Sub Nucleonic Beam
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Join Date: Dec 2007
03-13-2012, 11:11 PM
Originally Posted by
It's a powerful ability, but the other two careers have some crazy stuff too. Miracle worker can save you from zero shield and 25% hull with a single push of a button. For Tac, if you let your hull drop to 25% then quickly use a powerful cooldown like reverse shield polarity, then go down fighting can give you 80%+ to all damage done for a whole minute.
In contrast of this, subnuc is pretty much in line. It's annoying, yes, but half of its effect can be negated with science team, which you should have anyways with all the holds, disables, jams and scramles out there.
Miracle Worker is a great ability and seems to work just fine without being imbalanced.
80% extra damage is great in ideal situations, but when ur target is blows RSP in response to your GDF, well ur just hammering against full shields.
However, with subnuc you can remove all the buffs from a target and your team can then just blow the target up regardless.
I don't think it's right for one Sub Nuc to be able to remove tac team, RSP, emergency power to shields, emergency power to weapons, aux to SIF, and hazards, all in one shot. Then a second Sci on a team just adds to the imbalance.
If the ability removed 2-3 buffs, then it would not be so bad to get hit with Sub Nuc after Sub Nuc... it makes having two more important as well.