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Shields screwed up?

SystemSystem Member, NoReporting Posts: 178,019 Arc User
im wondering if anyone else is a little upset about the shield status that we have on our ships, just yesterday before the patch i had a little over 7k on my shields with a 140 or so recharge, is this a nerf or is it something that went wrong with the patch, anyone else upset with this? any dev input would be helpful aswell.
Post edited by Unknown User on

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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    im getting the same thing myself and i know its not just a UI error because a ship exploded next to full sheild arc for 2.200 and brought them all the way down.. yesterday they were 7.4k now its 2.2k
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    need more input.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Nothing i cant handle.:cool:

    The game needs to be more difficult.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    need more input.

    what do you mean need more input?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    might we be able to get a dev input on this please, it would be helpful.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    They stealth nerfed shields, its a pretty big nerf if you ask me. My rare Type X Coveriant x2cap had a fairly decent shield capacity pre-patch, now its been nerfed down to under 3k on my Dervish, the same shield on Science ships has about 9k shield capacity!!

    Its pretty damn annoying since its made equal level encounters exceptionally difficult, I'm all for making the game harder but this is a big stupid if you ask me, its made the game easier for Science Officers, and harder for Tacticals.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Any change should at the very least be documented in full for an MMO.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    FreyarH wrote: »
    Any change should at the very least be documented in full for an MMO.

    And you are expecting this from the same company that did not even document the skills correctly- Exactly why would you do that?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    My shields go down by maybe 10% pre-nerf. My level of caring on such a nerf is somewhere between none and none.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Slackjaw wrote:
    And you are expecting this from the same company that did not even document the skills correctly- Exactly why would you do that?

    Because I expect it from all MMO developers since it's a persistent game.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Not to mention with Science Officers having the greatest shield strength, they also get Viral Matrix still have a fair amount of firepower, couple that with other abilities to essentially stun lock you....its a recipe for un-godlyness. Right now, I can see so many people re-rolling Science since its the place to be right now. This is the part I hate about new MMos, the nerf hammer is being brought out hard and its been swung around widely without being tested.

    Developers, please - for the love of everything sacred - Please be careful with the nerf hammer.

    My shields go down by maybe 10% pre-nerf. My level of caring on such a nerf is somewhere between none and none.

    Consider yourself lucky, for tacticals its like a 50+% shield nerf.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'll be happy to chain stun you into the nearest black hole.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    looks like its just a paper doll glitch. Install ur shields and loot at the status screen and it shows the proper amount of shield level still
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    So, is this a officer class or ship class based nerf? Because I fly a tac officer in a cruiser and have not noticed any significant change in my survivability from pre-patch to this supposed nerf. So if it's a ship class based thing that hit the escorts the hardest it probably was done to prevent escorts from soloing enemy groups in fleet actions and hogging all the loot from there as I've seen happen more than once or twice.

    Also it could've been an attempt at Cryptics idea of balancing that went horribly wrong. I can't really say since I only have played with my Tac flying Cruiser to captain 3 so far and thus have no insight to how things have changed for other classes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I wish it was a glitch, unfortuntely it isn't. If it was a glitch, just that single shield would be glitchy, but I checked multiple shields ranging from really crappy Ensign one all the way through to the new Purple Ones from the Borg daily, on a tactical ship the shield values are all really low now, right now could almost spit at the shields and it'll bring them down...

    I know its not a glitch, I was helping out a fleet guildie earlier today against -30 ships and they was damaging my shields like crazy, I'm glad I had my Ablative Armor installed.
    Gremnosh wrote: »
    So, is this a officer class or ship class based nerf? Because I fly a tac officer in a cruiser and have not noticed any significant change in my survivability from pre-patch to this supposed nerf. So if it's a ship class based thing that hit the escorts the hardest it probably was done to prevent escorts from soloing enemy groups in fleet actions and hogging all the loot from there as I've seen happen more than once or twice.

    Also it could've been an attempt at Cryptics idea of balancing that went horribly wrong. I can't really say since I only have played with my Tac flying Cruiser to captain 3 so far and thus have no insight to how things have changed for other classes.

    From what information my guildies have given me, I'm pretty sure its a ship class nerf only.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Mouseover stats changed to say a shield capacity that is a fraction of what it was for example instead of 3k it now says 1.2k. But when you look at the stats in the skills menu, shield capacity is reported as 3k. All just example numbers.

    This started roughly 3-4 days ago.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Discharge your Danube Runabouts. Your shields will display the correct amounts (which they actually have, it is a graphics glitch.)
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Its not a glitch, its a nerf.

    Rare shields on my Fleet Escort Mk IX

    http://img196.imageshack.us/img196/9835/shield1s.jpg

    Pre-patch, this shield rating was between 5-6k Here is the thing, in my shield rating you'd notice that the shield rating is around 5-6k, but currently my shields drop faster than Paris Hilton goes down even on semi-lowbie ships.

    Uncommon shields on my Cruiser - Mk III

    http://img638.imageshack.us/img638/1803/shield2.jpg
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    My MK II's (Green) still hold 4.2k charge.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Or it's an unintended overslight that slipped in. Not everything needs to be viewed as a nerf hammer, sometimes it's just a mistake. Humans are making this game, and humans make mistakes.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Or it's an unintended overslight that slipped in. Not everything needs to be viewed as a nerf hammer, sometimes it's just a mistake. Humans are making this game, and humans make mistakes.

    I'm just wondering why the shields themselves were edited and if it was the item itself. The patch notes don't seem to indicate anything. I suppose in the meantime, it makes sense as far as lacking extensive testing since there's no test server at the moment.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    You can't use numbers and figures in Sector space as a valid argument.

    none of the ship systems will show in sector space, only in an instaced system space.

    your first screenshot is in System space, the second is in sector space.. take the screenshot again in Sector space and see what you get.

    the numbers are glitched in sector space.

    My shields are exactly the same today as when i bought them last week (purchased in advance) and the shield value is exactly the same as before.

    Now the NPC's and AI have beem beefed up to interact with your equipment like shields regardless of what lvl you are, but my shields respond the same vs + 5 as they do vs -5.. the +5 have stronger weaps and drains my shields faster than the -5.. but the -5 can now drain my shields over time.. however I can usually handle 5 ships in my escort at - 5 like I did all night tonight. they barely got my shields down to 1/2 (unless they Alpha struck me with all weaps on my forward shields.. and even then my forward shields never "broke" though they came very close.

    Shields are working fine. Stats in Sector Space are not. Stats in System space seems to me to be working just fine.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Shields are working fine. Stats in Sector Space are not. Stats in System space seems to me to be working just fine.

    Sector space is probably not applying all the modifiers you get from skills, consoles and various items. My Hyper-Efficient Engines don't register the +5 to weapons, shields and auxiliary power in sector space, but do in system space.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm not talking about the stats in the status window, I'm talking about the 'actual shield', pre-patch the capacity of that shield was much higher, since then its been nerfed alot at much as 60% or so.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I bugged this a week ago and posted a thread in the bug forum and the ticket is sitting unread. Power levels are no longer being applied as a modifier to shields, at higher power levels, they should be providing greater levels of protection and regen but power has no effect now. I tested this extensively and wrote what I had tried in my original thread, after a couple of days bumping to keep it on the front page I figured *****it, if the devs cannot respond in a timely manner to either tickets or bug threads they deserve their buggy game. I am certainly not paying for the privilege of doing their jobs for them, nor wasting my free time to do so.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Someone mentioned in another thread about it owning a runabout is causing the issue, and I do own one. And I just tested it, I deleted my runabout and everythings fixed again. I have my proper shield rating back, and I just tested again equal level ships and I'm not getting murdered now.

    http://img211.imageshack.us/img211/5764/shield3.jpg
    Discharge your Danube Runabouts. Your shields will display the correct amounts (which they actually have, it is a graphics glitch.)

    Thank you, it fixed my issue. The scary thing, is it wasn't just a display issue, it literally felt like I had paper thin shields, even lowbie ships was knocking them down easily, now it feels like I'm actually protected lol!
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