I'd still love to know why you've apparently never considered timing your rock and roll with theirs. It will give you the exact same benefit it gives them, and you've just both effectively stalled for 4 seconds - if you would have killed him had he not hit RnR, you'll kill him now.
It only works if ganking with 2 or more players, both using it in unison against a fbp'er.
1 on 1, the fbp'er is just fine.
FYI, we're looking into changing FBP to have a more beam-like return shot, instead of relying on ProjectileSpeed to deliver returning fire. It sounds as though that might address some of the concerns about its viability as a counter, right?
I will go ahead and acknowledge that SS and R&R are in need of review for PvP scenarios, but that's a long road. They both affect SELF ONLY, meaning they cannot easily evaluate if your foe is a Player or an NPC.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
What's the point of FBP existing if it can be countered so easily?
I can think of numerous other reasons why you might use FBP than to counter first-strikes.
As it stands, it does not seem like FBP is broken in its interaction with R&R; both powers are doing exactly what they're supposed to do. It just turns out that FBP is being countered.
Allowing FBP to punch through R&R would be quite silly, imho.
FYI, we're looking into changing FBP to have a more beam-like return shot, instead of relying on ProjectileSpeed to deliver returning fire. It sounds as though that might address some of the concerns about its viability as a counter, right?
I will go ahead and acknowledge that SS and R&R are in need of review for PvP scenarios, but that's a long road. They both affect SELF ONLY, meaning they cannot easily evaluate if your foe is a Player or an NPC.
BOOM! Im liking this already! So much awesome. I figured it should be more beam like anyways.
FYI, we're looking into changing FBP to have a more beam-like return shot, instead of relying on ProjectileSpeed to deliver returning fire. It sounds as though that might address some of the concerns about its viability as a counter, right?
I will go ahead and acknowledge that SS and R&R are in need of review for PvP scenarios, but that's a long road. They both affect SELF ONLY, meaning they cannot easily evaluate if your foe is a Player or an NPC.
Having a beam like return should also help balance it out a bit better since currently it clumps all the damage from a volley up- if a ship is traveling really fast it'll avoid the damage for a bit, then take all the damage in one big mass.
Definitely hope you get it changed up, it'd be really nifty.
its hard to say whats done the most damage to pvp, ionic 20 second chain stuns, SS being crf times 10, FBP returning 1.5 to 3 times your outgoing damage on top of 50% shield pen, or rock and role being 100% damage immunity at the push of a button. the ultimate hard counter to literally everything, it cannot exist in this form any longer, it needs to be removed now.
the last day i pvped, thats all there was to it, these things. nothing left that made the experience the least part fun, nothing that used to mater, like cross healing, sci debuffs giving just enough of an edge, team work what so ever. nothing but i win buttons invalidating all checks and balances that made pvp a 3 dimensional experience. if all of them were removed pvp would be infinitely better, because right now its at absolute 0.
its hard to say whats done the most damage to pvp, ionic 20 second chain stuns, SS being crf times 10, FBP returning 1.5 to 3 times your outgoing damage on top of 50% shield pen, or rock and role being 100% damage immunity at the push of a button. the ultimate hard counter to literally everything, it cannot exist in this form any longer, it needs to be removed now.
the last day i pvped, thats all there was to it, these things. nothing left that made the experience the least part fun, nothing that used to mater, like cross healing, sci debuffs giving just enough of an edge, team work what so ever. nothing but i win buttons invalidating all checks and balances that made pvp a 3 dimensional experience. if all of them were removed pvp would be infinitely better, because right now its at absolute 0.
Bort could easily fix part of the FBP problem if he disconnected tactical captain abilities form boosting FBP. I have yet to see a science captain getting FBP up to that 3 times return figure.
I will go ahead and acknowledge that SS and R&R are in need of review for PvP scenarios, but that's a long road. They both affect SELF ONLY, meaning they cannot easily evaluate if your foe is a Player or an NPC.
you need to use diminishing returns with offensive stacks, just like you do with resists
that fixes the problem of stacking something to the moon, and also adds a strategic component to the game because people can mix and match components to cap multiple stacks
Bort could easily fix part of the FBP problem if he disconnected tactical captain abilities form boosting FBP. I have yet to see a science captain getting FBP up to that 3 times return figure.
Why? Im a tac and I boost the FBP..I also have a resting 1/1.3 (1.3/1.6 with the anchor) reflect..Against spike damage Ive only had time to hit fbp (and nothing to boost it) in order to kill decloaking vapers..Most are in the process of exploding before i can even turn around or push anymore buttons other than fbp..
The boost from APA and TF3 (an 86% boost to the reflect abilities) is nice but it only really effects ships with spike damage. Ive fought both Scis and engineers not doing spike damage and they shrug off even my boosted FBP. Basically..The extra boost doesn't make up for much but if its something sci s must have...
Maybe we can see a change in the Science captain abilities that adds something similar to that kinda of boost to exotic only from their captain abilities, maybe like Science fleet with a 95%boost to exotic.
Perhaps cryptic has another captain specialization hiding in the wings for sci abilies..
Bort could easily fix part of the FBP problem if he disconnected tactical captain abilities form boosting FBP. I have yet to see a science captain getting FBP up to that 3 times return figure.
non tacs already reflect over kill levels of damage without APA, that wont change anything. you don't even need 1 to 1 reflection thanks to the 50% shield pen, if anything is imbalanced about that skill, its that.
Bort could easily fix part of the FBP problem if he disconnected tactical captain abilities form boosting FBP. I have yet to see a science captain getting FBP up to that 3 times return figure.
Yeah, its not possible to reach x3 return damage with a sci...
It really gets on my nerves, that a tac can make better use of fbp then a sci.
Its one of my pet peeves with STO.
FYI, we're looking into changing FBP to have a more beam-like return shot, instead of relying on ProjectileSpeed to deliver returning fire. It sounds as though that might address some of the concerns about its viability as a counter, right?
I will go ahead and acknowledge that SS and R&R are in need of review for PvP scenarios, but that's a long road. They both affect SELF ONLY, meaning they cannot easily evaluate if your foe is a Player or an NPC.
FYI, we're looking into changing FBP to have a more beam-like return shot, instead of relying on ProjectileSpeed to deliver returning fire. It sounds as though that might address some of the concerns about its viability as a counter, right?
I will go ahead and acknowledge that SS and R&R are in need of review for PvP scenarios, but that's a long road. They both affect SELF ONLY, meaning they cannot easily evaluate if your foe is a Player or an NPC.
Bort,
That change you suggested is so one dimensional. You have to understand that SS3 + R&R is the only thing that currently counters FBP and can only be used once every minute. FBP damage by itself is currently overpowered and it's not fun for a tactical captain to sit 15 seconds and wait it out. Also, only TWO ships in the game can SS3 + R&R and counter FBP. If you butcher SS3, it just makes PvP even more one dimensional.
R&R is perfect where it is and makes PvP fun because players have to think about using the ability to avoid a huge spike. Let's not make this game back to zombie cruiser mode where nothing dies outside SnB + nuke.
It is currently possible to kill a Feedback Pulse user, while using energy weapons, and taking no retaliation damage. This makes Feedback Pulse obsolete in PVP (it was already useless in PVE.)
Simply pop Surgical Strikes 3, fire at the FBPer, then pop Rock & Roll immediately afterward. You'll deliver your damage, but the reflected FBP damage will not hit you. Please address this immediately, it makes FBP builds rather pointless. FBP is on 1 min CD, and so is Rock & Roll - it can be used to counter FBP every time it's up.
A bunch of QQ.
It is currently possible to overkill with 1 volley of FBP and taking negligible damage. This makes FBP overpowered in PvP.
Simply PoP FBP and fire back. You'll deliver your damage and get a kill and will barely take any hull damage. Please address this immediately, as it makes being a tact captain rather pointless. R&R is on 1 minute CD, so is FBP - it can be used to counter R&R everytime it's not up.
It is currently possible to overkill with 1 volley of FBP and taking negligible damage. This makes FBP overpowered in PvP.
Simply PoP FBP and fire back. You'll deliver your damage and get a kill and will barely take any hull damage. Please address this immediately, as it makes being a tact captain rather pointless. R&R is on 1 minute CD, so is FBP - it can be used to counter R&R everytime it's not up.
Sounds like QQ to me.
My favorite part is "makes being a Tac captain rather pointless"
I LOL'd, then LOL'd some more.
Edit: Sorry I shouldn't make fun, but I can't believe you said that
That change you suggested is so one dimensional. You have to understand that SS3 + R&R is the only thing that currently counters FBP and can only be used once every minute. FBP damage by itself is currently overpowered and it's not fun for a tactical captain to sit 15 seconds and wait it out. Also, only TWO ships in the game can SS3 + R&R and counter FBP. If you butcher SS3, it just makes PvP even more one dimensional.
R&R is perfect where it is and makes PvP fun because players have to think about using the ability to avoid a huge spike. Let's not make this game back to zombie cruiser mode where nothing dies outside SnB + nuke.
Uhh, except that FBP is the only thing that currently counters SS3, and that is its entire purpose of existence - to counter huge energy attacks. If you can land huge energy attacks, and escape retaliation damage from FBP with R&R, and do this once a minute, then FBP is obsolete.
Get this through your head. FBP is the counter power. SS, BO, CRF, those are attack powers. You're not countering when you're using them, you're attempting to land a very fast kill. If FBP doesn't work, anyone with SS/BO/CRF gets to kill whoever they want, and no-one can fight back.
The only reason FBP is overpowered (as you incorrectly allege,) is because it receives a LOT of damage to work with. Do you think FBP would be as popular as it is today, if most PVPers were NOT energy vapers?
Uhh, except that FBP is the only thing that currently counters SS3, and that is its entire purpose of existence - to counter huge energy attacks. If you can land huge energy attacks, and escape retaliation damage from FBP with R&R, then FBP is obsolete.
Get this through your head. FBP is the counter power. SS, BO, CRF, those are attack powers. You're not countering when you're using them, you're attempting to land a very fast kill. If FBP doesn't work, anyone with SS/BO/CRF gets to kill whoever they want, and no-one can fight back.
Then concentrate on fixing the problem: fix SS and everything is fine.
And a counter does not rake up kills just by itself. It's an offensive power as much as a protection power. An overpowered one in my opinion.
It is currently possible to overkill with 1 volley of FBP and taking negligible damage. This makes FBP overpowered in PvP.
Simply PoP FBP and fire back. You'll deliver your damage and get a kill and will barely take any hull damage. Please address this immediately, as it makes being a tact captain rather pointless. R&R is on 1 minute CD, so is FBP - it can be used to counter R&R everytime it's not up.
Hi there, I'm VirusDancer's girlfriend. I'm typing this to say shame on you. He laughed so hard at this that his head exploded.
If you fire enough damage at an FBPer to instantly kill him, you should have to worry about being instantly killed yourself. If on the other hand, you're not a vape-obsessed taint that tries to kill everything he shoots within one second, you'll notice the FBP pulses coming back at you, and have plenty of time to cease firing until FBP runs out.
The thing that gets me, is that TACS are doing this to themselves.
If APO would not buff fbp then these problems wouldn't seem as severe.
A Tac can make minimal investment in fbp, and have it near as strong as a maxed out sci !!
Then comes the problem, when Tac go full out FBP build, they achieve over x3 damage reflect.
A max sci can hit x2.8 for "mere seconds" every "3 Mins"
And will average around x1.2 - x2.4 (depending on buffs).
And here you have a minimally speced Tac, just hitting APO, and fbp3 and destroying everything.
It doesn't work like this for fully speced scis. I know, because I've been running a fbp build for over 2 years.
And now we have these same Tacs coming round to complain, abour massive fbp damage.
Well its not coming from sci or engi.
Tacs are the root cause of all this. They're the ones who one shot for 120k damage with ss3..
They're the ones delivering OP fbp.
Forget fbp, or ss3. Nerf APO buffing FBP. Problem solved.
They're going to ruin it for everyone who is non-Tac.
Uhh, except that FBP is the only thing that currently counters SS3, and that is its entire purpose of existence - to counter huge energy attacks. If you can land huge energy attacks, and escape retaliation damage from FBP with R&R, and do this once a minute, then FBP is obsolete.
High shield capacity? Fleet shields? Nanoprobe trait? EPTS 1-3? RSP? Tact team? Evasive manuvers? Sensor jam? Evade target lock? Viral Torp? Neutronium consoles? Antimatter spread? Elachi subspace console? Fluidic phase decoupler? Sensor targeting assault trait? Don't try to balance the game to cater to your specific build.
R&R counters alpha strike. R&R counters vape. R&R counters TS3 neutronic torpedos. R&R counters BO3. R&R counters gravity wells. R&R counters TBR 3. Therefore all these abilities are obsolete. The insanity...
If you fire enough damage at an FBPer to instantly kill him, you should have to worry about being instantly killed yourself. If on the other hand, you're not a vape-obsessed taint that tries to kill everything he shoots within one second, you'll notice the FBP pulses coming back at you, and have plenty of time to cease firing until FBP runs out.
Doesn't that sound reasonable?
It is reasonable. I have nothing against FBP. It's a legitimate power. That it can reflect up to 3x the damage is a balancing problem that should be looked at but the power itself is ok.
That can be countered by skillful use of R&R is also very legitimate in my eyes.
High shield capacity? Fleet shields? Nanoprobe trait? EPTS 1-3? RSP? Tact team? Evasive manuvers? Sensor jam? Evade target lock? Viral Torp? Neutronium consoles? Antimatter spread? Elachi subspace console? Fluidic phase decoupler? Sensor targeting assault trait? Don't try to balance the game to cater to your specific build.
R&R counters alpha strike. R&R counters vape. R&R counters TS3 neutronic torpedos. R&R counters BO3. R&R counters gravity wells. R&R counters TBR 3. Therefore all these abilities are obsolete. The insanity...
You're talking completely out of your backside at this point. Nanoprobe Feedback works like FBP does, and can be countered in the same numerous ways. EPTS3 is insufficient to survive. RSP is insufficient to survive unless you're also a tank. Tact team doesn't keep up. High shield capacity? HAHAHAHA. I've flown a Wells with 27k shield HP. Even with high shield power, and resist buffs up, SS3 blasts clean through it.
Have you ever actually been shot with SS3? It's more damage than most ships less tanked than Recluses can handle, in a split second. HOW DO YOU ACTIVATE ANY OF THE ABILITIES YOU'VE LISTED, IF YOU'RE DEAD BEFORE YOU CAN ACTIVATE THEM? HOW DO YOU COUNTER SS3 WITH DAMAGE REFLECTS, IF THE SS3 USER FIRED, KILLED YOU, THEN POPPED R&R TO AVOID ALL REFLECTED DAMAGE?
edit: just out of curiosity, what kind of build do you fly? It wouldn't happen to rely on energy weapons to instakill targets, would it? Just trying to understand your passionate resistance to anything that might interfere with energy vaping.
It is reasonable. I have nothing against FBP. It's a legitimate power. That it can reflect up to 3x the damage is a balancing problem that should be looked at but the power itself is ok.
That can be countered by skillful use of R&R is also very legitimate in my eyes.
"Tac captains boosting FBP3 with APO can reflect x3 damage on average, This is a balancing problem that should be looked at but the power itself is ok.
(That's how I would've phrased it)
That can be countered by skillful use of R&R is also very legitimate in my eyes. (Agreed 100%)
You're talking completely out of your backside at this point. Nanoprobe Feedback works like FBP does, and can be countered in the same numerous ways. EPTS3 is insufficient to survive. RSP is insufficient to survive unless you're also a tank. Tact team doesn't keep up. High shield capacity? HAHAHAHA. I've flown a Wells with 27k shield HP. Even with high shield power, SS3 blasts clean through it.
Have you ever actually been shot with SS3? It's more damage than most ships less tanked than Recluses can handle, in a split second. HOW DO YOU ACTIVATE ANY OF THE ABILITIES YOU'VE LISTED, IF YOU'RE DEAD BEFORE YOU CAN ACTIVATE THEM? HOW DO YOU COUNTER SS3 WITH DAMAGE REFLECTS, IF THE SS3 USER FIRED, KILLED YOU, THEN POPPED R&R TO AVOID ALL REFLECTED DAMAGE?
edit: just out of curiosity, what kind of build do you fly? It wouldn't happen to rely on energy weapons to instakill targets, would it? Just trying to understand your passionate resistance to anything that might interfere with energy vaping.
If you're not surviving SS3 with EPTS3 (+ other abilities) or RSP, you're doing something wrong. High shield capacity + EPTS3 will give you enough time to react. Or you can have your finger ready on RSP and then you can R&R out of the way, and FBP right after that. You're not supposed to be dead before you activate any abilities if there was some prep work in advance (such as keeping EPTS up at all times).
I fly Faeht (vape) + Scryer (cheese). Of course it's expected that my Faeht will die to SS3 (or anything else for that matter) However, my scryer has no problems surviving against SS3 ambush if I do some prep work. I typically chain my abilities so that I have something up at all times. This will give me a chance to have enough time to R&R and immediately pop other abilities. You can get really creative after R&R. Can't give you all my secrets
Comments
1 on 1, the fbp'er is just fine.
I will go ahead and acknowledge that SS and R&R are in need of review for PvP scenarios, but that's a long road. They both affect SELF ONLY, meaning they cannot easily evaluate if your foe is a Player or an NPC.
Cryptic - Lead Systems Designer
"Play smart!"
As it stands, it does not seem like FBP is broken in its interaction with R&R; both powers are doing exactly what they're supposed to do. It just turns out that FBP is being countered.
Allowing FBP to punch through R&R would be quite silly, imho.
BOOM! Im liking this already! So much awesome. I figured it should be more beam like anyways.
Rouge Sto Wiki Editor.
Having a beam like return should also help balance it out a bit better since currently it clumps all the damage from a volley up- if a ship is traveling really fast it'll avoid the damage for a bit, then take all the damage in one big mass.
Definitely hope you get it changed up, it'd be really nifty.
the last day i pvped, thats all there was to it, these things. nothing left that made the experience the least part fun, nothing that used to mater, like cross healing, sci debuffs giving just enough of an edge, team work what so ever. nothing but i win buttons invalidating all checks and balances that made pvp a 3 dimensional experience. if all of them were removed pvp would be infinitely better, because right now its at absolute 0.
Bort could easily fix part of the FBP problem if he disconnected tactical captain abilities form boosting FBP. I have yet to see a science captain getting FBP up to that 3 times return figure.
you need to use diminishing returns with offensive stacks, just like you do with resists
that fixes the problem of stacking something to the moon, and also adds a strategic component to the game because people can mix and match components to cap multiple stacks
Pretty sure I've never seen FBP reflect that back. Or maybe it's because there's so much spam on screen the engine doesn't render the reflection shot?
Why? Im a tac and I boost the FBP..I also have a resting 1/1.3 (1.3/1.6 with the anchor) reflect..Against spike damage Ive only had time to hit fbp (and nothing to boost it) in order to kill decloaking vapers..Most are in the process of exploding before i can even turn around or push anymore buttons other than fbp..
The boost from APA and TF3 (an 86% boost to the reflect abilities) is nice but it only really effects ships with spike damage. Ive fought both Scis and engineers not doing spike damage and they shrug off even my boosted FBP. Basically..The extra boost doesn't make up for much but if its something sci s must have...
Maybe we can see a change in the Science captain abilities that adds something similar to that kinda of boost to exotic only from their captain abilities, maybe like Science fleet with a 95%boost to exotic.
Perhaps cryptic has another captain specialization hiding in the wings for sci abilies..
Rouge Sto Wiki Editor.
non tacs already reflect over kill levels of damage without APA, that wont change anything. you don't even need 1 to 1 reflection thanks to the 50% shield pen, if anything is imbalanced about that skill, its that.
Yeah, its not possible to reach x3 return damage with a sci...
It really gets on my nerves, that a tac can make better use of fbp then a sci.
Its one of my pet peeves with STO.
Awww yissss, that should indeed do it.
Bort,
That change you suggested is so one dimensional. You have to understand that SS3 + R&R is the only thing that currently counters FBP and can only be used once every minute. FBP damage by itself is currently overpowered and it's not fun for a tactical captain to sit 15 seconds and wait it out. Also, only TWO ships in the game can SS3 + R&R and counter FBP. If you butcher SS3, it just makes PvP even more one dimensional.
R&R is perfect where it is and makes PvP fun because players have to think about using the ability to avoid a huge spike. Let's not make this game back to zombie cruiser mode where nothing dies outside SnB + nuke.
A bunch of QQ.
It is currently possible to overkill with 1 volley of FBP and taking negligible damage. This makes FBP overpowered in PvP.
Simply PoP FBP and fire back. You'll deliver your damage and get a kill and will barely take any hull damage. Please address this immediately, as it makes being a tact captain rather pointless. R&R is on 1 minute CD, so is FBP - it can be used to counter R&R everytime it's not up.
Sounds like QQ to me.
My favorite part is "makes being a Tac captain rather pointless"
I LOL'd, then LOL'd some more.
Edit: Sorry I shouldn't make fun, but I can't believe you said that
Uhh, except that FBP is the only thing that currently counters SS3, and that is its entire purpose of existence - to counter huge energy attacks. If you can land huge energy attacks, and escape retaliation damage from FBP with R&R, and do this once a minute, then FBP is obsolete.
Get this through your head. FBP is the counter power. SS, BO, CRF, those are attack powers. You're not countering when you're using them, you're attempting to land a very fast kill. If FBP doesn't work, anyone with SS/BO/CRF gets to kill whoever they want, and no-one can fight back.
The only reason FBP is overpowered (as you incorrectly allege,) is because it receives a LOT of damage to work with. Do you think FBP would be as popular as it is today, if most PVPers were NOT energy vapers?
Then concentrate on fixing the problem: fix SS and everything is fine.
And a counter does not rake up kills just by itself. It's an offensive power as much as a protection power. An overpowered one in my opinion.
Yeah, that makes perfect sense.
Hi there, I'm VirusDancer's girlfriend. I'm typing this to say shame on you. He laughed so hard at this that his head exploded.
If the power kills people, yes it does...
Ouch. Please accept my sincere apologies on behalf of the forum for the death of such a treasure.
Just know that his last gift was much appreciated by those it reached.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
If it didn't kill people, what good would it be?
Damaging them slightly?
Gentle tickles?
If you fire enough damage at an FBPer to instantly kill him, you should have to worry about being instantly killed yourself. If on the other hand, you're not a vape-obsessed taint that tries to kill everything he shoots within one second, you'll notice the FBP pulses coming back at you, and have plenty of time to cease firing until FBP runs out.
Doesn't that sound reasonable?
If APO would not buff fbp then these problems wouldn't seem as severe.
A Tac can make minimal investment in fbp, and have it near as strong as a maxed out sci !!
Then comes the problem, when Tac go full out FBP build, they achieve over x3 damage reflect.
A max sci can hit x2.8 for "mere seconds" every "3 Mins"
And will average around x1.2 - x2.4 (depending on buffs).
And here you have a minimally speced Tac, just hitting APO, and fbp3 and destroying everything.
It doesn't work like this for fully speced scis. I know, because I've been running a fbp build for over 2 years.
And now we have these same Tacs coming round to complain, abour massive fbp damage.
Well its not coming from sci or engi.
Tacs are the root cause of all this. They're the ones who one shot for 120k damage with ss3..
They're the ones delivering OP fbp.
Forget fbp, or ss3. Nerf APO buffing FBP. Problem solved.
They're going to ruin it for everyone who is non-Tac.
You know that's going to be the next console in the next Lock Box now.
[Console - Universal - Gentle Tickles]
And it will be the most OP thing ever...somehow.
High shield capacity? Fleet shields? Nanoprobe trait? EPTS 1-3? RSP? Tact team? Evasive manuvers? Sensor jam? Evade target lock? Viral Torp? Neutronium consoles? Antimatter spread? Elachi subspace console? Fluidic phase decoupler? Sensor targeting assault trait? Don't try to balance the game to cater to your specific build.
R&R counters alpha strike. R&R counters vape. R&R counters TS3 neutronic torpedos. R&R counters BO3. R&R counters gravity wells. R&R counters TBR 3. Therefore all these abilities are obsolete. The insanity...
It is reasonable. I have nothing against FBP. It's a legitimate power. That it can reflect up to 3x the damage is a balancing problem that should be looked at but the power itself is ok.
That can be countered by skillful use of R&R is also very legitimate in my eyes.
You're talking completely out of your backside at this point. Nanoprobe Feedback works like FBP does, and can be countered in the same numerous ways. EPTS3 is insufficient to survive. RSP is insufficient to survive unless you're also a tank. Tact team doesn't keep up. High shield capacity? HAHAHAHA. I've flown a Wells with 27k shield HP. Even with high shield power, and resist buffs up, SS3 blasts clean through it.
Have you ever actually been shot with SS3? It's more damage than most ships less tanked than Recluses can handle, in a split second. HOW DO YOU ACTIVATE ANY OF THE ABILITIES YOU'VE LISTED, IF YOU'RE DEAD BEFORE YOU CAN ACTIVATE THEM? HOW DO YOU COUNTER SS3 WITH DAMAGE REFLECTS, IF THE SS3 USER FIRED, KILLED YOU, THEN POPPED R&R TO AVOID ALL REFLECTED DAMAGE?
edit: just out of curiosity, what kind of build do you fly? It wouldn't happen to rely on energy weapons to instakill targets, would it? Just trying to understand your passionate resistance to anything that might interfere with energy vaping.
"Tac captains boosting FBP3 with APO can reflect x3 damage on average, This is a balancing problem that should be looked at but the power itself is ok.
(That's how I would've phrased it)
That can be countered by skillful use of R&R is also very legitimate in my eyes. (Agreed 100%)
If you're not surviving SS3 with EPTS3 (+ other abilities) or RSP, you're doing something wrong. High shield capacity + EPTS3 will give you enough time to react. Or you can have your finger ready on RSP and then you can R&R out of the way, and FBP right after that. You're not supposed to be dead before you activate any abilities if there was some prep work in advance (such as keeping EPTS up at all times).
I fly Faeht (vape) + Scryer (cheese). Of course it's expected that my Faeht will die to SS3 (or anything else for that matter) However, my scryer has no problems surviving against SS3 ambush if I do some prep work. I typically chain my abilities so that I have something up at all times. This will give me a chance to have enough time to R&R and immediately pop other abilities. You can get really creative after R&R. Can't give you all my secrets