Hi everybody,
I was wondering what are all the current counters for being stuck in a tractor beam? These are the ones I can think of at the moment:
Boost Morale
Polarize Hull
Attack Pattern Omega
And these are the ones I'm not sure if they work or not:
Iconian Rep Shield
WCE Doff (The one that clears debuffs)
Can anyone clarify the last two and / or help me add to this list?
Thanks!
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JTS can break a single tractor lock, but it is of no help at all if you're locked down by multiple tractors, nor does it help against a tbr. It's also a pretty selfish power when you're on a team. You're basically saying "you guys can take the hits". Plus it's a fragile power, so you won't able to attack the victim unless you want the power to wear off much more quickly. All in all, a useless power to use.
I always wanted to know exactly where this trait come from (pedal to the metal). I have it on 8 of my 14 charactes but im not sure how i gained it. So it is a reward for levelling the pilot tree??
Really anything that can knock out Aux power will work. Other skills are Polarize Hull and AP Omega. Also if you can push them out beyond 5 k of your ship the Tractor Beam will lose its hold on you even if it looks like its still on. Tractor Beams are only effective and usable within 5 k.
Not sure if Rock and Roll will break a Tractor lock though... otherwise I would say...
https://www.youtube.com/watch?v=wZ8z9FQEQiQ
normal text = me speaking as fellow formite
colored text = mod mode
Wait Hazard Emitters? Are you sure about that? Hazard Emitters does NOT make you immune to Tractor Beams. I THINK there is a doff that when equipped boosts Hazard Emitters to do that but im not sure. All I know is that Polarize Hull, Attack PAttern Omega, and Aux to Intertia Dampers all make you immune to all movement debuffs. There are a few pilot powers and traits that block it too but you'll need to look at that yourself cause I dont remember.
There are a lot of other powers that they have a "Side effect" of disabling a tractor beam. Like Jam Sensors or the Intel power Evade Target lock block a ship from seeing you, so they cant keep a tractor lock. Abilties that temporarily disable ships like Photonic Shockwave also work. There are a lot of abilities that can make you immune or disable tractor beam. You just have you play around a bit, or read the descriptions carefully and think if the ability might work.
Anyone want to give me a Temporal Heavy Dreadnought pack? I'll be your friend
Well, i think i have been using it well, forever. Its true that i also have polarize hull in many of my toons, but i could swear that i use hazard emitters to get rid of tractor beams. The thing is, it is SOO easy to get rid of tractor beams and i never pay too much attention, in the end you will have several things that can help you with that and it will not be important anymore.
I, however, do not care about the very small amount of damage TB's do, and instead use TBR to shove the offending tractor ship(s) out of the 5km range of the Tractor Beam. Not only do my TBR's inflict more damage on them than they inflict on me, my TBR's affect up to three targets, including destructible torpedoes and mines in proximity to my ship.
Tractor beam can be devastatingly effective against a foe if used to lock him into an uncomfortable position, such as within the effect of a Gravity Well or right in front of your DHC's, but when used by random engine-controlled enemies spewing the TB randomly, it's virtually worthless. It's really not worth bothering using up a BOff power just to resist it.
-Lord Commander Solar Macharius
Pilot spec Reckless Abandon (? definately Tier 1) adds an immunity to Evasive.
*Edit: it does buff the very same stats that TB debuffs though and thereby mitigates the effect to some extend.
Polarize Hull is the to-go boff power.
Pedal to the metal (and its improved version) are ship traits that improve your damage output as long as you are at 100% throttle, and come from point investment in the Intelligence spec tree (15 and 30 points). The bonus is +1% per 2 seconds at full throttle (2% if improved) per stack, max 10 stacks, and it will remain as long as you are at full throttle (so if a message stops your ship, you lose it, like in the Argala patrol) but Tractor Beam or Gravity Well wont remove it.
One clarification please: When it says PH makes you IMUNE to tractor beam for Sucha seconds,, does that mean the beam should loose the lock? Or you can move better for a few seconds?
Fleet Admiral In charge of Bacon
Fighting 5th Attack Squadron
The Devils Henchman
When I am tractored, I mostly sit (fly) it out. Letting my cooldown come off again, turn and pound away, now his tractor beam is on cooldown. Use your counters only when you are multiply tractored and yes you should have counters for those situations.
The only time I saw danger in tractor beams was in the old Romulan story missions. Close by, the D'Dedirex could tractor you, rip your shield and fire that plasma salvo at you. Not countered in your little lt.commander or commander ship, a certain death. However this is gone, as it seems.
Ive encountered the Romulan TRACTOR BEAM OF PLASMA TORP DEATH several times running my Delta Recruits. Its not QUITE as prevalent as a few years ago,, but it still exists. And yes,, when you get caught in a Rommie tractor at less than 5km,, basically the only thing to do is sit back and watch your ship explode in a plasma torp spread of doom!
You are correct that the tractor beam is more of an annoyance than a threat,, but its definetly an annoying annoyance. Also you pointed out PH is a science skill which means it goes by AUX power setting.. as I run mainly cruisers and love me some power hungry weapons I run aux power pretty low.. I think im going to try tweaking my settings,, just for SH's'n'Giggles.
Fleet Admiral In charge of Bacon
Fighting 5th Attack Squadron
The Devils Henchman