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Andorin shield going down really quick

iceaxe18iceaxe18 Member Posts: 103 Arc User
edited February 2013 in Federation Discussion
I'm not sure if this is a bug, but I have 3 hall armor. 27.5 Kinetic (Monotanium Alloy MK X), Tetraburnium Hull Armor Mk XI, and third one is the Ablative Hall Armor Mk XI. My shields are going down pretty quick. The kind of shield I'm using is Covariant Shield Array Mk XII [pha] [reg].
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Comments

  • arcademasterarcademaster Member Posts: 0 Arc User
    edited February 2013
    As you stated, that is hull armor. They don't increase shield defensiveness at all.
  • disposeableh3r0disposeableh3r0 Member Posts: 1,927 Arc User
    edited February 2013
    No its hall armor it only protects halls, corridors, and passage ways.

    are you using shield heals? What are they? What science consoles are you using? Do you have points in shield emitters and shield systems?
    As a time traveller, Am I supposed to pack underwear or underwhen?

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  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited February 2013
    First, dump all three of those hull armor pieces, and pick up 1-2 Neutronium Alloy pieces. That will provide an even boost to all energy and kinetic damage resistance.

    Second, get a better shield. Run Special Task Force missions and work towards getting MACO or Omega shields. For the time being, temporary replace your current shield with a covariant shield that has [cap] modifiers, to increase your total shield strength. Also buy 1-2 Field Generators, which will increase shield capacity even more, and put those in your science or engineering slots.

    That'll improve things for starters.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • bigeasy0420bigeasy0420 Member Posts: 2 Arc User
    edited February 2013
    We were warned in the Andorian ship intro blog that this ship has a glass jaw. After using it in STF's for a day now my biggest complaint is my shield and hull heals are much less effective then any other ship I pilot. For example, when I activate Miracle worker III in my Galor it decreases the hull damage by 50-60%, in the Komari it's like 35-40%. Same issue with engineering team I, it's about 20% less effective. This isn't enough of a problem to get me out the captains chair of this DPS beast, for STF's anyway.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited February 2013
    We were warned in the Andorian ship intro blog that this ship has a glass jaw. After using it in STF's for a day now my biggest complaint is my shield and hull heals are much less effective then any other ship I pilot. For example, when I activate Miracle worker III in my Galor it decreases the hull damage by 50-60%, in the Komari it's like 35-40%. Same issue with engineering team I, it's about 20% less effective. This isn't enough of a problem to get me out the captains chair of this DPS beast, for STF's anyway.

    Based on the above, it does's sound like the Kumari's 33% healing bug was actually fixed despite the last patch's notes saying otherwise. They may have improved the heal numbers, but not enough to bring it to par with other non-fleet escorts. :(
  • sunfranckssunfrancks Member Posts: 3,925 Arc User
    edited February 2013
    shar487a wrote: »
    Based on the above, it does's sound like the Kumari's 33% healing bug was actually fixed despite the last patch's notes saying otherwise. They may have improved the heal numbers, but not enough to bring it to par with other non-fleet escorts. :(

    It is fixed, I have no problems tanking elite cubes in my Andorian Escort. If it gets to hairy I just evasive out of there and heal ;)

    The Andorian escorts are on par with other T5 ships, but they do not have the shield/hull boost that the fleet ships have. This is to balance the 5 forward weapon firepower.

    You cannot have your cake and eat it, if you want the extra tankyness of fleet ships, then by all means get a fleet ship and lose the firepower :P
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  • iceaxe18iceaxe18 Member Posts: 103 Arc User
    edited February 2013
    First, dump all three of those hull armor pieces, and pick up 1-2 Neutronium Alloy pieces. That will provide an even boost to all energy and kinetic damage resistance.

    Second, get a better shield. Run Special Task Force missions and work towards getting MACO or Omega shields. For the time being, temporary replace your current shield with a covariant shield that has [cap] modifiers, to increase your total shield strength. Also buy 1-2 Field Generators, which will increase shield capacity even more, and put those in your science or engineering slots.

    That'll improve things for starters.

    Thanks that helped, but the field generators I've gota kinda wait until I build up some Dilithium though. I'm working on the special task force.
  • iceaxe18iceaxe18 Member Posts: 103 Arc User
    edited February 2013
    No its hall armor it only protects halls, corridors, and passage ways.

    are you using shield heals? What are they? What science consoles are you using? Do you have points in shield emitters and shield systems?


    In my science console:

    Shield Emitter Amplifier Mk XI

    Tactical Console:

    Phaser Relay Mk XI
    Prefire Chamber Mk X
    Warhead Yeal Chamber Mk I
    Directed Energy Distribution manifold Mk II
  • travelingmastertravelingmaster Member Posts: 0 Arc User
    edited February 2013
    iceaxe18 wrote: »
    Thanks that helped, but the field generators I've gota kinda wait until I build up some Dilithium though. I'm working on the special task force.

    You can buy the Field Generators on the exchange. I haven't played the game actively for about 2 months, but when I was last in-game the Generators were going for a couple million EC apiece. That's reasonably affordable with some effort, and well worth the EC.
    My PvP toon is Krov, of The House of Snoo. Beware of my Hegh'ta of doom.
  • iceaxe18iceaxe18 Member Posts: 103 Arc User
    edited February 2013
    You can buy the Field Generators on the exchange. I haven't played the game actively for about 2 months, but when I was last in-game the Generators were going for a couple million EC apiece. That's reasonably affordable with some effort, and well worth the EC.

    I finally got one with the dilithium around 11,000 or something like that, and the one on exchange is in the million range, but that one is way to expensive on exchange.
  • millimidgetmillimidget Member Posts: 0 Arc User
    edited February 2013
    You can get Field Generators with dilithium? Where?
    "Tolerance and apathy are the last virtues of a dying society." - Aristotle
  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013
    We were warned in the Andorian ship intro blog that this ship has a glass jaw.

    There's something that feels wrong about being warned that a $50 ship pack is going to suck. :) My issue is that they simply went too far, and it seems they're starting to agree.

    1. The custom console powers are relatively weak and, at times, cumbersome to use.
    2. The turnrate BADLY needs a revisit. What good is all that supposed firepower if you can't bring the nose around? PvP tactic: Get in behind me, slow your engines and...
    3. They need to consider giving bonus console ships an extra, dedicated slot. This is just one of the reasons why the Kumari variant looks so feeble to me, with all 3 consoles loaded there's too little room the experiment.
    4. The wing platforms: I like them. IMO, they're the best of the custom consoles, but the need to either be more durable, fire more often or shorten their CD. If it's true that they do less damage than an elite scorpion bay, then buff them to help compensate for the LONG CD, at least. There are, after all, only two of them.

    Since the hull/shield bugs have been fixed I don't have too many problems staying alive, which is good. However, they tried too hard to give it weaknesses to compensate for the inevitable PvP whining. In doing so, like someone else said, they greatly borked the line for PvE AND PvP.
  • iceaxe18iceaxe18 Member Posts: 103 Arc User
    edited February 2013
    You can get Field Generators with dilithium? Where?

    In the Dilithium store.
  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited February 2013
    It hardly sucks. The several Ive seen in Ker'rat did exactly as they where advertised, hitting hard and having poor defenses when focused upon but only when effort is taken to overcome its defenses. Otherwise the Kumari defends its self only as well as its pilot.
    Its a glass cannon but not a too fragile one.
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  • thratch1thratch1 Member Posts: 0 Arc User
    edited February 2013
    iceaxe18 wrote: »
    In my science console:

    Shield Emitter Amplifier Mk XI

    Tactical Console:

    Phaser Relay Mk XI
    Prefire Chamber Mk X
    Warhead Yeal Chamber Mk I
    Directed Energy Distribution manifold Mk II

    You're going to want to stack Phaser Relays, rather than having a bunch of different console types.

    Also, are you using all cannons, or are you using cannons plus a Dual Beam Bank? Because if you're just stacking cannons, that Directed Energy console isn't doing anything for you, as it only boosts beam weapons.
    [SIGPIC][/SIGPIC]
  • iceaxe18iceaxe18 Member Posts: 103 Arc User
    edited February 2013
    thratch1 wrote: »
    You're going to want to stack Phaser Relays, rather than having a bunch of different console types.

    Also, are you using all cannons, or are you using cannons plus a Dual Beam Bank? Because if you're just stacking cannons, that Directed Energy console isn't doing anything for you, as it only boosts beam weapons.

    This is what I have for weapons, and pretty much the default weapons that came with the Andorian.


    For Weapon:

    Andorian Phaser Dual Cannons Mk X
    Kumari Phaser wing cannons [DMG] x 4
    Andorian Dual Phaser beam Bank Mk X
    Quantum Torpedo Launcher Mk X [DMG]
    Andorian Phaser Dual Heavy Cannons Mk XI [DMG] [ACC]x2

    Aft Weapons:

    Quantum Torpedo Launcher Mk X [DMG]
    Andorian Phaser Turret Mk XI [DMG] [ACC]X2
  • scbypwrscbypwr Member Posts: 177 Arc User
    edited February 2013
    My setup on the sci version

    omega torp, three phaser DHC, kumari wing cannons
    phaser turret, cutting beam
    adapted maco set
    wing cannon, borg console for eng consoles
    the other two kumari consoles, two field gens in sci
    four rare mkXI phaser consoles in tac

    BOFFs

    comm tac: tac team, cannon scatter volley, torpedo spread 3, attack pattern beta 3
    ltcomm tac: torpedo spread 1, cannon scatter volley, attack pattern beta 2
    sci lt: hazard emitter, transfer shield strength
    eng lt: epts1, eptw2
    eng ens: epts1

    two tac team doffs, two brace for impact, and sensor scan doff (sci toon...:cool:)

    Setup works great for PvE!
  • chuckingramchuckingram Member Posts: 0 Arc User
    edited February 2013
    bitemepwe wrote: »
    ...hitting hard and having poor defenses when focused upon but only when effort is taken to overcome its defenses...

    Which means they WILL be focused upon, increasingly. Again, they went too far with what can only thought of as interlocking nerfs designed to leash the ships firepower. I have no problem with balancing, but the ship STILL needs to be fun to fly and true to its pedegree.
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