I will happily admit that the old version of SNB had some balance problems. Two quite big ones - namely, that it had no counter (except amelioration via Photonic Officers) and that if you mixed it with VM and boosted auxiliary power, the recipient was totally shut down for 20 seconds or more. That it needed work was beyond most people's doubt. The assertion that it needed a solid whack with the nerf bat might be a little more contentious...but only a little more.
I would contend that the new SNB is actually a worse balance problem than the old version. The old 'I win' button was actually several things : a ship with a Lt.Cdr science station, high auxiliary power and viral matrix. There was a (very) slim chance that a vessel so rigged might not actually have had the firepower to kill you before either the effects wore off or a friend bailed you out.
The new 'I win' is even simpler. Escort/Raptor, VM and a full guns strafing pass with Rapid Fire II and High Yield II. Your victim will hit RSP at some point (or lose his shields) and all the science captain has to do is tap SNB. SNB removes RSP (and every other buff), shields go down, HY2 meets bare hull and the victim goes boom.
My prediction is this: Within a month, Science captains in Raptors and Escorts will be dominating PvP.
A possible solution is to nerf SNB so that, rather than stripping all buffs, it merely strips one random buff. Or go back to the VM-esque version, but remove its ability to stack with VM (or render it counterable by science team).
wait until they finally allow you to train bo's and then trade them, when sci captains have hy3 and purple quants, probably wont even need tss3 or anyhing. just to listen to th ecrying i might have to dust off my old op sci capytan
I don't see why any of this comes a surprise to anyone...
Just look at what they did to the KDF, that's evidence enough, they don't know wtf they're doing.
I see many a sub ending after this, as well as empty pvp areas.
FBP alone melted an escort for me. I only shot him TSS:S2, got JS'd, and he nuked himself.
APO+RF+etc etc ...
Well, yall wanted this, now ya got it... hope it makes ya happy.....
Played some pvp today. Ran into 3 science/escorts on the opposing team. They were unstoppable offensively. We killed a couple, but nothing seemed to slow them down. RSP is now useless. They didn't even bother to focus fire. Each would just target a separate cruiser, wait for RSP (kinda pointless to use ES since you're immediately on the defensive, unless you have absolute faith in your buddies to send you an ES, which isn't going to happen in a pug), Subnuc....dead cruisers. Then mop up the rest. Rinse, repeat.
I had a feeling this was going to happen, but waited to see if maybe shield buff slowed things down. I couldn't see a difference, maybe one extra second if that.
Each would just target a separate cruiser, wait for RSP (kinda pointless to use ES since you're immediately on the defensive, unless you have absolute faith in your buddies to send you an ES, which isn't going to happen in a pug), Subnuc....dead cruisers.
Extend Shields is an awesome skill in PVP, and more people need to use it. Especially since it doesn't care about subnucleonic beam.
The new SNB is fine. Learn to work together as a group and you'll see RSP isn't even really needed for survivability.
And even if the entire enemy team consists of science captains, if you pop RSP while under heavy fire and bother to even out your shields, they will be fully or almost fully recharged before they can strip it, making it at worst just as good as Science Team III minus the shield resistance. Not bad at all.
The buff to shield resis is almost NON exhistant in PvP. Did notice a bit better tanking in PvE
I notice it vs Science Ships and other Cruisers. I find it harder to get to their hull and see my shields last longer. However against escorts the damage reduction is not even noticable. They tear through your shields in 0.6 seconds, now its 0.7 seconds....big deal.