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?
Sorry, but you are kinda teh suck. You're really just complaining about two ships with SS3 that can nearly instant vape. These two ships are two of the most squishy ships once they decloak. Consider your insanity.
FBP can "one shot" a player through their shields with up to three times the damage output he sent in and 50% of that ignores shields entirely.
SS3 frequently racks up damage numbers that make sheild and resists basically 'Still below the overkill numbers'.
as much as th OP is upset because someone found a way around his FBP-of-Death without having to lobby for a game mechanics change, the existence of the RR workaround means the power has a counter that requires skill to use-which the power itself (FBP) really doesn't outside the build cycle.
Mind that I definitely would have a hard time setting up the run he's describing from the attacker position (and it's pretty much impossible for me since I don't run cross-faction ships period, while the Qib really is not a good platform for a move like that...)
but I can 'get' the mechanics, and find I don't have a problem with that. at least, not while FBP can be 'built' to inflict MORE damage than was incoming, thus only needing a handy keybind to trigger.
Agreed. The real problem here is SS dealing too much damage and FBP reflecting too much damage.
A skillful use of RR, that is hard to do, should not be penalized.
FBP can "one shot" a player through their shields with up to three times the damage output he sent in and 50% of that ignores shields entirely.
SS3 frequently racks up damage numbers that make sheild and resists basically 'Still below the overkill numbers'.
as much as th OP is upset because someone found a way around his FBP-of-Death without having to lobby for a game mechanics change, the existence of the RR workaround means the power has a counter that requires skill to use-which the power itself (FBP) really doesn't outside the build cycle.
Mind that I definitely would have a hard time setting up the run he's describing from the attacker position (and it's pretty much impossible for me since I don't run cross-faction ships period, while the Qib really is not a good platform for a move like that...)
but I can 'get' the mechanics, and find I don't have a problem with that. at least, not while FBP can be 'built' to inflict MORE damage than was incoming, thus only needing a handy keybind to trigger.
Correction..FBP can 1 shot Alpha-ed Tac tap'ships using single target abilities (BO, SS3,CRF). It can not 1 shot The other 2 classes due to the lack of a damage boost. No boost in damage output + Single target ability and FBP is about as effective using it against NPC's.(Which ..is not very effective by itself). Ive fought Tanky engineers and Sci ships..It dont work on em.(Even if I were boosted)
I was in Kerrat the yesterday and kept getting fired on by built ss3 vapers. Guess what?
The amount of time I had to react to every assault was literally 1.5 seconds. I die each time..But had just enough time to push FBP3 and just that button. The result was 2 deaths,Mine and my attackers. 1 guy crited for 55k and got a return crit of 95k (1.7 reflect/Anchor) I was already at 50% hull during his opening volley..
I dont know if you can use a keybind to trigger several buttons at once with 1 push of the space bar (or whatever button) but I do know if I had tried to buff it first (FBP3) Id have been dead and the ambush vaper woulda lived.Keep in mind the 3x reflect (Which is up for all of 5 seconds of the 15) requires 4 buttons to be hit in a specific sequence (assuming none are on cooldown) and THEN hope someone Alphas you. Outside ESD 3x is easy. In 1v1 or Kerrat...Well my opponent would have to be a noob. Given the time between when they start firing and when FBP is activated..(Dont forget tray lag or that some abilities seem to have to be hit multiple times before they activate) theres very little room for error on the fbp users side.
As far as I can tell..the only ships that can create "Ideal" or max damage situations are Tac intel ships..They cloak and buff everything up on THEIR time and then fire when ready.. A Prtg ship, in combat normally doesn't have much chance to buff beyond a single button click (in my experience). Meaning more often than not Vapers get hit with around 1.5x (before a crit) return damage or the same damage as is given in the passive Crystalline Refraction.
Could it be that it (offense vs. defense) was balanced for end game, meaning for those that have already maxed out/capped all of their specialization skills, weapons, traits, etc. to the new levels and ships, and, until the rest get 'there' this is going to be an ongoing issue?
If the OP was already referring to maxed out vs. maxed out then I apologize, but if they really are hitting that hard at a maxed out level, they should also be pretty 'glassy' as well to a similarly geared/leveled person.
Some of the active/passive healing skills introduced in the game via ships, skills, doffs, and lock-box traits and consoles, when properly combined (in some cases almost perfectly), also have the ability to make a ship feel just as invincible defensively too.
Personally, I would hate to see the current mechanics unnecessarily re-worked again until after more people get 'there', as the dev resources could be used elsewhere on real bug fixes.
You can tell when somethings overpowered by the amount of people who use it. We've had huge amounts of people using Ionic Turbulence and neutronic torps (back when a volley could kill you with full hull and shields). We still have loads of people using BO3 criting with 60-80k through shields. As for TBR + FBP, that particular build is clogging up the queues (bonus points if they're using the tipler cylinder to keep their FBP running)
SS3? I've only seen about 3-4 players actually use it. It's useless for DHC escorts except against nigh stationary targets and is really only effective with BA's. They aren't even in the same realm as a hit from a decloaking Romulan's BO3.
ss3? I've Only Seen About 3-4 Players Actually Use It. It's Useless For Dhc Escorts Except Against Nigh Stationary Targets And Is Really Only Effective With Ba's. They Aren't Even In The Same Realm As A Hit From A Decloaking Romulan's Bo3.
There is barely anyone flying a ship even capable of SS3 in PvP. I was PvPing through the night and there was only the odd one or two people using it.
In an escort it's rather useless due to the rate of fire for DHC's (you can just about squeeze off two, maybe three shots during SS3's uptime, meaning you need to make sure the target is in your arc the entire time otherwise the buff is wasted). As for cruisers, you have to sacrifice a good deal of survivability to make it worthwhile.
There is barely anyone flying a ship even capable of SS3 in PvP. I was PvPing through the night and there was only the odd one or two people using it.
In an escort it's rather useless due to the rate of fire for DHC's (you can just about squeeze off two, maybe three shots during SS3's uptime, meaning you need to make sure the target is in your arc the entire time otherwise the buff is wasted). As for cruisers, you have to sacrifice a good deal of survivability to make it worthwhile.
Fed side really only Phantom and Eclipses.
Most use DBB because of the rate of fire (as you mentioned with DHCs).
There is barely anyone flying a ship even capable of SS3 in PvP. I was PvPing through the night and there was only the odd one or two people using it.
In an escort it's rather useless due to the rate of fire for DHC's (you can just about squeeze off two, maybe three shots during SS3's uptime, meaning you need to make sure the target is in your arc the entire time otherwise the buff is wasted). As for cruisers, you have to sacrifice a good deal of survivability to make it worthwhile.
thats not how weapon cycles work. SS in fact has just as many fireing cycles as CRF does. only instead of fireing 4 times with DHCs per cycle, SS fires once in that cycle.
SS blow CRF out of the water. regardless of the visuals of weapons fireing, the tool tip DPS is higher on SS3 then CRF3. and that DPS doesnt factor in accuracy, acc overflow, or the raw crit chance SS also adds.
with 1 shot per cycle, that squares the DHC's innate effectiveness of being front loaded, dealing all its damage in one hit, not over time so it can be reacted too. and it makes all other weapons work like DHCs normally do.
if all SS did was modify the fireing cycle, and match the DPS boost of CRF, it would be the better of the 2 still because of that front loaded damage. to say nothing of all that time you get between shots to maneuver and reposition till you can fire again, a ton more then you get with CRF.
DHC SS phantoms and that romulan thing are more then enough SS users to do half of the PVP ruining. throw in the 2 cruisers that use it too, and you have the most deadly pvp beam platforms as well. even those can use DHCs without much trouble.
there's no survivability sacrifice on the intel cruisers compared to any other AtB DPS cruiser, all you are doing is trading DEM for SS3, and with 2 LTC eng powers slots you already have more eng flexibility then any other cruiser with a LTC tac.
Comments
Sorry, but you are kinda teh suck. You're really just complaining about two ships with SS3 that can nearly instant vape. These two ships are two of the most squishy ships once they decloak. Consider your insanity.
Agreed. The real problem here is SS dealing too much damage and FBP reflecting too much damage.
A skillful use of RR, that is hard to do, should not be penalized.
Correction..FBP can 1 shot Alpha-ed Tac tap'ships using single target abilities (BO, SS3,CRF). It can not 1 shot The other 2 classes due to the lack of a damage boost. No boost in damage output + Single target ability and FBP is about as effective using it against NPC's.(Which ..is not very effective by itself). Ive fought Tanky engineers and Sci ships..It dont work on em.(Even if I were boosted)
I was in Kerrat the yesterday and kept getting fired on by built ss3 vapers. Guess what?
The amount of time I had to react to every assault was literally 1.5 seconds. I die each time..But had just enough time to push FBP3 and just that button. The result was 2 deaths,Mine and my attackers. 1 guy crited for 55k and got a return crit of 95k (1.7 reflect/Anchor) I was already at 50% hull during his opening volley..
I dont know if you can use a keybind to trigger several buttons at once with 1 push of the space bar (or whatever button) but I do know if I had tried to buff it first (FBP3) Id have been dead and the ambush vaper woulda lived.Keep in mind the 3x reflect (Which is up for all of 5 seconds of the 15) requires 4 buttons to be hit in a specific sequence (assuming none are on cooldown) and THEN hope someone Alphas you. Outside ESD 3x is easy. In 1v1 or Kerrat...Well my opponent would have to be a noob. Given the time between when they start firing and when FBP is activated..(Dont forget tray lag or that some abilities seem to have to be hit multiple times before they activate) theres very little room for error on the fbp users side.
As far as I can tell..the only ships that can create "Ideal" or max damage situations are Tac intel ships..They cloak and buff everything up on THEIR time and then fire when ready.. A Prtg ship, in combat normally doesn't have much chance to buff beyond a single button click (in my experience). Meaning more often than not Vapers get hit with around 1.5x (before a crit) return damage or the same damage as is given in the passive Crystalline Refraction.
Rouge Sto Wiki Editor.
If the OP was already referring to maxed out vs. maxed out then I apologize, but if they really are hitting that hard at a maxed out level, they should also be pretty 'glassy' as well to a similarly geared/leveled person.
Some of the active/passive healing skills introduced in the game via ships, skills, doffs, and lock-box traits and consoles, when properly combined (in some cases almost perfectly), also have the ability to make a ship feel just as invincible defensively too.
Personally, I would hate to see the current mechanics unnecessarily re-worked again until after more people get 'there', as the dev resources could be used elsewhere on real bug fixes.
SS3? I've only seen about 3-4 players actually use it. It's useless for DHC escorts except against nigh stationary targets and is really only effective with BA's. They aren't even in the same realm as a hit from a decloaking Romulan's BO3.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Lolwut____
Quote of the year.
http://stokt.aforumfree.com/t2275-hall-of-fame
There is barely anyone flying a ship even capable of SS3 in PvP. I was PvPing through the night and there was only the odd one or two people using it.
In an escort it's rather useless due to the rate of fire for DHC's (you can just about squeeze off two, maybe three shots during SS3's uptime, meaning you need to make sure the target is in your arc the entire time otherwise the buff is wasted). As for cruisers, you have to sacrifice a good deal of survivability to make it worthwhile.
Daizen - Lvl 60 Tactical - Eclipse
Selia - Lvl 60 Tactical - Eclipse
Fed side really only Phantom and Eclipses.
Most use DBB because of the rate of fire (as you mentioned with DHCs).
http://stokt.aforumfree.com/t2275-hall-of-fame
thats not how weapon cycles work. SS in fact has just as many fireing cycles as CRF does. only instead of fireing 4 times with DHCs per cycle, SS fires once in that cycle.
SS blow CRF out of the water. regardless of the visuals of weapons fireing, the tool tip DPS is higher on SS3 then CRF3. and that DPS doesnt factor in accuracy, acc overflow, or the raw crit chance SS also adds.
with 1 shot per cycle, that squares the DHC's innate effectiveness of being front loaded, dealing all its damage in one hit, not over time so it can be reacted too. and it makes all other weapons work like DHCs normally do.
if all SS did was modify the fireing cycle, and match the DPS boost of CRF, it would be the better of the 2 still because of that front loaded damage. to say nothing of all that time you get between shots to maneuver and reposition till you can fire again, a ton more then you get with CRF.
DHC SS phantoms and that romulan thing are more then enough SS users to do half of the PVP ruining. throw in the 2 cruisers that use it too, and you have the most deadly pvp beam platforms as well. even those can use DHCs without much trouble.
there's no survivability sacrifice on the intel cruisers compared to any other AtB DPS cruiser, all you are doing is trading DEM for SS3, and with 2 LTC eng powers slots you already have more eng flexibility then any other cruiser with a LTC tac.