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Lt. Commander
Join Date: Dec 2007
Posts: 120
# 21
02-19-2010, 03:30 PM
Yes it's an OP skill at the moment in PvE or PvP.

It is far too strong even on just standard beam shots because you are commited to 4 shots for each beam once you start firing (unless you can break a firing arc). With the BO system the way it is chaining it a whole bunch is another problem.
It is especially bad as it hurts one faction much more than the other.

However im fine with people like the OP getting mega screwed if they use beam overload on it.

They need to prevent chaining of abilites like this or RSP with long ability specific cooldowns

But I guess they would have to flesh out the BO skills system with more skills first so there would be something worth using instead of multiple copies of the few good abilities.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 22
02-19-2010, 03:33 PM
Quote:
Originally Posted by Dekkameron View Post
Is it deflector field or deflector dish that effects its performance?
Deflector Field
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 23
02-19-2010, 04:33 PM
The skill just needs to make sense, and be brought in line.

Unless it's going to drain weaponpower or something from the player, it should reflect no more damage than is sent to it, and it shouldn't be 100% efficient.

Right now it violates all laws of thermodynamics as WELL as being arguably op.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 24
02-19-2010, 04:35 PM
Feedback Pulse is broken.

Nuff said.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 25
02-19-2010, 04:44 PM
Feedback Pulse:

A) Can return incoming damage at greater than a 1:1 rate
B) Does damage directly to hull, bypassing shields, and appears to ignore damage resistance

Either of these would make the power very good. Both of them together seems a bit much.

The fact that Beam Arrays fire four shots per spacebar press (making it quite possible to inflict serious damage yourself even if you do cease fire immediately when you see it activate), and that there's no equivalent ability to reflect cannon damage, just aggrivates the problem.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 26
02-19-2010, 05:04 PM
Quote:
Originally Posted by cocoa-jin View Post
Wow 33200 hit point feedback off of 7500 hit points delivered? that is amazingly high...excessivly higher than any any ability demonstrated in canon.
Actually that was off a hit of 8827(7508) which means the shields absorbed 7508 of the total damage and the total damage would have been 16335 had the shields been down at the time of the hit. Thus FBP reflected 203.25681% of the damage received.

Personally, I feel Feedback Pulse 3 should only be able to reflect a max of 100% of the damage received, FBP 2 a max of 75%, FBP1 a max of 50% and the damage should follow the same shield bleed-through rules as all other energy weapons. In this case of this screenshot that'd mean it'd take FBP 3 to reflect 16335 damage, 2 would reflect 12251.25 and 1 would reflect 8167.5. If the attacker had 7500 shields on the facing that FBP hit that would have looked like 8835(7500), 4751(7500) and 667(7500) respectively. At least this is how I think FBP should work. Plus, if it worked as I've describe, then it should work against all energy weapons, not just beams.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 27
02-19-2010, 05:20 PM
I know that Aceton Field III also reduces energy damage by 50% BUT by comparison how much damage does it's Radiation do ?


I mean forcing someone to NOT attack seems to be better then allowing them to continue to attack and just reduce damage by 50%.


It seems like Aceton Field should be the one with a much higher damage value then Feedback Pulse.

Feedback Pulse shouldn't even be 1:1. It should be lucky if it's 1:0.5 considering there SHOULD be some loss in the returning attack.


Bottomline is it's broken at the moment.


Massive damage (and continues even after you stop attacking with beam weapons because beams don't stop shooting)

Ignores Shields

Decent duration

Fast cooldown
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 28
02-19-2010, 05:34 PM
try to QQ some more, maybe that will help?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 29
02-19-2010, 05:42 PM
Thanks for the math, Monthar.

It seems to me that multipliers to FeedbackPulse damage are fine, if and only if the following changes are made:

-FeedbackPulse damage is changed to a 'real' damage type (not necessarily the same type as what fired, but something that can be affected by resistance)

-FeedbackPulse damage hits shields first

-FeedbackPulse damage reflects only what was absorbed by the shields (and not total damage received)


That last point is purely from a 'canon' standpoint. We've seen the Enterprise in TNG absorbing energy through its shields, and then 'reflecting' (actually attenuating and focusing) that energy through its deflector system. Think of it as taking a dispersed cloud and focusing it into a tight beam. So we can fudge the thermodynamics by saying that FeedbackPulse is a more tightly focused/compressed beam than what was initially fired.

(For you physicists out there, remember that energy != damage. The same amount of energy can be compressed in different ways to inflict varying amounts of damage. Also, modern concepts of shield technology rely on energy dispersal concepts. So the more tightly compressed the beam, the less effect dispersal will have.)

From a gameplay standpoint, removing multipliers also removes any viability for this ability. Without multipliers, it actively forces someone to spec solely into boosting FeedbackPulse damage to 100%, which completely gimps the rest of the skill trees that would otherwise give multipliers to other damage abilities.

So the above changes would make the damage dealt more appropriate without compromising the viability of the ability.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 30
02-19-2010, 05:50 PM
FBP is a pretty ridiculous spell(hah), a reactionary ability winning fights for you all by itself is just so massively wrong to me, nerf into the ground or make it affect cannons too just for spite.

At the high end damage in this game does get a little crazy.
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