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Archived Post 02-10-2010 10:50 PM

What Counters what and a compendium of useful information
 
Version 1.8

-disclaimer-
This info may not be up to date upon future patches, but I will strive to keep it as clear
as possible.


Intro:
Many times on the forums we come across someone questioning how something works or what counters it, or flat out saying that something is overpowered. While it is not always common knowledge, most skills in STO have a counter (persay something that trumps or negates the skill). This thread is a general outline to which skills do counter which skills for use in PvP. While this list gives general information, experience is still the best teacher. As a general guideline, self buffs are less likely to have counters against them than crowd control or hostile debuffs.

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Useful terms:
  • search - Ctrl + f and then type in the name of the skill you want to find and hit next, should take you right to it.
  • Hard counter - doing this will completely stop another skill; example - attack pattern omega hard counters viral matrix
  • soft counter - doing this will minimize the negative effects of another skill; example - brace for impact will soft counter torpedo high yield
  • N/a - non applicable, does not exist at this time. used as a place holder if the general counter would be system damage.
  • System Damage - Taking one of the four power systems offline or reducing its power levels.
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to do list:
1. Incorporate career abilities.
2. need more counters (not counterspells :p)
3. beautify and streamline post post
~~~~
===GENERAL TIPS===
  • Almost every skill draws it's strength from one of the four systems of the ship, experiment by attacking their power levels via skills such as Target: (x subsystem), only the more unsuspecting counters will be labeled after this point.
  • see Matt Dravis' guide Here for more help.
  • General Counters:
    ~attack skills can be softly countered with general anti-attack damage, such as hazard emitters, engineering team, and rsp
    ~science skills can be softly countered by attacking the auxilliary subsystem, although it is not necessarily effective.


===TACTICAL===
  • Attack Pattern Beta - system: manuevers. Attack Pattern Beta reduces the target's damage resistance each time it receives an attack from your or your allies
    ~hard counter: n/a
    ~soft counter: Tactical team (removes debuffs)

  • Attack Pattern Delta - system: manuevers. Attack Pattern Delta targets an allied ship. Any ship that attacks your ally will receive a stacking damage resistance debuff.
    ~hard counter: n/a
    ~soft counter: Stop attacking the target while this power is in effect.

  • Attack Pattern Omega - system: manuevers. Attack Pattern Omega buffs damage and turn rate while making you immune to holds, roots, and slows. Can be used while held.
    ~hard counter: n/a
    ~soft counter: n/a

  • Beam: Fire at Will - system: beams. Fire at Will improves your next beam array attack. The bridge officer fires you beam weapons at multiple targets of their choice.
    ~hard counter: n/a
    ~soft counter: n/a

  • Beam: Overload - system: beams. Overload improves your next beam array attack. Overloading your beam weapon delivers an extremely powerful blast, but drains weapon power and briefly takes your beam weapons offline. Only the energy type you overload will go offline - so if you overload phasers, all phasers will go offline and not your plasma weapons
    ~hard counter: n/a
    ~soft counter: n/a

  • Cannon: Rapid Fire - System: Cannons. Rapid Fire improves your next cannon attack. Quickly fires numerous bolts. Each bolt does less damage than a normal cannon shot.
    ~hard counter: n/a
    ~soft counter: Tractor Beam Repulse can push the opponent beyond the effective damage range of cannons.

  • Cannon: Scatter Fire - System: Cannons. Scatter Volley improves your next cannon attack. Fires a cone area of effect cannon spray centered on your target.
    ~hard counter: n/a
    ~soft counter: Tractor Beam Repulse can push the opponent beyond the effective damage range of cannons.

  • Disperal Pattern Alpha - System: Mines. Dispersal Pattern Alpha improves your next mine attack. Lays a series of small mine clusters behind your ship.
    ~hard counter: n/a
    ~soft counter: brace for impact, standard mine counters.

  • Dispersal Pattern Beta - System: Mines. Dispersal Pattern Beta improves your next mine attack. Lays a wide net of mines behind your ship.
    ~hard counter: n/a
    ~soft counter: brace for impact, standard mine counters.

  • Tactical Team - System: Crew. Tactical Team deploys a security crew and grants a tactical buff to your own ship or an ally. Also removes crew and tactical debuffs.
    ~hard counter: n/a
    ~soft counter: n/a

  • Target: (x subsystem) - system: target subsystems. Target (x subsystem) improves your next beam array attack. Instruct your bridge officers to target enemy (x subsystem). This attack deals normal damage, but also drains the target's (x subsytem) power and has a chance to take the target's (x subsystem) offline.
    ~hard counter: engineering team, miracle worker, emergency power to X (instantly repairs all disabled X systems).
    ~soft counter: allocate more power to the subsystem than the skill drains for. Both the soft and hard counter must be addressed to properly counter this skill.

  • Torpedo: High Yield - System: Torpedoes. High Yield torpedo improves your next torpedo attack. Photon, Quantum, Transphasic, and Chroniton torpedo launchers fire a salvo of torpedoes. Plasma launchers fire a single, slow moving and destructible heavy torpedo that does massive damage
    ~hard counter: n/a
    ~soft counter: brace for impact, evasive maneuvers (outrun torpedos).

  • Torpedo: Spread - System: Torpedoes. Spread improves your next torpedo attack. Launches multiple projectiles in a spread pattern that damage all targets in a large area around the target.
    ~hard counter: n/a
    ~soft counter: move 3 km to the right...

Archived Post 02-10-2010 10:51 PM

===ENGINEERING===
  • Aceton Field - System: Weapon Modifications. Aceton Field drastically reduces the damage dealt by the target's energy weapons, and also makes the target take radiation damage when using energy weapons.
    ~hard counter: hazard emitters
    ~soft counter: stop firing while ability is in effect

  • Auxiliary to Battery - System: Auxiliary Power. Auxiliary Power to the Emergency Battery converts your auxiliary power into an emergency battery to be used for later. When activated, the emergency battery provides a short duration power increase to all power levels.
    ~hard counter: n/a
    ~soft counter: n/a

  • Auxiliary to Dampeners - System: Auxiliary Power. Auxiliary Power to the Inertial Dampeners redirects auxiliary power to provide significant kinetic damage resistance.
    ~hard counter: n/a
    ~soft counter: n/a

  • Auxiliary to Structural - System: Auxiliary Power. Auxiliary power to the Structural Integrity Field utilizes auxiliary power to restore damage to the hull and provide it with damage resistance over the duration. Increases in effectiveness based on current auxiliary power level.
    ~hard counter: n/a
    ~soft counter: n/a

  • Boarding Party - System: Crew. Boarding Party launches up to three assault shuttles at the target. If they arrive safely they will cause damage to the ship's crew and subsystems. Each shuttle launched removes twenty crew from your ship who attempt to beam back upon completing their mission.
    ~hard counter: Tactical team
    ~soft counter: kill ships while they are in space, skills that help; beam: fire at will/cannon: rapid fire/ torpedo: spread

  • Directed Energy Modulation - System: Weapons Modification. Directed Energy Modulation cycles the frequency of your weapons, resulting in increased shield penetration.
    ~hard counter: n/a
    ~soft counter: n/a

  • Eject Warp Plasma - System: Warp Core. Eject Warp Plasma creates a plasma area of effect field behind the starship. Ships passing into the field are slowed and receive a plasma fire damage over time effect. Any cloaked ships in the plasma will be revealed.
    ~hard counter: hazard emitters
    ~soft counter: don't fly into the plasma

  • Emergency Power to (x subsystem) - System: Batteries. Emergency Power to (x subsystem) directs emergency battery power to the (x subsystem) for a short time.
    ~hard counter: n/a
    ~soft counter: disable (x subsystem) after power has been used

  • Engineering Team - Systems: Crew. Engineering Team repairs hull damage and grants an engineering skill buff for your own ship or an ally. Also repairs subsystems.
    ~hard counter: n/a
    ~soft counter: n/a

  • Extend Shields - Systems: Shields. Extend Shields regenerates the shields of target ally and improves their damage resistance.
    ~hard counter: Extend shields is a channeled skill, any disruption that disables the ship for any period of time will cancel the skill i.e.: photonic shockwave, viral matrix, subnucleonic beam, etc.
    ~soft counter: target the ship using extend shields, push the ships farther than 5km away from eachother

  • Reverse Shield Polarity - Systems: Shields. Reverse Shield Polarity converts incoming energy weapon damage into additional shields.
    ~hard counter: disable shield subsystem
    ~soft counter: stop target while ability is in effect, kinetic damage (i.e. torpedos)


Archived Post 02-10-2010 10:52 PM

==SCIENCE==
  • Charged Particle Burst - System: Sensor Array. Charged Particle Burst temporarily disables the cloaking devices of nearby hostile ships and damages their shields.
    ~hard counter: n/a
    ~soft counter: be farther than 5km away when used

  • Energy Siphon - System: Deflector Dish. Energy Syphon draws power from the target. This reduces the target's power settings to all systems and increases your power settings.
    ~hard counter: n/a
    ~soft counter: General aux-subsytem counters.

  • Feedback Pulse - System: Deflector Field. Feedback Pulse harnesses the energy of beam weapon attacks directed against you. Each time you are hit, a damaging pulse is directed at the attacking ship.
    ~hard counter: n/a
    ~soft counter: avoid using energy weapons on the target while the effect is in effect.

  • Gravity Well - System: Deflector Dish. Gravity Well creates a spatial anomaly at the target's location that draws enemies to its center and gradually crushes their ships, inflicting kinetic damage. Shields drastically reduce the effects of kinetic damage.
    ~hard counter: leave the area of effect
    ~soft counter: n/a

  • Hazard Emitters - System: Hazard. Hazard Emitters periodically cleanse the ship of any fire or radiation hazards, as well as restoring some hull strength over time.
    ~hard counter: n/a
    ~soft counter: n/a

  • Jam Sensors - System: Sensor Array. Jam Targeting[*sic] Sensors prevents the enemy from targetting you
    ~hard counter: science team
    ~soft counter: n/a

  • Mask Energy Signature - System: Sensor Array. Mask Energy Signiture shields the energy output of your ship, making it more dificult for enemies to detect you.
    ~hard counter: breaks at 19km distance
    ~soft counter: not sucking (seriously)

  • Photonic Officer - System: Emitter. Photonic Officer reduces the recharge time of bridge officer powers.
    ~hard counter: n/a
    ~soft counter: n/a

  • Polarize Hull - System: Hazard. Polarize Hull provides damage resistance against energy weapons, breaks any current tractor beams and temporarily protects against any additional tractor beams.
    ~hard counter: n/a
    ~soft counter: n/a

  • Photonic Shockwave - System: Emitter. Photonic Shockwave releases a massive blast around your ship, knocking back enemy ships and inflicting kinetic damage. Shields drastically reduce the effects of kinetic damage.
    ~hard counter: n/a
    ~soft counter: don't be within the area of effect

  • Scramble Sensors - System: Sensor Probes. Scramble Sensors fires a probe at the target that bursts into a particle field, confusing the affected enemies into targetting eachother.
    ~hard counter: Science team
    ~soft counter: manually select targets while this power is in effect.
    note - Scramble Sensors 1 is currently mislabeled as Jam Targetting Sensors

  • Science Team - System: Crew. Science Team repairs shield damage and grants a science buff for your own ship or an ally. Also removes science Debuffs.
    ~hard counter: n/a
    ~soft counter: n/a

  • Tachyon Beam - System: Deflector Dish. Tachyon Beam drains the target's shields. Increases in effectiveness based on current auxiliary power level.
    ~hard counter: n/a
    ~soft counter: n/a

  • Tractor Beam - System: Tractor. Tractor Beam slows the target ship, thereby making it an easier target for weapons. Targets held in a tractor beam cannot cloak. Increases in effectiveness based on current auxiliary power level.
    ~hard counter: polarize hull, jam sensors, attack pattern omega
    ~soft counter: brute force your way out with evasive manuevers and full power to engines

  • Tractor Beam Repulsors - System: tractor. Tractor Beam Repulsors pushes up to three enemies (dead or alive) away from your starship.
    ~hard counter: n/a
    ~soft counter: n/a

  • Transfer Shield Strength - System: Deflector Dish. Transfer Shield Strength uses power reserves to bolster an ally's shields, increasing their current strength and making them more resiliant to damage for a short duration. Increases in effectiveness based on current auxiliary power level.
    ~hard counter: n/a
    ~soft counter: n/a

  • Tyken's Rift - System: Deflector Dish. Tyken's Rift creates a spatial anomaly at the target's location that drains power from all hostile ships and causes minor damage.
    ~hard counter: leave the area of effect.
    ~soft counter: power transfer rate boosts, such as EPS flow regulators or EPS Transfer

  • Viral Matrix - System: Sensor Probes. Viral Matrix launches a probe that flies to the target and shuts down its systems, effectively holding it in place. The target is highly resistant to holds for a short duration after this effect expires.
    ~hard counter: Engineering Team will restore power to all subsystems
    ~soft counter: Emergency Power to X will restore power to the appropriate subsystem

Archived Post 02-10-2010 10:53 PM

(this post is a work in progress)

TACTICAL CAREER
  • Attack Pattern Alpha
    ~hard counter: n/a
    ~soft counter: General anti-damage

  • Fire on my Mark
    ~hard counter: tactical team
    ~soft counter: general anti-damage

  • Tactical Initiative
    ~hard counter: n/a
    ~soft counter: n/a

  • Go Down Fighting
    ~hard counter: n/a
    ~soft counter: General anti-damage, focus fire the target since it is generally used at a low health

ENGINEERING CAREER
  • Rotate Shield Frequency
    ~hard counter: General shield-subsystem counters
    ~soft counter: General shield-subsystem counters

  • EPS transfer
    ~hard counter: n/a
    ~soft counter: this counters energy drain, but energy drain counters this

  • Nadion inversion
    ~hard counter: n/a
    ~soft counter: n/a

  • Miracle Worker
    ~hard counter: n/a
    ~soft counter: kill as much crew as possible.

SCIENCE CAREER
  • Sensor Scan
    ~hard counter: Science team
    ~soft counter: n/a

  • Subnucleonic Beam
    ~hard counter: Science Team
    ~soft counter: Photonic officer

  • Dampening Field
    ~hard counter: n/a
    ~soft counter: Kinetic Damage

  • Photonic fleet
    ~hard counter: n/a
    ~soft counter: when the ship that activated the skill dies, the fleet will disapear.


Version 1.8 - march 5, 2010

Archived Post 02-11-2010 01:25 AM

Quote:

Originally Posted by faithborn
subnucleonic beam
~hard counter:
~soft counter:

That would be the most interesting thing right there.

Archived Post 02-11-2010 02:04 AM

Subnucleonic - don't be in a 90 degrees arc in front of the Science Captain. Hit him with a Sub Beam yourself. Tractor him in place. Drain Aux power - Tychen's Rift? (reduces duration to near nothing). Viral Matrix/Jam Sensors...

If all else fails - wait it out. (at max Aux this means some interesting flying about as it can last 20+ seconds). Unlike VM though you can still at least fly about - max power engines and get out?


To all Resistance buffs (my Polarize Hull 1 tooltip says 80% energy resistance for example) - Science Captain Sensor Scan works great as an AoE damage resistance debuff (33% on my with skills missing).

Archived Post 02-11-2010 02:26 AM

Quote:

Originally Posted by Zedrin
Subnucleonic - don't be in a 90 degrees arc in front of the Science Captain. Hit him with a Sub Beam yourself. Tractor him in place. Drain Aux power - Tychen's Rift? (reduces duration to near nothing). Viral Matrix/Jam Sensors...

If all else fails - wait it out. (at max Aux this means some interesting flying about as it can last 20+ seconds). Unlike VM though you can still at least fly about - max power engines and get out?

No hard counters? And half of the stuff is only viable when you are Science yourself! Sub Beam, Viral Matrix, ... and the other half is easily countered by him. Tractor -> Polarize, Viral Matrix & Jam sensors -> Science Team.

Archived Post 02-11-2010 03:21 AM

Science team removes the first one of these debuffs placed on you: Viral Matrix, Jam sensors, Scramble sensors.

Tractor Beam is broken completely by polarize hull.

Feedback pulse countered by target subsystems: auxiliary. Soft counter is to use no beam weapons.

Extend shields stopped by viral matrix on using ship, or pushing the ships more than 5k away from each other (photonic shockwave?).

All system disables from target subsystem beams can be countered by: engineering team, miracle worker, emergency power to X (instantly repairs all disabled X systems). Skillpoints or items with "starship hull repair" also decreases the time it takes to repair a subsystem.

Soft counter to Reverse Shield Polarity is to use only kinetic damage weapons. Feedback Pulse should be considered a soft counter against RSP users with beam weapons. Directed energy modulation may be considered a very soft counter.

Archived Post 02-11-2010 03:23 AM

Quote:

Originally Posted by faithborn
--

Discuss, offer suggestions, tell me about grammer mistakes... I want this to look presentable but it's 1 am.


also, this needed to get done, at least this way some of the 'l2p' comments will have something to point to.

Funny thing though we can point to this, but only those who care to improve their "skill" will look. Those who wish the game to change to them wont care. As for Polarize hull resistance getting it over 40% gives sever returns, I have mine at 67% but it actually only boosts resistance to 40.09%(that number off slightly) add in the 25% profession buff and its 50.09%.

Archived Post 02-11-2010 03:35 AM

Feedback pulse may be considered a soft counter to beam overload.
Evasive maneuvers may be considered a soft counter to torpedo: spread.
Beam: Fire at will and Cannon: Barrage may be considered soft counters to Boarding Party in space. The same goes for torpedo: high yield if plasma torp launchers are used.
Killing crewmen has no impact on Engineering team, should not be listed as soft counter. Amount of crew only affects miracle worker.
Extend Shields is dependant on the shield power setting of the ship using it, counters include target subsystem shields, energy syphon and tyken's rift ( and any other abilities that decrease power of target). The same goes for RSP, if enough shield drains are used, the power will drop to 0 and the shield along with it.
Tyken's Rift best countered by power transfer rate boosts, such as EPS flow regulators or EPS Transfer (engineer ability). Soft counter is to target aux systems before it is used.


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