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Lt. Commander
Join Date: Dec 2007
Posts: 120
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
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===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...