target you, or outright kill the ones who can't stop tapping the space bar.
    So let's just say eveybody realizes they shouldnt fire on you due to thorn dmg FBP, well thats great...you can then scan the area looking for teamates to heal, give directions to focus fire on one target, and subnuke/sensor scan that "focused Target" for your teamates.

    Now being in a sci ship, and a sci captain, you wont do massive DPS, but it's enough to provoke the target to use heals, etc...
    In my case I might do slightly more damage, just because I maxed Energy weapons skill, and went with Crit Hit Reputation bonus...but I must say, even with the maxed energy weapons and crit Hit Rep bonuses the damage dealt is not earthshattering by any means...it actually quite conservative (but like I said, it's enough to force heals out of the target).
    Especially if your set up is Weapons 50-75, Shields MIN, Engines MIN, Aux MAX
    Pop a weapons battery to boost the dmg...really helps, thing is, you better know exactly when you want that extra power, because the battery cooldown is (i think) 1 min ...or more).

    The great thing is having no distractions....literally I can heal a teamates with HE2, and ST3...and that brings them almost back to 100% shields and hull...with a resistance bonus...Even if they are under fire from 3-4 enemies... The MAX AUX delivers massive heals...
    So in a way, the FBP just allows a sci "To Do Their Job Better"
    Maybe FBP3/2 chaining is excessive...
    Somebody mentioned using FBP1 as a mind trick...might work, buy you time anyway until your next heal is available ...but again FBP1 doesnt deliver enough bang for the buck. you're probably better off with ST2 or HE2 or some other heal.

    ALSO ...very important, if you dont go full out on particle generators, FBP is pretty useless (probably why people avoid it) But when it is used with maxed out Particle Generators and 3x FBP Purple Doffs and if you can afford them (plasma infused/ParticleGenerator consoles) it becomes so deadly...
    I will admit this was an expensive build, but it is worth the time, DIL, FleetMarks, and EC
    Also, when playing PvE (if you have a few extra sci boffs) making a GW3/1 team is well worth it, I just find GW3/1 a better option for PvE...
    The bonus is GravWell works off of particle generators as well....so its almost 2 builds in one if you have the extra Boffs.
    [img][/img]OD5urLn.jpg
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited September 2013
    saekiith wrote: »
    And this is what's inherently wrong in this game...

    Science abilities should be the strongest on a Science Captain with a Science Ship...
    Engineering abilities should be the strongest on an Engineer Captain with a Cruiser...
    Tactical abilities should be the strongest on a Tactical Captain with an Escort...

    Yes, you would still be able to do whatever the hell you want (Tacs flying Sci Ships or Cruiser for example) but your not-your-own-class-and-ship-abilities would not be able be more powerful than properly applied abilities.

    As a tac who prefers big, tough cruisers, TRIBBLE this. I like the current setup just fine. And in canon, what do you think Starfleet tactical-track captains flew before the Defiant was developed? Cruisers and science vessels.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • l30p4rdl30p4rd Member Posts: 334 Arc User
    edited September 2013
    Meh FBP n00b all I will say is there is a counter to it all Rom's have its called level 5 Quantum absorption will absorb a full cycle of a fully speced FBP !

    The OP just wants to feel the hate very morose ! go troll some place else will ya !
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited September 2013
    ^ but not 2 cycles of FBP3 and 2...
    and hows the cooldown on that Rommy ? 3mins ?
    Seems like you'd be at a disadvatage...
    Anyway I'm always up and ready for your challenge, should you wish to test out your theory.


    Its not trolling. Its fact. Sci's get a bad rap. I hear a lot of negative comments in zone chat reguarding Sci Captains.
    I hear many say, the sci class is good for nothing...

    Consider this thread equivalent to Army vs Navy rivalry... It's all in good fun.

    \\//_

    Live Long and Prosper
    [img][/img]OD5urLn.jpg
  • spessmehreenspessmehreen Member Posts: 0 Arc User
    edited September 2013
    I'm going to go be an idiot and ask: which doff is the FBP Doff? I haven't come across them
    The Spice Must Flow...
  • saekiithsaekiith Member Posts: 534 Arc User
    edited September 2013
    starswordc wrote: »
    As a tac who prefers big, tough cruisers, TRIBBLE this. I like the current setup just fine. And in canon, what do you think Starfleet tactical-track captains flew before the Defiant was developed? Cruisers and science vessels.

    Oh wonder a Tac that wants to keep overpowering everything/-one, who would have thought about that!

    And don't come over with this canon TRIBBLE, we've only seen a tiny bit of Starfleets Lineup or how they actually operate... and NO, Books do NOT count...
    Selor Andaram Ephelion Kiith
  • tinkerstormtinkerstorm Member Posts: 853 Arc User
    edited September 2013
    saekiith wrote: »
    And this is what's inherently wrong in this game...

    Science abilities should be the strongest on a Science Captain with a Science Ship...
    Engineering abilities should be the strongest on an Engineer Captain with a Cruiser...
    Tactical abilities should be the strongest on a Tactical Captain with an Escort...

    Yes, you would still be able to do whatever the hell you want (Tacs flying Sci Ships or Cruiser for example) but your not-your-own-class-and-ship-abilities would not be able be more powerful than properly applied abilities.
    I guess you do not know that your captain's profession only gives you 5 space abilities, and they are on very long cool downs. Your ship is actually defined by it's stats, BOff layout and console configuration.

    Now that you know this your future posts can make you look more like someone who has actually played STO.
  • saekiithsaekiith Member Posts: 534 Arc User
    edited September 2013
    I guess you do not know that your captain's profession only gives you 5 space abilities, and they are on very long cool downs. Your ship is actually defined by it's stats, BOff layout and console configuration.

    Now that you know this your future posts can make you look more like someone who has actually played STO.

    Oh I know how it works... it was your futile attempt to discredit my post that lead you to believe I only meant [Captain Abilities], while I meant ALL...

    Still... I write it out for you, with a Science Captain as an Example:
    Class=[Science] + Ship=[Science] + Ability=[Science] = 30% Bonus to Damage/Duration/Effectiveness

    Class=[Science] + Ship=[Not Science] + Ability=[Science] = 15% Bonus to Damage/Duration/Effectiveness

    Class=[Science] + Ship=[Not Science] + Ability=[Not Science] = 0% Bonus to Damage/Duration/Effectiveness

    Please substitute [Science] and [Not Science] with whatever suits your character/s ([Tactical]/[Not Tactical], [Engineering]/[Not Engineering])...
    Selor Andaram Ephelion Kiith
  • szerontzurszerontzur Member Posts: 2,724 Arc User
    edited September 2013
    I tried a similar setup a few weeks back as a spur of the moment kind of thing. It's definitely an interesting playstyle. I highly recommend using tractor beams with it. It's like having another weapon slot that also butchers defense value.
  • qwikstrykeqwikstryke Member Posts: 30 Arc User
    edited September 2013
    lol....nice troll/epeen stroking thread.... so tac escort captains cry every time u beat em in 1v1 with ur escort troll build, so ur answer is to come in the forums and cry about tac captains crying in game...classy

    anyway well done u for gettin a load of noob tac escorts to blow them selfs up on ur FBP... u must be findin these guys in zone chat...lol

    but as been mentioned many times in this thread this build is a liability to ur teammates in a proper arena PvP, well done u for wasting two valuable Sci slots....any half decent premade will just roflstomp u

    and this attitude bout Tac captains just mashing spacebar and no real skill involved just shows the class of players u been findin in game, whats so skillful bout a dual FBP build?
    u press a button every 30 secs and wait for idiot Tac to blow himself up...how long it take to master such skill as this..lmao

    Only idiots in zone chat who no feck all claim things like Sci/Eng Captains are TRIBBLE and Tac is best, but here is news for u OP, all classes in STO can be great in PvP. just depends on the player flyin them and if they know what there doing...

    i know many excellent Sci PvPers that pwn Tac escorts all day long but would not touch FBP with a barge poll....also IMO 1v1 should only be played by Tac Vs Tac in escorts
  • cgta1967cgta1967 Member Posts: 86 Arc User
    edited September 2013
    keeping you locked into a generic build or a specific ship in order to get bonus percentages is not a good idea at all.

    .
    _______________________
    ---- FIRE EVERYTHING ! ----
  • starswordcstarswordc Member Posts: 10,966 Arc User
    edited September 2013
    saekiith wrote: »
    Oh wonder a Tac that wants to keep overpowering everything/-one, who would have thought about that!

    FYI my build is hardly overpowering and I like it just fine that way (though I am saving up to upgrade the thing's equipment, and one of these days I am going to reskill and get rid of the points I invested into stealth and whatnot since I don't have any abilities to use them with).
    And don't come over with this canon TRIBBLE, we've only seen a tiny bit of Starfleets Lineup or how they actually operate... and NO, Books do NOT count...
    Point.
    "Great War! / And I cannot take more! / Great tour! / I keep on marching on / I play the great score / There will be no encore / Great War! / The War to End All Wars"
    — Sabaton, "Great War"
    VZ9ASdg.png

    Check out https://unitedfederationofpla.net/s/
  • saekiithsaekiith Member Posts: 534 Arc User
    edited September 2013
    cgta1967 wrote: »
    keeping you locked into a generic build or a specific ship in order to get bonus percentages is not a good idea at all.

    .

    First, it doesn't have anything to do with builds and second Why?

    Why is it a bad Idea, that a Tactical Captain, in an Escort using a Tactical Ability is more capable than a Tactical Captain in a Starcruiser? Or an Engineer in an Escort?

    It is only logical...
    An Escort would be build specifically for these Tactical purposes... as a Science Ship would be built with more sophisticated Computers, Sensors and Deflectors which in turn would ease and amplify certain abilities for example...
    Selor Andaram Ephelion Kiith
  • taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    edited September 2013
    FBP Doffs can be found in Romulan Duty packs, or on the exchange for about 2 mil ec a piece
    [img][/img]OD5urLn.jpg
  • cgta1967cgta1967 Member Posts: 86 Arc User
    edited September 2013
    saekiith wrote: »
    ...Why is it a bad Idea, that a Tactical Captain, in an Escort using a Tactical Ability is more capable than a Tactical Captain in a Starcruiser? Or an Engineer in an Escort?...

    because a captain is just that, 'the captain' ....



    it is the 'crew' that makes the best use of the ships capabilities....

    (ex: it's the engineering team that makes an engine perform better... or, the scientific division that makes the best use of any "sophisticated Computers, Sensors and Deflectors" as you put it ..... not the captain.)


    so yeah....good luck with that.
    _______________________
    ---- FIRE EVERYTHING ! ----
  • shpoksshpoks Member Posts: 6,967 Arc User
    edited September 2013
    qwikstryke wrote: »
    ....also IMO 1v1 should only be played by Tac Vs Tac in escorts

    BWAHAHAHAHAAHHAHAH.......oh my, thanks for the laugh. :P:D
    HQroeLu.jpg
Sign In or Register to comment.