Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 Feedback Pulse
04-13-2010, 08:56 AM
I just took a hit to my hull for 52,986 thru my 100% shields with a FBP. My max hull is 35,953. This is ******** and needs to be addressed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
04-13-2010, 09:06 AM
you used beam overload on him.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
04-13-2010, 09:09 AM
this is true, but there should be no one shots in the game, imo. fbp should hit shields anyways.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
04-13-2010, 09:38 AM
They are working on a "fix" so that the damage isn't so much greater than the source and shields absorb about 50% of the feedback so that'll help a little. Though, likely not all that much on damage like that, lol.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
04-13-2010, 10:27 AM
hint:

1) Think before you shoot
2) Turn off your macros
3) If you see them little white balls flying back at you do not BOL

Problem solved.

You can not patch player skill.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
04-13-2010, 10:36 AM
Quote:
Originally Posted by SteveHale View Post
They are working on a "fix" so that the damage isn't so much greater than the source and shields absorb about 50% of the feedback so that'll help a little. Though, likely not all that much on damage like that, lol.
IIRC its around 400% of the source dmg atm and after the nerf 100% at L3, so instead of this 52k it would only be a 13k hit of which 6.5k go to shields and 6.5k go to hull also he said something about resists would aply, so if having a sci or eng team up and running some HE it will be a lot lower... so not much retaliation of a good alpha strike anymore if buffing resists too. Considering that someone running high aux is doing negligible dmg with weapons im not sure if fbp stays a viable weapon at all after that.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
04-13-2010, 10:39 AM
Quote:
Originally Posted by mikiy
IIRC its around 400% of the source dmg atm and after the nerf 100% at L3, so instead of this 52k it would only be a 13k hit of which 6.5k go to shields and 6.5k go to hull also he said something about resists would aply, so if having a sci or eng team up and running some HE it will be a lot lower... so not much retaliation of a good alpha strike anymore if buffing resists too. Considering that someone running high aux is doing negligible dmg with weapons im not sure if fbp stays a viable weapon at all after that.
I know all the fed escorts running pure turrets will love this once it goes live
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
04-13-2010, 10:42 AM
The whole point of FBP is that you send a pulse back through the enemy beam which is currently going through their shields. Thus why you get direct hull damage. It shouldn't however be 100% efficient as there really should not be absolute efficiency. It also makes no sense that one ship can FBP over 12 beams at once depending on the fleet size; FBP needs to analyze the incoming beam and send a pulse back. Aka, analyze and than generate a pulse. The analyze part should keep you from FBP too many ships/beams at once while the generate should drain Aux every time you generate a pulse.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
04-13-2010, 10:46 AM
FBP is fine just dont shoot the person using it for 15 seconds, Now tactical debuff stacking needs a nerf last nite I got one shot from a escourt that stacked all the tactical buffs from 100 % shields and hull to dead in 1 torpedo volley that needs a nerf not FBP.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
04-13-2010, 10:57 AM
Quote:
Originally Posted by Billy.Mays
hint:

1) Think before you shoot
2) Turn off your macros
3) If you see them little white balls flying back at you do not BOL

Problem solved.

You can not patch player skill.
exactly what you said.

its kinda sad how this game gets dumbed down to escort online just because some people are to ignorant to look at what their enemy does and reacting properly instead of just pressing fire all the time.
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