Is it the rerouting shield to forward/rear/left/right face underpowered compare to all faces?
In my experience, the all shield redistribution can keep up better than the single shield rerouting. I thought rerouting single shield should be better since it was more focus. However, it wasn't the case. I'm unsure it was a design flaw or bug.
Imo, it's logical to assume that the rerouting of single shield face should be like 2-4x strength of the rerouting to all shield faces. Otherwise, we couldn't see the captain shouted maximum power to forward or rear shield, right?
It does seem to be slower when rerouting to a specific facing. That said I do have 2 shield distributing key-binds set up on my mouse. Right-Click for Distribute Shield Strength (Evenly) and Middle-Click for Distribute Shield Strength Forward. I find that those 2 keep my shields stable whenever I don't have the Tactical Team buff up. Which on average is only down for 5 or so Seconds, with two High Quality Con Officer Doff's.
If you didn't know Tactical Team automatically, and quickly, Re-Distributes your shields to which ever Facing/s are under fire.
"The needs of the many outweigh the needs of the few or the one." ~Spock
Yes, I know about tac team. However, with ships such as cruiser/sci, you cant always spare the tac slots. You can get 1 tac team+doffs to reduce CD. However, my question is why rerouting all shields is better than the single shield rerouting. It isn't logical.
Imo, the amount of shield rerouting should be 2x-4x since rerouting all shields have the 4x power (1x power/shield.) I notice the CD on the single shield rerouting is 4 vs 2 in all shields rerouting. I tested this in crystalline event. I can keep up with the dmg with all shield redistribution but not when using forward shield rerouting.
It's either a design/programming flaw or a bug imo because single shield rerouting should be better withstanding dmg (not less) than all shield redistribution. If we look at the keybinding, the single shield rerouting is default set to the arrows keys. It means that originally the devs want players have more control over their shield. Imo, it's a shame to dismiss such skill sets because we can add another lvl of playing to the gameplay - micro-managing. That is what makes good captains apart from the sucky one .
It may be a simple game balance choice to make sure concentrated fire can down a single facing shield without having to bleed the entire ship dry of all shielding...
It may be a simple game balance choice to make sure concentrated fire can down a single facing shield without having to bleed the entire ship dry of all shielding...
I'm not sure I follow your logic. The tac team already drains other shield to compensate for the one that is being firing on. Also, there is no way that normal shield rerouting can sustain continuous firing. Only tac team can do that.
Logically, rerouting power to a single shield should be at least 2x better. Why single shield rerouting is weaker than the all shields rerouting perplexes me. Therefore, I'm just want to have a logical answer from the devs.
Hard too say, although I find it sluggish at first when directing to a single local, it does tend to catch up if constantly redirecting IMO. Butttt I could be mistaken!!!
The shield recharge rate listed on your shield stats isn't for the entire system, but refers to the per facing recharge rate. For example, if your listed recharge rate is 100/6sec, and if you only direct the system to re-route to one facing, it only charges that one facing, at 100pts/6sec. However, when you equalize your shields when one facing is low, it re-directs shield points from the healthy facings to the damaged shield until they're all at the same level, and forces all of the shield facings to recharge, at 100pts/6sec each, for a total recharge rate of 400pts/6sec.
Basically, by equalizing shields, you force all of your shield generators to recharge one shield facing, instead of just the one generator doing all the work.
The shield recharge rate listed on your shield stats isn't for the entire system, but refers to the per facing recharge rate. For example, if your listed recharge rate is 100/6sec, and if you only direct the system to re-route to one facing, it only charges that one facing, at 100pts/6sec. However, when you equalize your shields when one facing is low, it re-directs shield points from the healthy facings to the damaged shield until they're all at the same level, and forces all of the shield facings to recharge, at 100pts/6sec each, for a total recharge rate of 400pts/6sec.
Basically, by equalizing shields, you force all of your shield generators to recharge one shield facing, instead of just the one generator doing all the work.
What are you talking about? Shield rerouting isn't about shield recharge rate. It's about reroute shield strength. Basically, it's redirect shield strength from one to another not recharging shield. For example, the front shield down to 25% while the other shields at 100%. We can use forward rerouting shield to transfer shield strength from the other shields to the forward one. If we're using forward rerouting, the front shield will try to reach 100% strength by draining equally from others. In this case, the result is 100% front shield and 50% strength for left/right/rear shield. If we're equally rerouting shield strength to all shields, then the final shield reading is about 80% each facing. Here is the math: the shield strength is at 325% (25%+100%+100%+100%) / 4 (front/rear/left/right) = 80% ish.
Shield rerouting isn't about recharge rate but how fast/efficient shield strength can be transfer from one facing to another. The question I'm asking the devs is: why the rerouting to all shields has a better than the single shield facing rerouting. It doesn't seem logical to me. Single shield rerouting should be better since it drains the shield strength from other 3 facings.
Anyway, it's just a question. If the devs don't wanna bother with it, it's fine since it wont change anything. If the devs decide to check/fix the issue, then it may just make space combat much better because the difference between a skillful and a mediocre captain is how good their micro management skill is. The more skills, the more tactical options we have.
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If you didn't know Tactical Team automatically, and quickly, Re-Distributes your shields to which ever Facing/s are under fire.
[SIGPIC][/SIGPIC]
Imo, the amount of shield rerouting should be 2x-4x since rerouting all shields have the 4x power (1x power/shield.) I notice the CD on the single shield rerouting is 4 vs 2 in all shields rerouting. I tested this in crystalline event. I can keep up with the dmg with all shield redistribution but not when using forward shield rerouting.
It's either a design/programming flaw or a bug imo because single shield rerouting should be better withstanding dmg (not less) than all shield redistribution. If we look at the keybinding, the single shield rerouting is default set to the arrows keys. It means that originally the devs want players have more control over their shield. Imo, it's a shame to dismiss such skill sets because we can add another lvl of playing to the gameplay - micro-managing. That is what makes good captains apart from the sucky one
I'm not sure I follow your logic. The tac team already drains other shield to compensate for the one that is being firing on. Also, there is no way that normal shield rerouting can sustain continuous firing. Only tac team can do that.
Logically, rerouting power to a single shield should be at least 2x better. Why single shield rerouting is weaker than the all shields rerouting perplexes me. Therefore, I'm just want to have a logical answer from the devs.
Tactical team can just overwrite it, tactical team is better too so it wont be replaced.
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Basically, by equalizing shields, you force all of your shield generators to recharge one shield facing, instead of just the one generator doing all the work.
What are you talking about? Shield rerouting isn't about shield recharge rate. It's about reroute shield strength. Basically, it's redirect shield strength from one to another not recharging shield. For example, the front shield down to 25% while the other shields at 100%. We can use forward rerouting shield to transfer shield strength from the other shields to the forward one. If we're using forward rerouting, the front shield will try to reach 100% strength by draining equally from others. In this case, the result is 100% front shield and 50% strength for left/right/rear shield. If we're equally rerouting shield strength to all shields, then the final shield reading is about 80% each facing. Here is the math: the shield strength is at 325% (25%+100%+100%+100%) / 4 (front/rear/left/right) = 80% ish.
Shield rerouting isn't about recharge rate but how fast/efficient shield strength can be transfer from one facing to another. The question I'm asking the devs is: why the rerouting to all shields has a better than the single shield facing rerouting. It doesn't seem logical to me. Single shield rerouting should be better since it drains the shield strength from other 3 facings.
Anyway, it's just a question. If the devs don't wanna bother with it, it's fine since it wont change anything. If the devs decide to check/fix the issue, then it may just make space combat much better because the difference between a skillful and a mediocre captain is how good their micro management skill is. The more skills, the more tactical options we have.