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Defending against Surgical Strikes

praxi5praxi5 Member Posts: 1,562 Arc User
edited March 2015 in PvP Gameplay
People are saying that it's not difficult to defend against Surgical Strikes and that it's not OP.

I'm curious, what are people using to defend against it?

I hate to use FBP, but at least for someone of my piloting skill, that appears to be the only defense against it; it overwhelms the healing of a HE + TSS + TacTeam combo, my Vesta's Fermion Field is up only every 2 minutes (and sometimes isn't enough), and Scramble doesn't seem to faze most people. BTS: Weapons is laughable, Rock and Roll only buys you a few seconds, and even with EPtE + DOff'd Aux to ID, I still get melted.

BO/Bio HY Crits are quite high, but I can sometimes manage those because it's not a constant string of 20-60k+ hits.

Am I just teh suck? Or am I missing something?
Post edited by praxi5 on
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Comments

  • wraggo1wraggo1 Member Posts: 15 Arc User
    edited March 2015
    its you who sucks,

    geko would agree naab
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited March 2015
    Yeah fbp is pretty much it so only tacs in a sci ship or scis maxed out with partgens.
    Doesn't really help against vapers who will prey on ya, waiting for it to go on cool down or for it to be subnuked.
    Suppression fire will help once its acc bug is fixed.

    And nonoe is saying it isn't op lol!
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2015
    ah the SS/FBP race to the bottom. 2 wrongs making a double wrong, leaving nothing worth playing.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2015
    Yeah fbp is pretty much it so only tacs in a sci ship or scis maxed out with partgens.
    Doesn't really help against vapers who will prey on ya, waiting for it to go on cool down or for it to be subnuked.
    Suppression fire will help once its acc bug is fixed.

    And nonoe is saying it isn't op lol!

    For those vapers, you could potentially use the Nukara shield and the polarize hull doffs. Not perfect, but one or two of the hits could get back at them.

    The S'Golth with the Silent Enemy set for more lolz by building up Haywire.
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  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited March 2015
    a fix for SS would be to keep the halved fire rate, and at each level make the DPS boost the same as CRF's is at each level. thats still pretty superior to CRF, the damage is much more abrupt and front loaded with it, and beam still get to have a strong single target damage buff.

    currently SS boosts DPS per level quite a bit more then CRF, wile also stacking 3 mods worth of crit chance and acc, its utterly absurd. but SS1 seems buged with beams, it actually doesn't increase the DPS at all, not counting the acc and crit boost i mean. actually, it might be the only SS that isn't bugged, skills randomly blowing up in effectiveness far more then they should it pretty much par, just look at the old neutronic.
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2015
    I dont think its the "Surviving" a SS3 volley..Its having enough DPS so the SS'er dies before he/she can activate that ability again, granting you time to recover an FBP or other reflect ability.(if you use these ability).

    Tactics that I have used or work effectively that I have seen

    1.) Jam Sensors..(Can hit what they cant see as soon as they decloak)
    2.) If you fail to Jam or they counter, RR and QSM to absorb the first few hits. (Or use the Kobali console if your Quantum bubble is on cooldown)
    3.) Stop them from moving (anchor works if ya can)
    4.) Deal out maximum damage. If you can kill a ship in 5-10 seconds then its just a game of who can nullify the other first.
    5.) If you kill that ship I suggest using a Mask E sig...Drop it when your abilites are back up..Make them play the game on your terms.


    My best choices that have worked have been either a Prtg build or a Drain Build.

    Prtg Build for fbp..On a sci ship @ 300 (4 consoles plus the anchor) will net you a 1.1 reflect with 100 to aux (FBP2). Higher with FBP3. Before TT, QSM, APA or TacFleet

    I fly a wells and run the Delta Weapons set. Iso-cannon and Isometirc Charge is usually enough to overwhelm my opponents shields and Nearly kill if not kill before following up with torps or beams and or/Doffed TBR. Hit em fast enough and its game over. (Note this is against Phantom and Eclipse)

    Drain build/kinetic Build ... Fully specialized into Drain. E Siphon and Tykens (coupled with the Anchor is nasty) will quickly drop that ability into not worth much.. Saw this done with a Palisade running tractor mines and torps.

    Tac..again...Jam sensors..and run your nastiest single target abilities.Assuming you've built your ship around those abilities like the Ss'er had to for the wicked spike damage.

    Now granted. I am a Tac and fly both Sci and Tac ships...I dont have much to offer for eng/Cruiser..Hopefully someone will.

    The biggest problem I had fighting t6 Intels was Ionic turbulence...Now that it no longer auto targets there's really only ss3 to deal with.

    Can it be beat..Yea...But you gotta work fast..

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • scurry5scurry5 Member Posts: 1,554 Arc User
    edited March 2015
    Just curious - does SS hit the undefendable stage with or without the usual suite of Tac buffs? If with, a Sci could theoretically use SNB defensively.

    Besides that - would Evade Target Lock be an option?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited March 2015
    scurry5 wrote: »
    Just curious - does SS hit the undefendable stage with or without the usual suite of Tac buffs? If with, a Sci could theoretically use SNB defensively.

    Besides that - would Evade Target Lock be an option?

    A lot of the folks using it...er...telegraph they're coming a week in advance, so yeah - you can wreck all of their fun before it even gets started. There are some folks that you're just wtf dead in 2-4 seconds. There's not much, imho, to complain about with Surgical there because they could do the same thing without Surgical.

    Some folks are a wee bit reliant on active buffs for defense rather than base resists, where they might be sporting 20% that they can buff to 40% or the like...and they're just not going to fare as well as the guy that's at 40% that might buff to 50-60%. There's just not going to be the time for that 20% guy.

    Just a rough example of some Effective HP...

    60k, 20%; 60000 / (1 - 0.2) = 75000
    60k, 40%; 60000 / (1 - 0.4) = 100000
    60k, 60%; 60000 / (1 - 0.6) = 150000

    Same hull, different resists...going to be different opportunities there to do stuff or just wait on the Respawn Button.

    Heck, even for somebody that thinks they've got a nifty amount of hull - are they considering their EHP?

    95k, 20%; 95000 / (1 - 0.2) = 118750
    95k, 40%; 95000 / (1 - 0.4) = 158333
    95k, 60%; 95000 / (1 - 0.6) = 237500

    Yeah, that 35k difference between the 60k and 95k boat's at 0% DR becomes an 87.5k difference at 60% DR.

    Did I ever mention I'm not a fan of all the ratios/percentages in STO? ;)
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2015
    Drain build/kinetic Build ... Fully specialized into Drain. E Siphon and Tykens (coupled with the Anchor is nasty) will quickly drop that ability into not worth much.. Saw this done with a Palisade running tractor mines and torps.

    Lol, this would involve also tgt weapons subsystem 3 and adding extra speed to the Palisade since it's pretty slow. In this case, you drop about 60 to 90 flow caps from the max and probably the drain console in favor of the Bastion console for extra survivability.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited March 2015
    The problem with Tyken's is that since everyone is running at (literally) 100+ speed, no one stays in range long enough to get drained.

    Tractor Beams tend to not work either, since their momentum carries them beyond the 5KM fairly easily and having at least 1 PH is pretty much mandatory now, thanks to Particle Manipulator + TBR.
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2015
    lucho80 wrote: »
    Lol, this would involve also tgt weapons subsystem 3 and adding extra speed to the Palisade since it's pretty slow. In this case, you drop about 60 to 90 flow caps from the max and probably the drain console in favor of the Bastion console for extra survivability.


    Oh yea..that^ Nice addition. But it works. Ive seen it.

    The_Science_Channel_Signature_Gen_2_-_Jacobs_xSmall.png


    Rouge Sto Wiki Editor.


  • vexthepimpvexthepimp Member Posts: 3 Arc User
    edited March 2015
    There are these amazing things I call Neutronium Alloys, they make the hull very strong.

    In short: More Hull + More res = less SS to you.
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited March 2015
    vexthepimp wrote: »
    There are these amazing things I call Neutronium Alloys, they make the hull very strong.

    In short: More Hull + More res = less SS to you.

    Diminishing returns. Not everyone with SS will be able to achieve ridiculous, undefinable damage but some people can do so much damage with SS that there's nothing anyone can do. Even zombie tanks/healers are taken out quickly because there's caps on damage resistance but there's no real cap on damage dealt. (I'm not advocating for a cap on dps, but I think the damage resistance formula needs to be looked at again)

    __________________________________________________________________________
    I have mentioned in another thread - getting Surgical Strikes to behave differently in PvP is not possible how it's currently built. Everything in the current power is a self-enhancing effect, and does not evaluate the target at all, so adding a step to check if the target is Player or NPC cannot currently be done. Adding such evaluation would require a substantial rebuild of the ability.

    The original balance point of all 3 ranks of SS was based around mid-geared players using SS vs. FAW (1 target) vs CRF. In those initial balance passes, SS underperformed, but we knew that a well-geared and well-played player would cause the pendulum to swing the other way. We didn't fully anticipate just how far it would swing.

    A safer, long-term solution for this ability, may be to install hard-caps on CritD when used in PvP. Heck, maybe ALL PvP should have a CrtD cap...

    To directly answer the original question - SS is working as intended, as designed. But it is scaling more aggressively than anticipated in the hands of exceptional players.

    We don't have a solution just yet, but its on our radar of issues we're hoping to tackle. Ideally, we'll find a way to tune the ability only where it is most problematic - PvP - and leave it's PvE functionality as untouched as possible.

    from:
    http://sto-forum.perfectworld.com/showthread.php?p=22750501#post22750501

    I actually agree with bort in this. I think a bit of normalization for damage in PvP would help a lot. Even with a bit less CrtD, SS would still be useful but not ridiculous as it is now. I also like his proposed changes to FBP too. I really like that he has this stuff on his radar. The Neutronic fix has already made pvp a bit better.
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited March 2015
    While I welcome the devs finally looking at this...not sure how I feel about a critd cap all round but certainly worth it for ss3.

    That said i still can't help but think reducing the acc bonus would be a better and more immediate fix all round. It would force main maxers into dropping some critd for acc in PvP and actually making them miss with the ability, if it missed I wouldn't be too fussed with its high damage because I could build around defense and and feel I had a chance...you'd have 'dam I missed' vs 'ah OK you got me' like the good ole days.
  • jaydenomega812jaydenomega812 Member Posts: 149 Arc User
    edited March 2015
    To me this thread addresses some of the problems with pvp and why less and less are playing it anymore. It would be nice if this thread got some recognition by the powers that be. Futhermore though I just want to remind everyone how the game keeps progressing....first it was qq over isomteric charge being op so finally it got nerfed when proton barrage come out. Then proton barrage got nerfed when isokinetic cannon came out...I find the pattern rather odd. Same with the recent neutronics being nerfed right before the Crystalline Entity torp launcher came out. Rather at the same time on that one. Again the pattern is just wow.

    But to expand more on something addressed a lil in this thread...particle generators. Why in the world can they be buffed up to 454 on a sci ship so a tac officer can alpha and return 300% damage on fbp2? FBP2!!! This is so mind blowing on so many many levels. Why can't I buff my starship weapons training to 454? And why are tac abilities like alpha buffing sci abilities like fbp? So what it does damage it just returns damage that is dealt it shouldn't make it more damage than what is dealt. What are weapons for anyway? Let's all just run fbp circle jerks eventually we'll kill something right? The insanity is real. And shields...oh you may as well just trash those things. This is the 24th century after all. Shields are so 22nd century. The borg have gotten into a pattern of reminding us of this fact.
  • sal1111sal1111 Member Posts: 59 Arc User
    edited March 2015
    rmy1081 wrote: »
    from:
    http://sto-forum.perfectworld.com/showthread.php?p=22750501#post22750501

    I actually agree with bort in this. I think a bit of normalization for damage in PvP would help a lot. Even with a bit less CrtD, SS would still be useful but not ridiculous as it is now. I also like his proposed changes to FBP too. I really like that he has this stuff on his radar. The Neutronic fix has already made pvp a bit better.

    Don't be distracted by Bort coming and saying... oh my duh didn't know it would do that. Anyone that has played this game for more then 20min knows if you boost an energy weapon to that high a base number its going to get stupid.

    Also don't be distracted, by his blowing smoke with the exceptional player TRIBBLE. There is nothing exceptional about it. Load a mk 14 weapon, with a proper number of tac consoles any anyone that can space bar can do 50k+ hits with SS. Its not some super secret hidden squirrel here folks.

    They designed SS to be game breaking OP, they decided to further boost the base dmg on MK 14.

    The issue is simple flawed game development. Cryptic has this very bad idea that in order for anyone to find a game fun it has to have a level of inbalance standard. There has to always be some "super secret squirrel" power for people to hunt down and feel special for finding. All the broken junk in this game... there not bugs or incompetence, there by design. When enough people figure out that X or Y is OP and BUY it... Cryptic fixes it, and introduces a few intentional balance issues ON PURPOSE every time new stuff comes.

    Does anyone really believe there are so stupid that they re-release the same bug every 4th patch... or that more then half the stuff they release "seems" to not quite be right. Newsflash folks THERE NOT STUPID. Its designed that way because Geko has a broken idea of what makes for fun in a game. (what he isn't wrong about is that its a good way to make $)... Hey I was nice I could have said he only pursuing the "broken on purpose" method of game balance because he honestly believes that is what needs to exist for people to like a game, I didn't say he was just a greedy SOB that knows what he is doing.

    Seriously folks if your still thinking they could ever balance this thing... realize they don't want to. Not because they hate PvP... no they do it because the believe it makes the game fun. They KNOW it makes them more $. If it was just they where incompetent that would something we could complain about and get them to fix. If I was guessing I would say 95% of all the bugged and OP stuff in the game is there on purpose. They fully know exactly how it will work. Cause even the worst D- Students in community collage aren't that bad.
  • praxi5praxi5 Member Posts: 1,562 Arc User
    edited March 2015
    How did they not realize how much damage people could do with it?

    They were (somehow, amazingly) surprised by how much DPS people could do in PvE, so they bumped up NPC HP. Now they're surprised again that people are doing more damage with a skill that's meant to do more damage?
  • omgrandalthoromgrandalthor Member Posts: 364 Arc User
    edited March 2015
    i haven't gotten on much but when i encounter ss i usually hit them with a evade target lock use to work really good pretty much nullified it. 1vs1 was not difficult to do but in teams there is no aoe evade target lock so when they targeted me with it i would use rom cloak evasive stuff like that I did quite well. only if they alphaed though no alpha i just had one hell of a tanky ship. Cannons with ss use to hit really hard usually had to kill them before they killed me dunno if its still as effective or not.
  • sysil84sysil84 Member Posts: 207 Arc User
    edited March 2015
    praxi5 wrote: »
    How did they not realize how much damage people could do with it?

    They were (somehow, amazingly) surprised by how much DPS people could do in PvE, so they bumped up NPC HP. Now they're surprised again that people are doing more damage with a skill that's meant to do more damage?

    Because they don't realize all the ways powers can be optimized for max damage. They seem to be surprised when people optimize their builds.

    It all comes down to lack of testing and lack of foresight into new mechanics.
  • heckgoblinheckgoblin Member Posts: 685
    edited March 2015
    rmy1081 wrote: »
    I actually agree with bort in this. I think a bit of normalization for damage in PvP would help a lot. Even with a bit less CrtD, SS would still be useful but not ridiculous as it is now. I also like his proposed changes to FBP too. I really like that he has this stuff on his radar. The Neutronic fix has already made pvp a bit better.

    Can you tell me more about these proposed FBP changes?
    I AM WAR.
  • wast33wast33 Member Posts: 1,855 Arc User
    edited March 2015
    heckgoblin wrote: »
    Can you tell me more about these proposed FBP changes?

    there u go:

    http://sto-forum.perfectworld.com/showthread.php?p=22750171#post22750171
  • heckgoblinheckgoblin Member Posts: 685
    edited March 2015
    FBP and other damage reflect powers are becoming less useful at countering Surgical Strikes.

    This is because Surgical Strikes users can simply fire SS at an FBPer with their FBP up, and pop Rock & Roll or Quantum Singularity cloak, thus taking zero reflected damage, while killing the FBPer. This should really be classed as an exploit and fixed - FBP is failing to do what it's designed for, countering OP vapes.
    I AM WAR.
  • sysil84sysil84 Member Posts: 207 Arc User
    edited March 2015
    heckgoblin wrote: »
    FBP and other damage reflect powers are becoming less useful at countering Surgical Strikes.

    This is because Surgical Strikes users can simply fire SS at an FBPer with their FBP up, and pop Rock & Roll or Quantum Singularity cloak, thus taking zero reflected damage, while killing the FBPer. This should really be classed as an exploit and fixed - FBP is failing to do what it's designed for, countering OP vapes.

    Nothing stops your from using rock and roll yourself to avoid the SS.

    FBP is already overpowered (reflecting 1 to 3 times the damage with 50% shield pen), let's not make it more so.
  • heckgoblinheckgoblin Member Posts: 685
    edited March 2015
    sysil84 wrote: »
    Nothing stops your from using rock and roll yourself to avoid the SS.

    FBP is already overpowered (reflecting 1 to 3 times the damage with 50% shield pen), let's not make it more so.

    Latency does. A competent SS user can kill their target before it can possibly react. Even if the target has FBP, the SS user can simply R&R to bypass it, and still kill the target.

    I'm glad it's on the devs' radar.
    I AM WAR.
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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2015
    heckgoblin wrote: »
    FBP and other damage reflect powers are becoming less useful at countering Surgical Strikes.

    This is because Surgical Strikes users can simply fire SS at an FBPer with their FBP up, and pop Rock & Roll or Quantum Singularity cloak, thus taking zero reflected damage, while killing the FBPer. This should really be classed as an exploit and fixed - FBP is failing to do what it's designed for, countering OP vapes.

    If they change if from a pulse/blob thing to a beam like they said they might that takes care of the rr immunity.

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    Rouge Sto Wiki Editor.


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