As the title says, i've made a thread or two about how simply OP Feedback Pulse is. I really don't care what anyone has to say in support of it. I don't care about your need to keep your "iwin" against beams button.
I think if you are forced to use turrets or cannons because of this one ability. Either fix this bull, or give me a feedback for cannon type weapons so i can lol at the escorts as they insta kill themselves.
Science ships stacking FBP are for the 99% most part immune to beams. I don't even bother shooting science ships that stack this. I can't ....
When its so dammed powerfull that in one cycle of your beams you lose at least half of your hull, you cannot afford to shoot them again, period.
Go ahead talk about tykens rift and other stupid counters that are simply stupid to suggest.
Go ahead tell me i should fit turrets or cannons, why the hell have beams in the game then ?
Anyway there it is. If you're going to post in support of FBP tell me how you deal with a science ship stacking this using beams. I will flame you down happily.
The bottom line is this, a ship fitting two slots of Feedback Pulse make anyone using beams around them useless to kill them. It is TRIBBLE to have such an OP invulnerability.
1) Damage bypasses shields
2) Damage exceeds damage recieved for zero power cost (even at tier 1 of power)
3) damage only applies to beams, so it handicaps cruisers and sci ships
Ignore the rabid defenders. There were people who defended MES even when you could buff and swap Bridge Officers and drop mines while cloaked using it, and capture points and be completely immune to revealment even at 0km distance by sci ships.
If anything, the rabid defenders get these things nerfed worse because it makes it obvious to the devs that they are actively exploiting it if they make the effort to defend an exploit. (carrier deployables?)
Let's see, I fought over 20 carriers and only 1 of them uses a different spec other than aux/fbp/rsp.
That's cause carriers are flying bricks with no turn speed. They need to up the turn on the fed cruisers/carrier.
That, and FBP is stupidly overpowered atm. It's laziness. Why shoot when you can have fighers/abilities that do it for ya. Meat knows what he's talkin bout, and he's right about the old MES too. Pretty decent analogy.
That's cause carriers are flying bricks with no turn speed. They need to up the turn on the fed cruisers/carrier.
That, and FBP is stupidly overpowered atm. It's laziness. Why shoot when you can have fighers/abilities that do it for ya. Meat knows what he's talkin bout, and he's right about the old MES too. Pretty decent analogy.
I'm just pointing out the lack of "variety" in which a carrier users chose considering there are alternatives but this is practically the only build they use. I've seen quite a bit of fed cruisers (both star and assault) have various builds unlike our counterpart from the Klingons.
FBP was so ill-conceived...its simple really, the farther you move away from natural laws the greater the odds the feature will be over-powered and exploitable.
The simple fact that it allowed more damage out than came in was so far skewed from elementary laws of nature that am 11 yr old should have saw it coming. In fact, its putting out more power than the ship could have produced from all its weapons and deflector combined.
Certain simple and elementray laws can not be ignored willy-nilly when building these BO skills. This isnt Harry Potter...its not just fantasy, ikts Sci-Fi...meaning you have to balance the science within the fantasy to make it work.
Yeah, some people will gripe and cry that its a game, realism isnt fun...thats because they dont know enough to realize that the reality of science can be wilder than fiction. you can create exciting new things utilizing natural laws as the basis.
As the title says, i've made a thread or two about how simply OP Feedback Pulse is. I really don't care what anyone has to say in support of it. I don't care about your need to keep your "iwin" against beams button.
....
Then post in those other threads instead of trying to spam the forums with multiple threads on the exact same subject.
Not that I disagree with the sentiment of the thread, but if you've already posted several threads on that exact topic, perhaps you could be nice enough to consolidate.
Nobody is going to read or care about this stuff when all you do is spam threads on your personal pet peeves.
IMO, 150% of damage inflicted should be returned. No more than that at FBP 3. It's enough to make the skill still a powerful way to deter attackers without making a Beam Overload fatal. Also puts it much more in line with Aceton Field.
Judging from the dev participation on this forum and the unawareness that even SNB has a problem when recently speaking with one on IRC, I would think FBP is also not on their 'to fix list' as of yet.
I would ask everyone to file tickets for this and other powers as I just do not think anyone from Cryptic goes near this section of the forum anymore.
You obviously dont know what your talking about.. you Cant Stop Fireing once you hit fire it shoots 4 times for each beam By Itself. Enough said.
And, you are saying that after one volley your ship is destroyed ? I have 7 beams on my ship and I have yet to see this as being more than an annoyance. FP1 is a joke, FP2 can be fought through, FP3 takes out 1/3-1/2 of my hull if I don't catch it.
And, you are saying that after one volley your ship is destroyed ? I have 7 beams on my ship and I have yet to see this as being more than an annoyance. FP1 is a joke, FP2 can be fought through, FP3 takes out 1/3-1/2 of my hull if I don't catch it.
4 beams volleys, 16 hits, can do about 40k hull dmg on feedback pulse III. If you have 7 and still think its ok...you have never met FBP III.... 7x4=28*2,5 = 70k hull dmg...and thats if you start to pound his hull with 1k beam hits only...*spit on the FBP abusers*.
And, you are saying that after one volley your ship is destroyed ? I have 7 beams on my ship and I have yet to see this as being more than an annoyance. FP1 is a joke, FP2 can be fought through, FP3 takes out 1/3-1/2 of my hull if I don't catch it.
Well its not enough to "flame into the ground" but ill bite.
Yes, you blow Beta and EPS Transfer ( as an engineer ) and i will get one cycled by a proper FB Pulse.
Any ability that can take you to half hull even if you stop shooting is OP. FB1 is certianly not a joke , my FB1 hits for 1500-2k, my FB2 hits for 2-4k. That is not a joke.
6 Beams average x 3 shots each ( we will say three for FBP acivation delay ) thats 18 x 2000 ( on the midlevel of measurement. Thats 36,000 Hull damage. Hell even on the low side say 1k per pulse, or even half the beam hits its still 18,000 hull damage. Thats if you don't endure the common graphic effects glitch that makes them flicker and notice immeadeatly.
Take that to the Max side of things and you certainly run into being one cycled.
To clarify, i have a level 45 Fed, and a level 45 Klingon who is my primary ( and whom i leveled first, i leveled the fed out of boredom , and with the release of FvF pvp i wanted a char i could still pvp with if by chance they implement FvF the wrong way ).
To respond to the multiple thread thing , meh as i said new threads are new threads. They get more attention and people don't have to read through 10 pages of stuff to get the gist of the thread.
And, you are saying that after one volley your ship is destroyed ? I have 7 beams on my ship and I have yet to see this as being more than an annoyance. FP1 is a joke, FP2 can be fought through, FP3 takes out 1/3-1/2 of my hull if I don't catch it.
You see 1/2 your hull gone as a minor issue for one beam volley?
You don't use beams. I call you out as a FBP spammer. You probably cannon/turret it up, and spam FBP and RSP nonstop in stacks.
New thread is new, my old post is old but shall become new.
Change FBP in the following ways:
1) Make it hit the shields first.
2) Make it a known energy type (not necessarily the same as what was initially fired) so that resistance can affect it.
3) Make it based on damage absorbed by shields and not total damage received.
New thread is new, my old post is old but shall become new.
Change FBP in the following ways:
1) Make it hit the shields first.
2) Make it a known energy type (not necessarily the same as what was initially fired) so that resistance can affect it.
3) Make it based on damage absorbed by shields and not total damage received.
Leave all existing multipliers in place.
I like the idea, as long as the base 90% shield resist were in place. So if my phasers were hitting for 100, a strong FBP would hit them for 300. Same thing if i hit thier hull for 1k, it would still only hit my shields for 300; or my hull for 3k.
At this point any change is good than the current ability.
Correct me if I'm wrong here, but FBP uses the ships deflector in some way when activated?
IF it puts out more power than is comming in would that not burn out the deflector realistically speaking then?
And I really dont understand how a passive skill can put out more power then is put into it?
Not sure if my reasoning is correct here as I dont have much understanding of the concept in realistic terms outside the game.
If I'm wrong feel free to correct me, but it sounds almost to me like youre firing a laser beam at a mirror and hving the beam comming back more powerfull than what you fired.
This would not be possible if you simply reflected it in the mirror and did not add more power to it.
I have never been at the reciving end of FBP myslef, and flying tactical escort I dont have any use for it.
But I'm not stupid and from what I have read here and in other places I can see quite clearly that it needs to be tuned down and by no small ammount at that.
Everyone should just bug report it, that should hopefully get it some attention.
Also, make its graphical effect far more visible. RSP is easy to see, so should FBP.
Its not to bad to see, but yah an addition to such a powerfull skill would be nice to see. My main issue is the occasional flickering of effects which have been persistant since a few patches ago.
Deflector burnout can be emulated by Dalnar's idea: make FBP drain AUX power over time (duration).
In which case, if we put all these changes together, we will need to provide more multipliers for FBP to be worth slotting at all. For example, increase the multiplier that AUX power provides.
Deflector burnout can be emulated by Dalnar's idea: make FBP drain AUX power over time (duration).
In which case, if we put all these changes together, we will need to provide more multipliers for FBP to be worth slotting at all. For example, increase the multiplier that AUX power provides.
Well i would leave the dmg, shield bypass etc as it is, even beam vulnerability only...but i would really drain the aux. And im saying that as beam user. What would help more, would a "Stop all fire" button tho.
What would help more, would a "Stop all fire" button tho.
I think the problem with a 'Stop All Fire' button is that it makes beams into 'autofire' cannons. True, there is a huge base DPS disparity, but I see the toggle ratings as part of the balance between weapon types.
New thread is new, my old post is old but shall become new.
Change FBP in the following ways:
1) Make it hit the shields first.
2) Make it a known energy type (not necessarily the same as what was initially fired) so that resistance can affect it.
3) Make it based on damage absorbed by shields and not total damage received.
Leave all existing multipliers in place.
I am happy alot of good Klingons are that FBP needs to be nerfed. I dont like it all. Its the new trend.
I think the damage to the hull should be 2/3 of what it is now. And also longer charge time. If the FBP hits your shields than thats gone in 2 seconds and it hits the hull again. If you dont have shields you are also dead. This is the only solution for me or remove it.
If people are having a hard time with FBP I suggest paying more attention to what you are doing instead of spamming your spacebar.Turrets/cannons have no problems with FBP so if you want want to run an all beam boat that is your fault not the person using FBP.I mean how hard is it to carry extra weapons in your inventory to swap out if you run into this problem?
Also no it shouldn't go through shields first...the beam is being fired from your ship and hitting the Deflector field of the person using FBP so the feedback is sent back to the point of origin.Now I will agree that it should use Aux power while its up that would reasonable.
Comments
1) Damage bypasses shields
2) Damage exceeds damage recieved for zero power cost (even at tier 1 of power)
3) damage only applies to beams, so it handicaps cruisers and sci ships
Ignore the rabid defenders. There were people who defended MES even when you could buff and swap Bridge Officers and drop mines while cloaked using it, and capture points and be completely immune to revealment even at 0km distance by sci ships.
If anything, the rabid defenders get these things nerfed worse because it makes it obvious to the devs that they are actively exploiting it if they make the effort to defend an exploit. (carrier deployables?)
That's cause carriers are flying bricks with no turn speed. They need to up the turn on the fed cruisers/carrier.
That, and FBP is stupidly overpowered atm. It's laziness. Why shoot when you can have fighers/abilities that do it for ya. Meat knows what he's talkin bout, and he's right about the old MES too. Pretty decent analogy.
I'm just pointing out the lack of "variety" in which a carrier users chose considering there are alternatives but this is practically the only build they use. I've seen quite a bit of fed cruisers (both star and assault) have various builds unlike our counterpart from the Klingons.
The simple fact that it allowed more damage out than came in was so far skewed from elementary laws of nature that am 11 yr old should have saw it coming. In fact, its putting out more power than the ship could have produced from all its weapons and deflector combined.
Certain simple and elementray laws can not be ignored willy-nilly when building these BO skills. This isnt Harry Potter...its not just fantasy, ikts Sci-Fi...meaning you have to balance the science within the fantasy to make it work.
Yeah, some people will gripe and cry that its a game, realism isnt fun...thats because they dont know enough to realize that the reality of science can be wilder than fiction. you can create exciting new things utilizing natural laws as the basis.
Then post in those other threads instead of trying to spam the forums with multiple threads on the exact same subject.
I can't be asked to find them, even searching my own name for 10 seconds to find them is meh. Besides new threads are fun, exciting, and different.
I thank those that are in support of this thread. Sadly I was looking to get my forum PVP on :P
Its still young yet maby ill get some FBP supporters yet, certianly a troll or two i'm sure.
Za'Rex
Nobody is going to read or care about this stuff when all you do is spam threads on your personal pet peeves.
I would ask everyone to file tickets for this and other powers as I just do not think anyone from Cryptic goes near this section of the forum anymore.
You obviously dont know what your talking about.. you Cant Stop Fireing once you hit fire it shoots 4 times for each beam By Itself. Enough said.
And, you are saying that after one volley your ship is destroyed ? I have 7 beams on my ship and I have yet to see this as being more than an annoyance. FP1 is a joke, FP2 can be fought through, FP3 takes out 1/3-1/2 of my hull if I don't catch it.
4 beams volleys, 16 hits, can do about 40k hull dmg on feedback pulse III. If you have 7 and still think its ok...you have never met FBP III.... 7x4=28*2,5 = 70k hull dmg...and thats if you start to pound his hull with 1k beam hits only...*spit on the FBP abusers*.
Well its not enough to "flame into the ground" but ill bite.
Yes, you blow Beta and EPS Transfer ( as an engineer ) and i will get one cycled by a proper FB Pulse.
Any ability that can take you to half hull even if you stop shooting is OP. FB1 is certianly not a joke , my FB1 hits for 1500-2k, my FB2 hits for 2-4k. That is not a joke.
6 Beams average x 3 shots each ( we will say three for FBP acivation delay ) thats 18 x 2000 ( on the midlevel of measurement. Thats 36,000 Hull damage. Hell even on the low side say 1k per pulse, or even half the beam hits its still 18,000 hull damage. Thats if you don't endure the common graphic effects glitch that makes them flicker and notice immeadeatly.
Take that to the Max side of things and you certainly run into being one cycled.
To clarify, i have a level 45 Fed, and a level 45 Klingon who is my primary ( and whom i leveled first, i leveled the fed out of boredom , and with the release of FvF pvp i wanted a char i could still pvp with if by chance they implement FvF the wrong way ).
To respond to the multiple thread thing , meh as i said new threads are new threads. They get more attention and people don't have to read through 10 pages of stuff to get the gist of the thread.
Za'Rex/Zautin
You see 1/2 your hull gone as a minor issue for one beam volley?
You don't use beams. I call you out as a FBP spammer. You probably cannon/turret it up, and spam FBP and RSP nonstop in stacks.
I see thru you. Thruuuuuuu youuuuuuu!
Change FBP in the following ways:
1) Make it hit the shields first.
2) Make it a known energy type (not necessarily the same as what was initially fired) so that resistance can affect it.
3) Make it based on damage absorbed by shields and not total damage received.
Leave all existing multipliers in place.
I like the idea, as long as the base 90% shield resist were in place. So if my phasers were hitting for 100, a strong FBP would hit them for 300. Same thing if i hit thier hull for 1k, it would still only hit my shields for 300; or my hull for 3k.
At this point any change is good than the current ability.
Za'Rex
IF it puts out more power than is comming in would that not burn out the deflector realistically speaking then?
And I really dont understand how a passive skill can put out more power then is put into it?
Not sure if my reasoning is correct here as I dont have much understanding of the concept in realistic terms outside the game.
If I'm wrong feel free to correct me, but it sounds almost to me like youre firing a laser beam at a mirror and hving the beam comming back more powerfull than what you fired.
This would not be possible if you simply reflected it in the mirror and did not add more power to it.
I have never been at the reciving end of FBP myslef, and flying tactical escort I dont have any use for it.
But I'm not stupid and from what I have read here and in other places I can see quite clearly that it needs to be tuned down and by no small ammount at that.
Everyone should just bug report it, that should hopefully get it some attention.
Its not to bad to see, but yah an addition to such a powerfull skill would be nice to see. My main issue is the occasional flickering of effects which have been persistant since a few patches ago.
Za'Rex
In which case, if we put all these changes together, we will need to provide more multipliers for FBP to be worth slotting at all. For example, increase the multiplier that AUX power provides.
Well i would leave the dmg, shield bypass etc as it is, even beam vulnerability only...but i would really drain the aux. And im saying that as beam user. What would help more, would a "Stop all fire" button tho.
noob. you dont even know what half of those counters are. try speccing sensors/array and using sci team/beam target shields/aux. no more fbp. stfu l2p
Beam target shields does not effect fbp lol. Nice to flame at somebody, but fail in the same reply. And sci team doing something against fbp lol what?
I am happy alot of good Klingons are that FBP needs to be nerfed. I dont like it all. Its the new trend.
I think the damage to the hull should be 2/3 of what it is now. And also longer charge time. If the FBP hits your shields than thats gone in 2 seconds and it hits the hull again. If you dont have shields you are also dead. This is the only solution for me or remove it.
Also no it shouldn't go through shields first...the beam is being fired from your ship and hitting the Deflector field of the person using FBP so the feedback is sent back to the point of origin.Now I will agree that it should use Aux power while its up that would reasonable.