Other potential issues aside, I'm not quite sure why I'd ever want to push someone so far I can't even shoot at them any more?
It could be useful to protect a bare shield facing. Or to maneuver against a lighter ship that's shadowing you.
Just the push alone might be okay -- it would mess with healing, but healing can stand a bit of interruption. And pushback as a form of CC isn't too awful since there tend to be a lot of ways to close the gap.
But Cryptic needs to stop with the disables.
The problem is that a 5+ second stun isn't that powerful in PvE, because NPCs don't use their abilities on every cool down, don't always turn to face their most powerful weapons toward the enemy, and don't even fire their weapons as rapidly as they can. On top of that NPCs tend to have tons of health and shields instead of relying on BOff defenses the way players do.
When you stun an NPC for 5 seconds, you mostly just save yourself from 5 seconds of auto-attacks that were going to be a little slower than a player anyway.
But stunning a player for 5 seconds is an eternity. Players tend to stack buffs, and if you take the right 5 seconds away from an escort stacking CRF, HYT, and an attack pattern, you might take half the damage out of their alpha-strike.
More importantly, players blow up fast unless they actively defend themselves. You can't actually chain EPtS perfectly -- you can activate the next copy the second the first expires, but there's no overlap so a stun can leave you with no shield hardening. Even using TSS to bridge the gaps, there are still occasional gaps of a second or two on any ship. What that means is that a well-times stun can leave a ship with no defenses for it's duration.
Even if the stun only lasted a half-second, it would still remove ablative armor and ES, which would still make it useful.
Cryptic needs to bite the bullet and give CC different effects in PvP than in PvE. In PvP, a 1 or 2 second stun is still useful, so that ought to be what most stuns are. No stun should be over 4 seconds under any circumstances. If the stuns had triple duration in PvE that would be fine, but in PvP they should be just enough to interrupt healing/defenses.
Honestly every CC ought to get similar treatment -- most of it is way too effective in PvP, particularly when teams use multiple copies of similar CC.
Idk, compaired to the Tric Spread changes, the anti-matter SS effects, even some Doff abilities this seems a bit on the tame side to me. Tbo, you could push people who don't know/have the counters farther w/TBR + evasive + engine batteries. It would be interesting if you could use it on an ally as an escape.