weak if you compare it to the additional powers that cruisers recieved and raiders probably will be. As others have mentioned: it's impact on a ships performance in it's current state is negligble, even when taking into account other, possible mods and very rare/higher tier quality upgrades.
Completely agree. Cruisers got their flashy comm arrays and I've seen rumors of tac getting a boost also which they seriously don't need. This sci "boost" is horrible compared to what engineers got, and I'm still waiting for an explanation from our supreme overlords as to why.
As mentioned before I was specifically talking about the Solanae secondary deflector (hence the thread title), and not the entire Solanae hybrid set.
Cryptic said they would add something to Sci to make it more role defining. Similar to what they did for cruisers with Cruiser Commands (in my opinion a truly inspired role defining mechanic). But to me the first offering of the secondary deflector is very poor, and personally if they stick to that particular format I think it is a wasted opportunity.
Any serious Sci capt who knows what they are talking about will look at the 2nd deflector stats/procs and knows it's absolute rubbish for higher level PvE.
Those stats are not from the set, they are from the ship's shield mod and the solanae primary deflector.
With a proper build, and a good captain at the helm it is actually a lethal vessel.
Those stats are not from the set, they are from the ship's shield mod and the solanae primary deflector.
With a proper build, and a good captain at the helm it is actually a lethal vessel.
The thread is about the 2nd deflector. Yes, the ship might be lethal (have yet to come across one), but we're not talking about the set. The set is fine. The complaint is that we were promised a boost with this second deflector, and we're not seeing it with this one.
You..... really haven't been keeping up with the Secondary deflector talk have you?
The Sloane Deflector is a HEAL Deflector, or more accurately LEECH Deflector.... meaning it takes shielding from the enemy to give to you
There is another Deflector flavor called CONTROL... that will be your Hold, repel, disable stuff.
There will later be Comms Array slots on Cruisers what will supplement their Cruiser powers as well.
And before the "Cruisers are getting OP" argument... Cruisers lacked ANY sort of power for the longest time while Escorts and Sci's had targeting abilities i/e "Beam Target Weapons." Comms powers was a way to bring Cruisers up to par with other vessels with AoE abilities.
Yea.... Because cruisers are sooooo underpowered with their massisve dps numbers and 100% up time on aux to bat giving them near 100% power in all systems.....they REALLY need more.....
Why do science captain abilities get to be so controlled, but DPS can roam free.
This is precisely the reason I became an Escort Captain In this game Science is practically worthless and their abilities can only do so much as toy with the enemy and whenever a decent Science ability is around people complain that is is "OP" yet people seem to be fine with DHC wielding Escorts with 30,000 DPS completing Infected Space Elite in two minutes.
The reason for this Bias is simple the majority of players in this game are Tactical so when Tactical always has the advantage the Tactical players don't complain because it benefits them yet when the less popular Engineering and Science classes have some kind of advantage Tactical players complain and because they are the majority Cryptic has no choice but to Nerf them, a few months ago I saw a PVP thread complaining that Gravity Well was "OP" and was causing an inconvenience and the new Cruiser A2B builds have caused uproar in the Forums yet pre Legacy of Romulus when Escorts were running Elite Endgame Missions and completing them in a matter of minutes almost no one complained apart from a few of us Science captains that were tired of tickling the enemy with Tachyon Pulse while watching Cubes get mauled to pieces by Dual Heavy Cannons. So I eventually just switched to Tactical because no Science ability can compare to a DPS of 50,000 a Team of Tactical players is always superior to a team of Science captains so sadly my Wells class is collecting dust in some Shipyard.
How can be a skill like gravity well OP??? dude, imagine a giant vacuum hole in the space, i think that thing will cause a really harm on any ship lol.
I think almost any science skill like tyken's rift, shockwave, gravity well and so on must be powerful. Its the only way to give science ships a jump. You can balance em in a lot of ways, but you dont need to nerf em in terms of damage, because they dont need to.
Tactical - great weapon firepower, low science firepower
Science - low weapon firepower, great science firepower
And if people complains about that gw doing too much damage, let em. Its the same about people complaining about escorts doing 40k dps and not letting anyone else taking kills LOL.
It is as simply as that, but for reasons i will never understand cryptic has not enough skills on their team to achieve these balance fixes.
Well, after comparing the Dyson Secondary (which has blue quality) with the Primary Defelctor (purple) the secondary one is appearently...a quarter of a normal deflector.
7.6 times 4 is 30.4 and not 35 but there are additional drain properties so the performance boost is roughly elevated to a quarter.
There is no level given buy I assume it's to be considered MkXII.
So where does that leave us? Assuming we get stull like Fleet Elite Secondary Deflectors with more juice than this thing probably ones that are about a third of a Purple MkXII deflector.
We'll have to wait and see if that's a leap or...a chicken getting crushed by a truck while trying to cross a street.
Right now the secondary deflector by itself is not very impressive but then neither is the primary one so maybe they are both bad to make up for the set bonuses...dunno.
If they'd allowed two real deflectors, we'd probably end up with a ton of people who'd load up on paired set bonuses, or alternately double up on specific ones (two Jem'Hadar on a drain build for example), either way just leading to more minmaxing. Science is already in a bad place where you either use it 'as intended' and accomplish little, or minmax the TRIBBLE out of it and break the game, with not a lot of middle ground. Game already has way too much power creep, and I'm glad they tried breadth instead.
They could make things unique equipped so you can't equip two of the same deflector I would imagine...since they changed things and marks of different levels can now be used towards the set bonuses.
Would the double 2 set bonuses be so bad? I mean with how weak Science is right now, better off in a Atrox or Vo'Quv than any Science ship besides maybe the Vesta. I mean even the Dyson ship in Sci mode with all of its bells and whistles still isn't quite the level of the Vesta because it doesn't have a hangar.
Sci in the game, which is mostly centered around PvE doesn't have much if any use the way the game functions and they have some of the weakest damage potential in a game centered around damage.
Can't have a honest conversation because of a white knight with power
Completely agree. Cruisers got their flashy comm arrays and I've seen rumors of tac getting a boost also which they seriously don't need. This sci "boost" is horrible compared to what engineers got, and I'm still waiting for an explanation from our supreme overlords as to why.
Secondary deflectors and comm arrays same thing some little buff. Most cruiser captains forget to activate it anyway :P.
............................
+7.6 Starship Shield Systems
(Improves Shield Hit Points)
+7.6 Starship Flow Capacitors
(Improves Shield Drain and Energy Drain)
+7.6 Starship Shield Emitters
(Improves Shield Healing)
Solanae Shield Siphon
Your Tachyon Beam, Charged Particle Burst, Energy Siphon, Tyken's Rift and Viral Matrix powers will drain a small amount of shields from your enemy and give it to you.
Applies to:
* Tachyon Beam
* Charged Particle Burst
* Energy Siphon
* Tyken's Rift
* Viral Matrix
Foe: -77.6 All Shields each pulse (4 pulse max)
Self: 77.6 All Shields each pulse (4 pulse max)
Skills that effect this ability:
* Starship Flow Capacitors
(Improves Shield Drain and Energy Drain)
.......................
I thought this was suppose to be the sci equivalent to Cruiser commands. What it turned out to be is an abyssal disappointment. I know that there are supposed to be as least 2 other variants coming out, but +7.6 stats and most of the least used skills in PvE. Is this some kind of joke? They left off the most used deflector skills GW, feedback etc., i.e decent AOE skills. Likely citing that these skills make it over powered, but what we are left with is an a gap-filling abomination.
What's wrong with these skill buffs, aside from how small they are?
Flow Capacitors = great for use with Plasmonic Leech, Power Syphon, and Subsystem Targeting.
Shield Systems = shield hitpoints; hard to find fault with that.
Shield Emitters = shield healing; can't really complain about that one, either.
Don't get me wrong; I'd love to see higher numbers for all three (the +7 seems a little lame, IMHO), but there may be Fleet versions coming down the pipe in the near future...
What's wrong with these skill buffs, aside from how small they are?
Flow Capacitors = great for use with Plasmonic Leech, Power Syphon, and Subsystem Targeting.
Shield Systems = shield hitpoints; hard to find fault with that.
Shield Emitters = shield healing; can't really complain about that one, either.
Don't get me wrong; I'd love to see higher numbers for all three (the +7 seems a little lame, IMHO), but there may be Fleet versions coming down the pipe in the near future...
The whole Deflector dish is so weak, that the fleet version is not going to suddenly make this a better dish - the base stats are just too low. But in particular the odd collection of deflector boff sci skills (most of which aren't used very much because they are single target or useless), that activate a weak shield drain for this 2nd deflector variant. They've totally left out more useful AoE skills like GW and FB. I can't see anything positive about this deflector other than saying it is better than nothing, which is not something to I would attribute to a sci role defining mechanic.
The whole Deflector dish is so weak, that the fleet version is not going to suddenly make this a better dish - the base stats are just too low. But in particular the odd collection of deflector boff sci skills (most of which aren't used very much because they are single target or useless), that activate a weak shield drain for this 2nd deflector variant. They've totally left out more useful AoE skills like GW and FB. I can't see anything positive about this deflector other than saying it is better than nothing, which is not something to I would attribute to a sci role defining mechanic.
It's the drain deflector. There's a heal one coming, and maybe a control one. If you're not built around draining, then yeah it doesn't add much. It may not add much to draining either overall, which is why it's lack luster for that specific usage.
I don't think any of them affect GW though, I'd need to check the blog.
Maybe I missed something but all I got with the FED Solanae pack were 3 ships that had 3 different consoles to be combined on one ship, and they all had what was called a deteriorating secondary deflector...the 3 consoles all said they were part of a 4 piece set which looked for a solanae secondary deflector so all 4 pieces will work together to give you the 4 piece passive/active solanae advanced technologies set...4 items of which I have only 3, the missing piece being the Solanae Secondary Deflector which does not seem to be the same as what is included, i.e., the Deteriorating Secondary Deflector...where and how do you get the Solanae Secondary Deflector?
Also, I bought that Advanced Dyson Science Destroyer Mega Bundle for 10,000 zen, which appears to have more than three ships, but it seems that I can only clam three...what gives?
There is about as much water on Earth now as there was three billion years ago. But while the amount of water has remained static, the amount of tequila and Triple Sec available for the making of Margaritas has expanded enormously. So you see, we have made progress after all. ~Anonymous
Maybe I missed something but all I got with the FED Solanae pack were 3 ships that had 3 different consoles to be combined on one ship, and they all had what was called a deteriorating secondary deflector...the 3 consoles all said they were part of a 4 piece set which looked for a solanae secondary deflector so all 4 pieces will work together to give you the 4 piece passive/active solanae advanced technologies set...4 items of which I have only 3, the missing piece being the Solanae Secondary Deflector which does not seem to be the same as what is included, i.e., the Deteriorating Secondary Deflector...where and how do you get the Solanae Secondary Deflector?
Also, I bought that Advanced Dyson Science Destroyer Mega Bundle for 10,000 zen, which appears to have more than three ships, but it seems that I can only clam three...what gives?
Only way to get the Solanae Secondary Deflector is from the 4th Anniversary ship. Which is too late to start grinding for now, but you can apparently buy the ship later for lobi.
The very concept of secondary deflectors giving minor boosts is idiotic in the extreme. They were supposed to have been THE piece of equipment that made science ships better at science than an escort or cruiser with a lt cmdr sci slot.
This secondary deflector is a joke. Shield drain has never worked since F2P.
It's obvious the devs don't test nor care about how screwed up science is. Its pathetic to see even the dyson destroyer with 9 point in flow capacitors, four +20 flow cap consoles, a +26 flow cap deflector, the minimal +flow cap bonus from the secondary deflector gives, the +100 to all sci skills reputation ability have:
Tachyon Beam 3
Tachyon Beam 2
Subsystem Attack Shield 2
Beam Overload 1
Tyken's Rift 1
Tyken's Rift 3
Tractor Beam 1
5 Polaron Turrets (test setup just to get the proc in constantly)
1 Polaron Beam Array (to use beam subsystem attacks with)
with Doffs that lower deflector abilities timer, 130 aux power...
try to shield drain a SINGLE Recluse NPC in crystalline entity elite.
It. Does. Not. Happen.
Tractor the recluse, hit it with subsystem shield 2 attack+Tachyon Beam 3 + Tyken's Rift 3 and pelt it with 5 polaron turrets...
Its shields barely drop to 2/3rds. When Tachyon Beam 2 is up so is Tyken's Rift 1 .. again, the Recluse shields don't even budge.
But... if you approach the Recluse fresh (it has not been shot at or drained) and use a single Beam Overload 1... its shield vanishes.
Freaking Instantly.
Another setup... viral matrix 3, subsystem shield & engine 1 and 2 (using a Nebula with 2 tac stations), siphon with doff that disables random system when using siphon, tyken's rift 1... all relevant sci captain skills at 9 plus the +100 faction ability buff to all sci skills...
The NPC barely gets system disabled for 1 second before it automatically kicks back up.
Insult to injury? Using phasers has the same effect. No need to use all these sci abilities because they don't stack with phaser proc or trigger together.
... oh, and to make it worse yet, subsystem attack 3, a tac-ship (or tac-cruiser) only ability since its lt cmdr slot... DOES disable the subsystem reliably and for a long time on NPCs. WITHOUT THE TAC CAPT HAVING A SINGLE F'ING POINT IN DECOMPILER.
The secondary deflectors should've been a massive, MASSIVE boost to one particular sci stat. No gimmicky idiotic 'proc' ability. A +500 to X sci skill bonus... if sci skills are not horribly broken to the core that even 500 points bonus makes a difference that is.
Only way to get the Solanae Secondary Deflector is from the 4th Anniversary ship. Which is too late to start grinding for now, but you can apparently buy the ship later for lobi.
Okay, I get the mega bundle thing...you do get 9 ships...3 FED, 3 KDF, and 3 Romulan...anyone have any idea when the ship with the 4th piece, the secondary deflector, will be available in the lobi store? Without it you can never complete the 4 piece set, which makes buying the mega bundle sort of useless...also, it seems that if you want the secondary deflector for each set of ships means that you have to buy 3 ships from the lobi store, getting the secondary deflector for each of the three factions...you'll need one for the FED ships, one for the KDF ships, and one for the Romulan ships...is that correct?
There is about as much water on Earth now as there was three billion years ago. But while the amount of water has remained static, the amount of tequila and Triple Sec available for the making of Margaritas has expanded enormously. So you see, we have made progress after all. ~Anonymous
Okay, I get the mega bundle thing...you do get 9 ships...3 FED, 3 KDF, and 3 Romulan...anyone have any idea when the ship with the 4th piece, the secondary deflector, will be available in the lobi store?
Since the Party Event ends on the 27th I am guessing the Lobi Store version will be available in the patch later that afternoon.
Without it you can never complete the 4 piece set, which makes buying the mega bundle sort of useless...also, it seems that if you want the secondary deflector for each set of ships means that you have to buy 3 ships from the lobi store, getting the secondary deflector for each of the three factions...you'll need one for the FED ships, one for the KDF ships, and one for the Romulan ships...is that correct?
Yes, I would assume you need to buy 3 versions if you did not get any in the Party Event.
STO is about my Liberated Borg Federation Captain with his Breen 1st Officer, Jem'Hadar Tactical Officer, Liberated Borg Engineering Officer, Android Ops Officer, Photonic Science Officer, Gorn Science Officer, and Reman Medical Officer jumping into their Jem'Hadar Carrier and flying off to do missions for the new Romulan Empire. But for some players allowing a T5 Connie to be used breaks the canon in the game.
My only hope for this deflector, if indeed it's supposed to be a MK XII blue one and hopefully I can throw 200 lobi or fleet credits in the future (I'm doubting it) and upgrade to a MK XII purple one is.
1) They double the flow caps bonus on the blue one. Just this stat since it's a drain focused deflector. Leave the other two as-is. Other variants in the future should get more than 7 on the skill that it's concentrated on.
2) Create a MK XII purple version with a full 26.2 flow caps bonus. Maybe bump up the other two stats one notch since it's a VR variant and increase the effect of flow caps on this one on the shield siphon bonus. (So if the blue one is "shield siphon 1", this would be "shield siphon 2").
Just an extra note, this was kind of bad initial design like the Breen set. That is also a drain set whose deflector flow caps bonus doesn't make sense given the 3 piece bonus.
The problem really stems from the core abilities and how they just don't measure up to alternatives. Still if you look at them as just an added extra to the science ship and more along the lines of the drain being added to your shields as the main aspect they're not bad.
It'll be interesting to see what else they come in, a +26.5 boost to SubD wouldn't go a miss on them but flow caps and many other skills can already be boosted to pretty extreme numbers. Sure those boosted numbers don't always translate to better performance but then that's down to the core abilities etc.
Completely agree. Cruisers got their flashy comm arrays and I've seen rumors of tac getting a boost also which they seriously don't need. This sci "boost" is horrible compared to what engineers got, and I'm still waiting for an explanation from our supreme overlords as to why.
Well, you are looking at the healing one on the free ship. I imagine later on we will get a good version of the damage one. The radiation damage from a secondary deflector would be nice and something the cruisers don't get.
You should be more disappointed with the very concept of the dyson destroyers.
Just look at this TRIBBLE!
Its a science ship that only becomes a useful science ship through the use of its special console abilities.
Solanae Secondary Deflector
Protonic Shield Matrix
Shield Inversion Projector Console
Proton Destabilizer Module Console
To sum it up:
Huge AOE shield heals x 2
Big damage via science in limited number AOE
Shield drain ability which could probably make Tachyon Beam actually work as it used to back in pre-f2p. But you need to use a dyson ship, pay zen for it.
Ability to switch into an escort at will, leave escort mode at will and only wait 60 seconds before being able to enter escort mode again. What does this mean? The glorious role Cryptic has decided to push 'science' into:
When in sci ship mode: Toss your grav well, use the aoe damage consoles and then switch to tactical mode to pump AOE cannon damage in there. Switch back to science right after it and wait 60 seconds to do it all over again (can use the consoles every 2 minutes). This guarantees absolutely ABSURD DPS output from this ship plus it also being able to heal friendly ships like a science ship should.
...except to be what a science ship should do you have to pay zen to get the consoles.
And to any other comment, you do have to realize that to pay for any VA ship you need zen... On top off that, I don't see any other options for a science ship for the romulans? And don't say the scimitar, a true science vessal has a CMD Science and subsystem targeting. If you want its true equivalent, the vesta, your still spending the same amount of money.
You might as well work on this ship, because currently its the only vessal with 2 deflectors, even if the second one is TRIBBLE, its still better then none.
This secondary deflector is a joke. Shield drain has never worked since F2P.
try to shield drain a SINGLE Recluse NPC in crystalline entity elite.
It. Does. Not. Happen.
From my tests, Tachyon Beam has two flaws:
1) It only pulses 9 times when it advertises 10 pulses.
2) It NEVER drains consistently the advertised amount (even accounting for the 9 pulses). It acts more as if you were firing on the shields than draining them.
For the second reason above, I highly suspect shield drains in general might be broken. I'm planning to test the solanae shield siphon, but, if it behaves the same way as #2 for tachyon beam, it would explain why shield drains in general are considered junk.
Note: The Solanae is the only alternative I can use to test because every other shield drain requires me to fire upon a target and we all know the combat log sucks at giving you accurate (or any info at all) concerning shield draining.
i have a question, i know the STO wiki says that the Solanae Secondary Deflector can be acquired from the A Step between stars, but so far i havent seen it at all, how did you guys and gals get it?
thought this was suppose to be the sci equivalent to Cruiser commands. What it turned out to be is an abyssal disappointment. I know that there are supposed to be as least 2 other variants coming out, but +7.6 stats and most of the least used skills in PvE. Is this some kind of joke? They left off the most used deflector skills GW, feedback etc., i.e decent AOE skills. Likely citing that these skills make it over powered, but what we are left with is an a gap-filling abomination.
Considering it is a boat setup to run Polarons (thus drain) its only makes sense to make it a wicked Drain boat in which case this deflector works well. The heal components also work well with other console abilities.
If that's the one that comes from a zen store ship, you can dismiss the ship after you take all the stuff off and and then reclaim the ship again from the zen store for free and get it back that way if the secondary deflector doesn't show in the dil store for free.
Comments
Completely agree. Cruisers got their flashy comm arrays and I've seen rumors of tac getting a boost also which they seriously don't need. This sci "boost" is horrible compared to what engineers got, and I'm still waiting for an explanation from our supreme overlords as to why.
Those stats are not from the set, they are from the ship's shield mod and the solanae primary deflector.
With a proper build, and a good captain at the helm it is actually a lethal vessel.
Praetor of the -RTS- Romulan Tal Shiar fleet!
The thread is about the 2nd deflector. Yes, the ship might be lethal (have yet to come across one), but we're not talking about the set. The set is fine. The complaint is that we were promised a boost with this second deflector, and we're not seeing it with this one.
This is precisely the reason I became an Escort Captain In this game Science is practically worthless and their abilities can only do so much as toy with the enemy and whenever a decent Science ability is around people complain that is is "OP" yet people seem to be fine with DHC wielding Escorts with 30,000 DPS completing Infected Space Elite in two minutes.
The reason for this Bias is simple the majority of players in this game are Tactical so when Tactical always has the advantage the Tactical players don't complain because it benefits them yet when the less popular Engineering and Science classes have some kind of advantage Tactical players complain and because they are the majority Cryptic has no choice but to Nerf them, a few months ago I saw a PVP thread complaining that Gravity Well was "OP" and was causing an inconvenience and the new Cruiser A2B builds have caused uproar in the Forums yet pre Legacy of Romulus when Escorts were running Elite Endgame Missions and completing them in a matter of minutes almost no one complained apart from a few of us Science captains that were tired of tickling the enemy with Tachyon Pulse while watching Cubes get mauled to pieces by Dual Heavy Cannons. So I eventually just switched to Tactical because no Science ability can compare to a DPS of 50,000 a Team of Tactical players is always superior to a team of Science captains so sadly my Wells class is collecting dust in some Shipyard.
I think almost any science skill like tyken's rift, shockwave, gravity well and so on must be powerful. Its the only way to give science ships a jump. You can balance em in a lot of ways, but you dont need to nerf em in terms of damage, because they dont need to.
Tactical - great weapon firepower, low science firepower
Science - low weapon firepower, great science firepower
And if people complains about that gw doing too much damage, let em. Its the same about people complaining about escorts doing 40k dps and not letting anyone else taking kills LOL.
It is as simply as that, but for reasons i will never understand cryptic has not enough skills on their team to achieve these balance fixes.
7.6 times 4 is 30.4 and not 35 but there are additional drain properties so the performance boost is roughly elevated to a quarter.
There is no level given buy I assume it's to be considered MkXII.
So where does that leave us? Assuming we get stull like Fleet Elite Secondary Deflectors with more juice than this thing probably ones that are about a third of a Purple MkXII deflector.
We'll have to wait and see if that's a leap or...a chicken getting crushed by a truck while trying to cross a street.
Right now the secondary deflector by itself is not very impressive but then neither is the primary one so maybe they are both bad to make up for the set bonuses...dunno.
They could make things unique equipped so you can't equip two of the same deflector I would imagine...since they changed things and marks of different levels can now be used towards the set bonuses.
Would the double 2 set bonuses be so bad? I mean with how weak Science is right now, better off in a Atrox or Vo'Quv than any Science ship besides maybe the Vesta. I mean even the Dyson ship in Sci mode with all of its bells and whistles still isn't quite the level of the Vesta because it doesn't have a hangar.
Sci in the game, which is mostly centered around PvE doesn't have much if any use the way the game functions and they have some of the weakest damage potential in a game centered around damage.
Secondary deflectors and comm arrays same thing some little buff. Most cruiser captains forget to activate it anyway :P.
What's wrong with these skill buffs, aside from how small they are?
Flow Capacitors = great for use with Plasmonic Leech, Power Syphon, and Subsystem Targeting.
Shield Systems = shield hitpoints; hard to find fault with that.
Shield Emitters = shield healing; can't really complain about that one, either.
Don't get me wrong; I'd love to see higher numbers for all three (the +7 seems a little lame, IMHO), but there may be Fleet versions coming down the pipe in the near future...
The whole Deflector dish is so weak, that the fleet version is not going to suddenly make this a better dish - the base stats are just too low. But in particular the odd collection of deflector boff sci skills (most of which aren't used very much because they are single target or useless), that activate a weak shield drain for this 2nd deflector variant. They've totally left out more useful AoE skills like GW and FB. I can't see anything positive about this deflector other than saying it is better than nothing, which is not something to I would attribute to a sci role defining mechanic.
I don't think any of them affect GW though, I'd need to check the blog.
Also, I bought that Advanced Dyson Science Destroyer Mega Bundle for 10,000 zen, which appears to have more than three ships, but it seems that I can only clam three...what gives?
The special 2nd Deflector is/was only on the grind (Anniversary) ship, along with the warp core/singularity.
Our Battles
This secondary deflector is a joke. Shield drain has never worked since F2P.
It's obvious the devs don't test nor care about how screwed up science is. Its pathetic to see even the dyson destroyer with 9 point in flow capacitors, four +20 flow cap consoles, a +26 flow cap deflector, the minimal +flow cap bonus from the secondary deflector gives, the +100 to all sci skills reputation ability have:
Tachyon Beam 3
Tachyon Beam 2
Subsystem Attack Shield 2
Beam Overload 1
Tyken's Rift 1
Tyken's Rift 3
Tractor Beam 1
5 Polaron Turrets (test setup just to get the proc in constantly)
1 Polaron Beam Array (to use beam subsystem attacks with)
with Doffs that lower deflector abilities timer, 130 aux power...
try to shield drain a SINGLE Recluse NPC in crystalline entity elite.
It. Does. Not. Happen.
Tractor the recluse, hit it with subsystem shield 2 attack+Tachyon Beam 3 + Tyken's Rift 3 and pelt it with 5 polaron turrets...
Its shields barely drop to 2/3rds. When Tachyon Beam 2 is up so is Tyken's Rift 1 .. again, the Recluse shields don't even budge.
But... if you approach the Recluse fresh (it has not been shot at or drained) and use a single Beam Overload 1... its shield vanishes.
Freaking Instantly.
Another setup... viral matrix 3, subsystem shield & engine 1 and 2 (using a Nebula with 2 tac stations), siphon with doff that disables random system when using siphon, tyken's rift 1... all relevant sci captain skills at 9 plus the +100 faction ability buff to all sci skills...
The NPC barely gets system disabled for 1 second before it automatically kicks back up.
Insult to injury? Using phasers has the same effect. No need to use all these sci abilities because they don't stack with phaser proc or trigger together.
... oh, and to make it worse yet, subsystem attack 3, a tac-ship (or tac-cruiser) only ability since its lt cmdr slot... DOES disable the subsystem reliably and for a long time on NPCs. WITHOUT THE TAC CAPT HAVING A SINGLE F'ING POINT IN DECOMPILER.
The secondary deflectors should've been a massive, MASSIVE boost to one particular sci stat. No gimmicky idiotic 'proc' ability. A +500 to X sci skill bonus... if sci skills are not horribly broken to the core that even 500 points bonus makes a difference that is.
Okay, I get the mega bundle thing...you do get 9 ships...3 FED, 3 KDF, and 3 Romulan...anyone have any idea when the ship with the 4th piece, the secondary deflector, will be available in the lobi store? Without it you can never complete the 4 piece set, which makes buying the mega bundle sort of useless...also, it seems that if you want the secondary deflector for each set of ships means that you have to buy 3 ships from the lobi store, getting the secondary deflector for each of the three factions...you'll need one for the FED ships, one for the KDF ships, and one for the Romulan ships...is that correct?
Yes, I would assume you need to buy 3 versions if you did not get any in the Party Event.
1) They double the flow caps bonus on the blue one. Just this stat since it's a drain focused deflector. Leave the other two as-is. Other variants in the future should get more than 7 on the skill that it's concentrated on.
2) Create a MK XII purple version with a full 26.2 flow caps bonus. Maybe bump up the other two stats one notch since it's a VR variant and increase the effect of flow caps on this one on the shield siphon bonus. (So if the blue one is "shield siphon 1", this would be "shield siphon 2").
Just an extra note, this was kind of bad initial design like the Breen set. That is also a drain set whose deflector flow caps bonus doesn't make sense given the 3 piece bonus.
It'll be interesting to see what else they come in, a +26.5 boost to SubD wouldn't go a miss on them but flow caps and many other skills can already be boosted to pretty extreme numbers. Sure those boosted numbers don't always translate to better performance but then that's down to the core abilities etc.
It is through repetition that we learn our weakness.
A master with a stone is better than a novice with a sword.
Has damage got out of control?
This is the last thing I will post.
Well, you are looking at the healing one on the free ship. I imagine later on we will get a good version of the damage one. The radiation damage from a secondary deflector would be nice and something the cruisers don't get.
And to any other comment, you do have to realize that to pay for any VA ship you need zen... On top off that, I don't see any other options for a science ship for the romulans? And don't say the scimitar, a true science vessal has a CMD Science and subsystem targeting. If you want its true equivalent, the vesta, your still spending the same amount of money.
From my tests, Tachyon Beam has two flaws:
1) It only pulses 9 times when it advertises 10 pulses.
2) It NEVER drains consistently the advertised amount (even accounting for the 9 pulses). It acts more as if you were firing on the shields than draining them.
For the second reason above, I highly suspect shield drains in general might be broken. I'm planning to test the solanae shield siphon, but, if it behaves the same way as #2 for tachyon beam, it would explain why shield drains in general are considered junk.
Note: The Solanae is the only alternative I can use to test because every other shield drain requires me to fire upon a target and we all know the combat log sucks at giving you accurate (or any info at all) concerning shield draining.
the only way to get it is to buy the lobi Dyson for 600 lobi.
Considering it is a boat setup to run Polarons (thus drain) its only makes sense to make it a wicked Drain boat in which case this deflector works well. The heal components also work well with other console abilities.