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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
02-11-2010, 07:22 AM
comments have been added and edited in, I will continue to modify this until I can get a complete list, and then work on making it more presentable
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
02-11-2010, 11:34 AM
just a quick update, I added in many counters, sorted them a little better, and called beam: target subsystem (disable) -> disable X subsystem under counters.

any way I can get this stickied?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
02-13-2010, 08:16 PM
"Feedback pulse may be considered a soft counter to beam overload."

SOFT counter? Im not sure what beam overload damage levels you are seing, but i can hit over 25k with the thing... a reflect would be quite lethal to an escort.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
02-13-2010, 08:55 PM
Quote:
Originally Posted by Talunak View Post
"Feedback pulse may be considered a soft counter to beam overload."

SOFT counter? Im not sure what beam overload damage levels you are seing, but i can hit over 25k with the thing... a reflect would be quite lethal to an escort.
I think what he's saying is that feedback pulse discourages players from attacking you while its in affect.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
02-16-2010, 12:46 AM
thinking Directed energy modulation would have Polarize hull as a soft counter, considering it enhances hull damage resistance against energy weapons.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
02-16-2010, 12:49 AM
Quote:
Aceton Field --BROKEN SKILL--
~hard counter: skill is broken
~soft counter: not sucking (couldn't resist)
Wrong not broken at all.

Soft counter stop firing.

150 damage for each shot you take with it ends someone with rapid fire cannons in an eye blink
It also halves their damage.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
02-16-2010, 01:14 AM
Quote:
Originally Posted by Talunak View Post
"Feedback pulse may be considered a soft counter to beam overload."

SOFT counter? Im not sure what beam overload damage levels you are seing, but i can hit over 25k with the thing... a reflect would be quite lethal to an escort.
if you can do 25k with beam overload you deserve to die to feedback pulse, as you will kill the target and yourself with it.

There is nothing wrong with feedback pulse atm, you can max out hazard team or what ever it was called and it heals you about the same as feedback pulse harms you. ( if the dmg you do is constant and not spiked ).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
02-16-2010, 02:58 PM
Quote:
Originally Posted by Lugh View Post
Wrong not broken at all.

Soft counter stop firing.

150 damage for each shot you take with it ends someone with rapid fire cannons in an eye blink
It also halves their damage.
thank you, updated to match current knowledges
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
02-16-2010, 04:06 PM
If you're going to include SubnNucleonic beam, you might as well include Rotate Shield Frequency (and it is Reverse Shield Polarity, not rotate shield polarity) and Attack Pattern Alpha, with their appropriate counters.

Actually, if your going to include player abillities, then you really should include ALL player abillities and not just the one you think is OP. Just saying...

And yes I am aware of:
Quote:
Originally Posted by faithborn
Version 1.05

-disclaimer-
This info may not be up to date upon future patches, but I will strive to keep it as clear
as possible. this list currently only accounts for Bridge officer powers only (with the exception of subnucleonic beam). As of writing this, I have no intention of expanding it to include career powers.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
02-16-2010, 04:08 PM
Quote:
Originally Posted by PotatoOverdose View Post
If you're going to include SubnNucleonic beam, you might as well include Rotate Shield Frequency (and it is Reverse Shield Polarity, not rotate shield polarity) and Attack Pattern Alpha, with their appropriate counters.

Actually, if your going to include player abillities, then you really should include ALL player abillities and not just the one you think is OP. Just saying...
Theres a counter to attack pattern alpha? generally your going to find that more counters exist for hostile debuffs/holds than for self buffs. it has nothing to do with me thinking that ONE is op

edit: and thanks for finding the typo!
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