Lt. Commander
Join Date: Dec 2007
Posts: 120
# 51
02-08-2010, 09:26 AM
I used this ability last night, actually lots of people in tier 5 were using it, on both sides. It's in no way overpowered. I didn't see anyone die to it. Once you see the little blue things shooting at you that indicate you're being hurt by feedback, you just stop firing. It's so so so simple. Yes, a few people were using it, and it didn't do much. It's not even in the realm of powerful compared to RSP.

That's the final word. End thread.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 52
02-08-2010, 01:51 PM
Made a testrun with feedback pulse III in tier 4 today. All deflector field consoles, full aux, deflector field and former skills skilled to 9.

I did formidable damage, but nobody was really in danger. They either switched target or put out a hull-heal. My max was getting a cruiser down to 20% hull from 100%, once. The only people I killed were damaged before (this was actually fun, to decloak next to a cruiser with full shields but very low hull, pop it and before he realized what happened he went boom)


Endnote: There are far more useful skills at BO-Commander-level. To be able to kill a (dumb) person you will need 2 feedback pulses, but you can't train FbP II from the powerstore, need a BO already having it.
Or you need to further specialize in this skill, leaving others behind. (could've purchased a more specialized deflector dish)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 53
02-08-2010, 03:50 PM
Quote:
Originally Posted by Roter_Panda
Made a testrun with feedback pulse III in tier 4 today. All deflector field consoles, full aux, deflector field and former skills skilled to 9.

I did formidable damage, but nobody was really in danger. They either switched target or put out a hull-heal. My max was getting a cruiser down to 20% hull from 100%, once. The only people I killed were damaged before (this was actually fun, to decloak next to a cruiser with full shields but very low hull, pop it and before he realized what happened he went boom)


Endnote: There are far more useful skills at BO-Commander-level. To be able to kill a (dumb) person you will need 2 feedback pulses, but you can't train FbP II from the powerstore, need a BO already having it.
Or you need to further specialize in this skill, leaving others behind. (could've purchased a more specialized deflector dish)
This was similar to my experience with it. Even the Science ships, with their weak hulls, were not taking enough damage to kill them.

I'm surprised that some people here were advocating it hitting shields before hitting hull. That would be a fairly large buff to the skill since then you'd actually be able to pump some real damage into the targets that it hits. The way it is now a Cruiser can sit there safe and shoot you (if he even chooses to), take 50% hull damage, and heal it away in seconds with no real danger to himself behind his massive shields.

Feedback Pulse could get more interesting when they buff Beam: Overload since then you may have more opportunities to time it and return a massive 7k+ damage hit to an enemy but overall its very situational and its usefulness is very debatable.

Also, I'm still not convinced that boosting Auxiliary power and such really increases the damage returned. Anyone have more information on this?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 54
02-08-2010, 04:08 PM
I'm not sure either. I'm glad to see some rational replies.

I think the major problem is people stacking the ability, keeping it up 15 s then wait 5 s then 15 s then 10 s wait then 15 s up and so on. While one feedback pulse probably won't kill you, it will do significant damage, and this combined with the strength of the ability is what makes it overpowered in my opinion.

Edit: Aux affects it, we've confirmed with some of the "worst" users fed side.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 55
02-09-2010, 02:38 AM
Well i dont think a Cruiser will be the one thats using it really. Cruiser (Fed ones) only get 1 LT at Science so its down to 1x FBP I for them ,same for Escorts. The only Ships Capable of multiple and higher Level uses of this skill will be BoP's ,Vo'Quv and the Science Ships.

Actually Aux Power is affecting the Damage output (at least on NPCs ,no chance to get a RA game running at the moment).


1st Try: 115 Aux ->800-1000 Damage
2nd Try: 56 Aux -> 350-500 Damage

Both try's on a Galor Class with FBP II.

Since there is a large difference in damage done to smaller Vessels it is either linked ,to a degree ,on the Damage you recieve or to the size of the Ship that is firing on you. For excample the Jem Hadar Attack Ships only get 400-500 Damage per hit (with full Aux again).

In one way i think of it as a good Skill ,i mean ,you need to sacrifice all your Weaponspower to Aux to really use it and its the first Skill i know of in any MMO i played thats actually counter for Focusfire (at least for Beams).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 56
02-09-2010, 03:03 AM
Quote:
Originally Posted by Wheem View Post
Viral Matrix is fine, L2P.

Reverse Shield Polarity is fine, L2P. (Caveat here is that having it be "stackable" is indeed going too far, but if the ability itself is nerfed much, every Federation player will be in a Cruiser so they don't die 3 seconds into an Alpha Strike).


I think it affects all energy weapons, doesn't it? That would include Cannons.


So two weeks of open beta didn't reveal the issues, but < 5 days of release time has? Give me a break
Break:
Because we couldn't try out anything above tier 2 for most of the Open Beta?
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