I decided to bite the bullet and see by myself the effect of the new science consoles provided by T2 Development Lab.
Slotted 4 of the [+PrtG] and [ShHP] (note, the variant that gives LESS shield capacity boost, not even the other one) + an R&D Exciter and upgraded them to MK XIV.
Turns out I ended up having 28.861 Shield Hit Points PER facing, for a grand total of 115.444 Hit Points on a ship meant to deal damage exclusively with Particle Generators. Also, the mentioned consoles provide a boost that is less or equal to +30% all damage on use of exotic abilities, like if the huge shield boost was not enough.
So now I have a ship that has >60% more shields than my used-to-be healer, has just 15% less resists (passives...), BUT hits like a truck.
It's... well I already know how this is going to end and frankly I lost hope. I thought it was a good one to share, because this is Devs fault. We already have an excessive number of immunities and resist passives that have summed up beyond control, now on top of that everyone can get to have enough shields to just park their ship, don't care about healing it and leave weapons in autofire. When is an NPC ever going to get through a base 115.444 Shield HP? Players won't... because nobody plays PvP.
Anyway, here are the pics. See it by yourself.
Touché.
I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
Comments
Yeah... I know.
If you were to pick up the variant that gives more Shield HP and less PrtG, you'd gain a 7% ish bonus per console. So yeah, I could have added another <30% if I wanted to the shield capacity.
Just wait for the new R&D shield with cap X 4.
So that makes another... 60% I could have added to those 115.444 Shields.
Norway and Yeager dammit... I still want my Typhoon and Jupiter though.
JJ Trek The Kelvin Timeline is just Trek and it's fully canon... get over it. But I still prefer TAR.
#TASforSTO
'...I can tell you that we're not in the military and that we intend no harm to the whales.' Kirk: The Voyage Home
'Starfleet is not a military organisation. Its purpose is exploration.' Picard: Peak Performance
'This is clearly a military operation. Is that what we are now? Because I thought we were explorers!' Scotty: Into Darkness
'...The Federation. Starfleet. We're not a military agency.' Scotty: Beyond
'I'm not a soldier anymore. I'm an engineer.' Miles O'Brien: Empok Nor
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Bring your heavy shield build to Elite Borg, aggro all the borg fleet and find out how many seconds before you die.
No wonder I hate ending up with less than 10k shield facings.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
But as someone else mentioned, you are comparing a cruiser (high hull, medium shields) with a Sciship (high shields, low hull). The multiplayer certainly plays a role here.
Been there, done that. It wasn't hard to do with Hazard Emitters (and relative immunity trait, on top of many others) and excessive particle generator damage.
Funny enough, I never thought I could get away with +400 particle generators AND crack the 100k shields without being a healer. With the current meta you can do it and have no drawbacks. Plus, as I said, if I were to take into account the 5 stacks of the Reman set 2 passive and if I had picked up the consoles that gave more Shield HP and less PrtG, I would have easily added another 60% shields HP in the mix. How? +7%-ish per console, multiplied by 4 is 28%, full stack of capacitance cell adds 25%, count in something more for the shield that's MK XII and there you go.
Excessive to say the least.
The shield modifier alone doesn't justify the Odyssey having 37% of the shields of the Intrepid. You could achieve that amount before the research lab, granted. Field Generators.
But you were not going to get particle generators/flow or whatever in addition to them, plus a proc to deal even more damage or stronger heals. What I'm trying to say is that the game got even more broken with these. I can't find other words to say it; broken is the only one I can find.
(It would also provide a more unbiased set of results for your argument)
Edit: also, if you use the Nukara Reputation Auxiliary Power Configuration - Defense trait that could also throw things off if the screens were taken in system space. (as the pathfinder would get better bonuses from it with the greater aux power)
Of course the consoles are different, why would I want to use something different than shield healing ones in the first place? The thing is that I got no tradeoffs (funny huh, complaining for not being gimped, but I prefer balance instead of powercreep) for maxing out particle generators: actually, I got an overwhelming amount of shields AND an added bonus to damage.
For the rest both ship use the Nukara defensive trait (as a healer, the Odyssey runs on maximum auxiliary and shield power so no difference to be found there).
As for providing screens well no. I'm not logging in again anytime soon. I had more than enough letdowns from this game.
Which I still fail to find the issue of the problem.
Of the two you posted, One has higher hull and lower shield, the other has lower hull and higher shield. Of which they have strengths and weaknesses.
having those amount of Shields means nothing at elite Borg STF. Its like a knife on hot butter.
I see nothing broken here.
You're comparing apples to oranges. Comparing what is almost certainly a regenerative shield on the Oddy to what could be a covarient on the other ship is beyond absurd. Ignoring the potential for what shield boosting consoles can do for the Oddy is also silly. Furthermore, you've completely ignored the fact the Oddy is STILL the ship with more effective HP counting shields, armor and HP, yet not counting healing which the Oddy is also going to come out ahead in with the right BOFF loadout.
The only thing I'd agree with you on is that fleet consoles are OP. All of them. If they were one per ship effective, it would reign in a lot of the power creep issues. Just imagine the outcry if people were only allowed one locator console.
That's exactly what I'm trying to say. GG on that. The thing is that due to those consoles the Intrepid skyrocketed Shields wise. I know perfectly that the Odyssey should have less shields, but prior to the release of those consoles the difference was ok, in the order of a few thousands and none of them was equipped with stacks of Field Generators-like buffs.
Now by adding the research lab particle generator consoles I am able to maintain 414 skill value, but for free I get to have 72.748 (+70K!) more shields. Not the few thousands I'd come to expect.
As for Fleet consoles/shield boosters, and such, yeah a 1/ship limit would have been the way to go. (Starting way back with the dil mine/embassy consoles in my opinion), allowing multiple per ship is just asking for out-of-hand powerful beasties of ships.
Even using just the Field Exciter with "Butterfly's" console (forgive me, I can't remember the name at the moment), I'm peaking 22k/shield face on my Vesta, with my Adapted M.A.C.O. MK XIII purple shield. Which I think rather odd, but not terribly objectionable since the Vesta's hull is made of cardboard anyway... lol (Or at least it used to be before the T5-U thing, now it's more like aluminium. )
My character Tsin'xing
A thing is being slightly better, another thing is being ridiculously overpowered to help advance in the pursue of having a Q ship.
This game needs one heck of a rebalance.
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Sorry, but I prefer a balanced gameplay, not a win-win meta and no drawbacks.
maybe those "shenanigans" needs to be fixed directly, not by adding something OP in the hope of countering something OP. It's a vicious cycle that just won't end.