Lt. Commander
Join Date: Dec 2007
Posts: 120
# 11
04-13-2010, 11:24 AM
I myself disagree with shields absorbing any damage from it. It should be straight hull. It makes no sense tat the returning pulse should do more damage than the initial shot (if anything it should degrade). Tone that down and it should be fine in my opinion.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 12
04-13-2010, 11:32 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.
Old argument is old.

Once again, this skill can return 300% of the damage you inflict with no way to stop it. If this power is activated mid shot, you can kill yourself. You can't stop a beam firing until it finishes all 4 cycles.

That is just how beams work.

Furthermore this power has a MAJOR nerf coming and it needs it. Any ability that neuters one type of weapon is completely broken. This and the other powers of the "Big 3" are recognized as problems by the player community and the devs. The only people still defending it are those whose entire build is built around it.

Here is a thought, try some other skills, see what you can use.. and L2P before the changes..or you are in for a rude awakening.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 13
04-13-2010, 12:14 PM
Quote:
I just took a hit to my hull for 52,986 thru my 100% shields with a FBP
Ha ! Thats nothing, posted this also somewhere else, i did Beam Overload II for 9000 damage on a Fed player and got back a staggering....ready ? 90000 DAMAGE

*zoink*

Dead in 1 sec....... i reported this by tickek bc i think this was a bit to much damage all at 1 time direct on my hull...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 14
04-13-2010, 12:19 PM
Quote:
Originally Posted by Jaruslothran View Post
If this power is activated mid shot, you can kill yourself. You can't stop a beam firing until it finishes all 4 cycles.

That is just how beams work.
I tell you what.. while leveling my fed cruiser toon up (exclusively with space pvp) i remember die'ing a whole 2-5 times in total to a scenario like that.. and partly it was even my fault due to beeing to distracted to react to it fast enough.

How to react:
- switch target.
- switch power profile to lower weapon dmg. lower dmg = lower feedback.
- engi team & he
- evasive and turning to allow less beams to keep firing.

And if your really unlucky and got killed by it.. well whats the big deal, even those science guys do deserve to get a few kills every now and then, they are usually lower on direct weapon dmg to balance it out. And now that you know the dangerous sci console/high aux using fbp user you will just tell your group about it and stun and focus fire the guy with your group next time he hasn't fbp up or kill the others first.

Quote:
Furthermore this power has a MAJOR nerf coming and it needs it. Any ability that neuters one type of weapon is completely broken.
This argument i partly agree with however i also think that fbp to cannon feels a bit wrong, physically and by canon.

Quote:
This and the other powers of the "Big 3" are recognized as problems by the player community and the devs. The only people still defending it are those whose entire build is built around it.
The devs just react to the huge amount of whines on the board and want to keep subs so they will nerf it instead of staying true to their initial concept and class/ship balance. Also a fact is that the majority of players that you encounter in pvp games (ground as much as in space, speaking about pug's tho) have absolutely no clue about pvp at all (and even seem to think its a solo game..), they just whine about stuff they don't understand and often don't seem to have any motivation to work on improving their pvp skills... its just sad.

Theres also a difference between defending the ability as is or disagreeing on the proposed changes. I do agree with the subnuc change (that one is really necessary) and i even agree that fbp needed a slight nerf - what they proposed however sounds like they overdid it quite a bit. On the VM change, i would have rather wanted to see sci team prioritize stuns as fix as i think stuns are somewhat necessary (they are part of most MMO's too) but i guess we will have to see how that change plays out before judging it.

Quote:
Here is a thought, try some other skills, see what you can use.. and L2P before the changes..or you are in for a rude awakening.
Riiight, the game had way to much diversity anyway, so lets get rid of efficient indirect firing weapons and cc and promote more direct damage and pure dps fights. I guess you haven't noticed the increased amount of escort players these days if you think people have difficulties to adapt.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 15
04-13-2010, 12:31 PM
Quote:
How to react:
- switch target.
- switch power profile to lower weapon dmg. lower dmg = lower feedback.
- engi team & he
- evasive and turning to allow less beams to keep firing..
There is no counter; beams fire four times per cycle, and once they start you can't stop them, nor can you reduce their damage by switching power around. An energy weapon's power level is determined when it begins firing. Beams finish firing even if you turn out of their arc. When FBP is activated, every energy weapon you have currently firing is going to finish firing, and every single shot is going to generate a pulse that does thousands of hull damage. There's no counter and no recourse.

FBP3 is overpowered. It's that simple. A science ship that I am shooting can hit a button and virtually guarantee that I will be at 50% hull or lower, even if I react instantly, before my beams finish cycling. There aren't any other buttons in the game that can do 20k hull damage, through shields, in a single press. FBP3 with amped AUX and the relevant support skills can easily do 4k damage per beam per shot (i.e. 4 shots per beam per cycle). It does flat-out too much damage, and it is rightly being nerfed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 16
04-13-2010, 12:42 PM
I run a beam boat with 7 beams and everytime i see someone with FBP up i just switch targets its that simple,hell you can even remove that person with FBP up and just sit there doing noting for 15 seconds while it wears off. Also its getting nerfed soon so it will hit shields and hull not just hull and like 50% less damage is it not? If anything needs a nerf its tactical officer buff stacking that can 1 shot people with a torpedo volley.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 17
04-14-2010, 04:24 AM
Quote:
Originally Posted by Jaruslothran View Post

Here is a thought, try some other skills, see what you can use.. and L2P before the changes..or you are in for a rude awakening.

O I have, I have set up my BOP, Specifically for killing Beam boats running Feed Back Pulse. ! I have FBP2, and secondly I am running 5 Turrets and One torp. FBP means Nothing to me, and Those big sci ships fall down down down, There are other skills I use that Make the set up very very lethal to the enemy. We do not need to go into them here.

But trust Me a ship running full aux dies very fast to 5 turrets and torps. They have to adjust which makes their FBP useless. Sure My damage is not as uber as it usually is but its damn close. Just have to give up some of my dmg epeen to help the team better.

This is how you should play the game, use the available diversity to overcome someone else's powers not dumb the game down to tab space bar.

I predict the next big cry for nerf will be Jam sensors.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 18
04-14-2010, 06:40 AM
Quote:
Originally Posted by Chronico View Post
I run a beam boat with 7 beams and everytime i see someone with FBP up i just switch targets its that simple,hell you can even remove that person with FBP up and just sit there doing noting for 15 seconds while it wears off. Also its getting nerfed soon so it will hit shields and hull not just hull and like 50% less damage is it not? If anything needs a nerf its tactical officer buff stacking that can 1 shot people with a torpedo volley.
brace for impact
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 19
04-14-2010, 08:59 AM
Quote:
Originally Posted by Billy.Mays
This is how you should play the game, use the available diversity to overcome someone else's powers not dumb the game down to tab space bar.

I predict the next big cry for nerf will be Jam sensors.
I actually have beams and turrets at the same level (9).

I do switch them if FBP gets too heavy. Including BOFF's as well.

I adjust.

The problem is the mechanic of FBP, but that matters little now.

incoming nerf
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 20
04-14-2010, 11:04 AM
FPB I and FBP II are much much much less effective then they are now.

FBP III is still really nasty vs. BoP, Escorts, and Raptors now who aren't paying attention.

I suspect a lot of the BoPs who were screaming "HEY MAN JUST STOP SHOOTING!" as the solution to FBP will now start a tears thread about how OP FBP is lol.


Keep in mind though that a SNB will REMOVE FBP so don't count on FBP being the only skill you use to rack up damage or save your ship.
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is Off
HTML code is Off


All times are GMT -7. The time now is 12:14 AM.