Just adding my report to this thread as well. Same issue. Not seeing the correct capacity with either the conductive or the field exciter, 2 different characters.
No, I am not who you think I am. I am someone different. I am instead a banana.
To anyone claiming it's not a display error - are you basing that on "it doesn't feel right" or actual testing? Because "it doesn't feel right", especially in borg stf's, is pretty much worthless. I've seen log files in here that suggest it's WAI other than the display; bort said his testing had confirmed that with what they had tested, and "it doesn't feel right" is not going to disprove that. Explain what you're doing and what leads you to believe you don't have your full shield capacity.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
To anyone claiming it's not a display error - are you basing that on "it doesn't feel right" or actual testing? Because "it doesn't feel right", especially in borg stf's, is pretty much worthless. I've seen log files in here that suggest it's WAI other than the display; bort said his testing had confirmed that with what they had tested, and "it doesn't feel right" is not going to disprove that. Explain what you're doing and what leads you to believe you don't have your full shield capacity.
because I have to repair my hull much more now instead of shields....
and sorry I wouldn't take Borticus' word on anything since more often than not their "testing" doesn't seem to work the same as our game and one wonders why such a "display issue" was released in the first place. That right there shows there is ZERO quality control. This is the reputation this game has now. A buggy mess that gets buggier and messier. Its no longer "what will be fixed on Thurs" but what thing that wasn't broken will TRIBBLE up this week
because I have to repair my hull much more now instead of shields....
and sorry I wouldn't take Borticus' word on anything since more often than not their "testing" doesn't seem to work the same as our game and one wonders why such a "display issue" was released in the first place. That right there shows there is ZERO quality control. This is the reputation this game has now. A buggy mess that gets buggier and messier. Its no longer "what will be fixed on Thurs" but what thing that wasn't broken will TRIBBLE up this week
Again - is your experience in borg STF's? Because if so, you're probably suffering from the tachyon beam of doom.
I actually do take Bort's word on things, since he has shown himself to be a highly knowledgeable person who's very communicative, and his internal testing matches results from a logfile by virusdancer, also a highly knowledgeable respectable person.
I've never heard of you, and all you tell me is an anecdote that you're "repairing your hull more", something easily attributable to an outside factor. The burden of proof is on you in this case.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
Not just borg STFs, anywhere in game. It's hardly noticeable on my Sci toons who have lots of shield resists and such, my Tac toons visibly have squishier shields after this patch.
I don't suppose players will bother doing actual testing, it's Cryptic's job after all, however bad they are at it.
I don't know about what lack of "information" you're reffering to but... I provided information on my previous post. Did you read that part, or did your eyes convinently saw a lot of redactions -exactly- where the information is? Because there are fellow players in this topic that actually -saw- the info I wrote on that post.
... Its in plain sight.
Combat logs may be useful, but its a needle factory. And even the right needles may be wrong. Instead of losing my precious time finding those "right needles" in a needle factory that spits thousands of different lines per second, I preffer to lose time in extensive real-time combat where I can see for myself if things are working properly or not. Different points of view, what can I say... An endless debate that I don't give a damn about, or care enough to do so.
You're absolutely right, this is not a pissing contest and I would appreciate it if you keep this as short, direct, and within those boundaries. I don't know if you read what I wrote properly, but I've been told that each language is usually tricky, with lots of double meanings. You should revise -properly- what I wrote back then.
... Your complaints must have already been noted by a dev but I'm not a dev... so I don't care... I'm here because the shields are bugged and I decided to report the "extra" bugs I've found during my tests in order to contribute for better gameplay...
Here's what I'm seeing... I'm explaining and reinforcing your words that the shields appearing to be having a display issue but~ you're trying to counter my arguments of the other bugs I found during my tests... Unless you use these bugs (or exploits, whatever ticks you fancy) for leverage against opponents that aren't even aware of them, you have no reason whatsoever to complaint and/or counter either my findings and/or testing methods, as much as I'm not countering yours.
Also, by your argument that Shield Power is affecting regeneration rate, the you've found another bug. A -real- Display Issue because shield regeneration rate on the stats window remains unaffected by either increasing and/or decreasing shield power.
For updating purposes, shield bugs found are:
- Display Issue considering shield amount ('x' checked because I lost count)
- Display Issue considering shield regen rate when increasing and/or decreasing shield power (unconfirmed, by virusdancer), though its undoubtedly crystal clear that shield hardness is directly affected by shield power.
- EPS Transfer Rate being fully ignored (triple checked)
- Bonus Hardness being fully ignored after reaching maximum number of stacks (triple checked).
- Bonus damage resistance from 'Shield Frequency Modulator' being fully ignored, not the regen bonus (triple checked).
x
Offtopic:
1) EPS - Either the captain EPS skill is bugged and not working as intended (its only affecting Emergency Power to <subsystem>, not the rest it should be affecting), or the game system revolving around EPS is broken and not working at all ("intended" isn't even applicable). EPS only means one thing: Power Transfer Rate. Saying that shields transfer rate is unaffected by EPS is wrong, because you're transferring power from the other shield facings to reinforce the other facings. Bonus EPS from consoles were doing the proper effect before the latest patch, however the captain EPS skill only affects subsystem power transfer.
2) Tachyon Beam drain is ignoring the debuff cleanup from the Science Team. My reaction time when being hit by Tachyon Beam is 80ms, give or take a few, so I use Science Team as soon as the drain starts. Instead of cancelling the drain, its ignored completely. I don't know, but this only means that one of them isn't working as intended.
This has been a display issue for, well over 2 years now and, hasn't been fixed so, you won't notice any change by that information but, shldpwr does effect the regen rate!
As far as I can recollect, ST has never cleansed TB's.
Sorry to break it to you, but let me correct your statement... Shield Power stopped affecting Shield Regen rate when Solanae Dyson Sphere got implemented...
During your test, you didn't notice that when you drop shield power, your shields take more damage? Because what I saw there wasn't reduced regen, it was reduced hardness... If it was affecting Shield Regen, the damage you would take on shields would be -exactly- the same, whether your shield power was maxed out or reduced to minimum.
x
Now, to the purpose of my posting:
... I have noticed the so called "tooltip problem"... The reason why most players don't notice any difference, so to speak, is because when they get hit on a shield facing, that shield facing will receive the damage and calculate the numbers "properly", while the others will remain at the basic size. HOWEVER, when the shield is fully healed, whether in combat or not, it will revert back to its basic shield amount... Only to increase again when it takes the next hit... Now, I have also noticed a break in performance on all shields... My ship was built and made to solo bosses on Elite, never die once, while being hammered by 8 or 9 ships at the same time. After the most recent patch, my shields can't handle beyond Normal. The reason for this is simple... Shield transfer rate is fully ignoring EPS Transfer Rate.
... No, its not the Captain EPS skill. Its EPS bonuses gained from consoles... Just like Shields aren't considering the Starship Shield Systems skill, nor bonus shield amount provided by consoles... As far as I know, the Captain EPS Skill isn't even working as intended but I'm not even going to go there... I'm going to focus on shields alone.
... This is more than just a display issue. There's a noticeable shield resilience bug because of this and, considering I've had my share of continuous Beta Testing on other games that are more recent that STO, I also know how to verify a bug as much as possible...
... I'm going to test an Elite Fleet Resilient Shield Array and verify if its ignoring the Hardness bonus.
Edit.:
I've found more issues during these testings. Shields are ignoring full stacks of Adaptive Shielding (Example, Elite Fleet Shields) and from Nanoprobe Field Generator. If the stacks don't max out, the bonus hardness is applied as intended but it becomes fully ignored as soon as it reaches the max number of stacks. It is also ignoring the bonus Damage Resistance provided by the Shield Frequency Modulator (For those that don't know because reasons, Its a Cruiser skill that provides both small and important bonus to the ship's shields.) while it applies the bonus regen rate from it.
[To be tested] I wouldn't be surprised if the damage resistance provided by the shields themselves were also being ignored...
Shield bugs I've detected during my tests:
- Display Issue
- EPS Transfer Rate being fully ignored
- Bonus Hardness being fully ignored after reaching maximum number of stacks
- Bonus damage resistance from 'Shield Frequency Modulator' being fully ignored.
There are a some really good points made in the post above, i can't relate to all as i am not an engineering officer, but as a tactical officer, who relies heavily upon good shields, I can attest to the topic hot points in regards to the shield bonuses being broken.
The equipment and settings? Well, I run the elite fleet avenger battle cruiser, the equipment that I have is:
the elite fleet axion deflector array mk xiv [eng][flow][Ins][SciCdr]
the elite fleet reinforced warp core mk xiv [[amp][scap][sep][sst][w>S]
the epic elite fleet regenerative shields, [adapt][capx2][cp/rg][reg]
plus the borg asimilated console set, the dyson set, plus the two of three romulan zero-point energy conduit set.
And for my skills? well, i will only list the pertinent information in regards to what i am talking about.
My science skills settings? The shield emitter skills has 6 points and my shield systems has 8 points
My engineering skills? well, the starship warp core efficiency has 6 points in it, the starship warp core potential is maxed, the starship shield performance has 8 points
My shield capacity before the patch was at 10340, now its at 8333. On top of that my ship was taking far more damage then usual in stfs, and in daily missions that i run through out the galaxy. Before, my ship can tank it and absorb major damage that would be directed at it, now, its a little squishier.
I have recorded the same information above, , before and after, in the daily missions, stfs, and while i am floating around earth space dock, so the numbers are consistent.
This is my first post, I hope I am doing it right. I believe it may be more than a reporting issue also. i have no numbers to post but what I can say is this, i have been running tau dewa patrols for a while in advanced difficulty solo as a test bed as i experiment with my builds, I have been evaluating the adapted borg shield and the jem' hadar one testing them, particularly because those sets have boost to power insulators for shield drain. both are mk xii so not much cap to start with. i see no difference in performance by adding a field generator mk xi ultra rare. however they seem to perform better when i add a leech...from the extra power. im running aux2bat on an eclipse so i have no aux based shield heals, only ep2s1 st1 and my engineering abilities so i can tell the difference between little and less.
I will add this, before the patch I was able to defeat a level 62 tarantula and its escorts on my own in those patrols, with the borg set and the field generator...without dying. After the patch but before i became aware of this issue i was unable to tank nearly as well against a level 60 one... i died 3 times.
One more thing, I have also noticed the display constantly updating in combat. it appears to be an event loop out of control, either in the code updating the display or the code updating the shield values in combat. I humbly suggest to whomever it may concern that looking into those two areas might shed some light.
This has been a display issue for, well over 2 years now and, hasn't been fixed so, you won't notice any change by that information but, shldpwr does effect the regen rate
Do you really believe that increasing Shield Power, thus increasing the shield regen rate in the process, reduces damage the shields take? Or would it increase the amount of shield regen gained every 6-second cycle?
... Most don't bother checking this, but I did... Shield Power does not affect regeneration rate, its hardness. Open your ship status window and compare it... Also, fight with the window opened and try fiddling with your shield power and see how much regen rate (NOT) is affected...
As far as I can recollect, ST has never cleansed TB's.
... It did before the Tachyon Beam boost... But its ok, people normally don't get out of their standards to try new things anyway...
x
... Everytime someone quotes something I said and then share their personal view on the subject they quoted, the whole thing goes offtopic really fast... So~, before returning to the proper topic (which is shields being broken right now) perhaps another opinion on the subject will end up solving this~... whatever colorful name you want to call it...
... Borticus, I apologize in advance for pulling you into this but~ can you please shed some proper light on the subject?
I find it hard that Shield Power affects regeneration rate by reducing damage dealt on the shields themselves... Just like you did with EPS and Shield Redistribution Rate. I think your oppinion would pretty much make everything clear on this subject and to return the whole thing back ontopic in one go...
Do you really believe that increasing Shield Power, thus increasing the shield regen rate in the process, reduces damage the shields take? Or would it increase the amount of shield regen gained every 6-second cycle?
... Most don't bother checking this, but I did... Shield Power does not affect regeneration rate, its hardness. Open your ship status window and compare it... Also, fight with the window opened and try fiddling with your shield power and see how much regen rate (NOT) is affected...
So you checked by looking at the number that shadowwraith77 stated is not working? Brilliant!
Perhaps if you'd actually tested it like countless folks have...
Perhaps if you'd searched on the matter you'd have seen Cryptic's acknowledged it as a UI issue...
But go right on spreading all the misinformation that you appear to enjoy doing...
I can counter people's impressions of shields 'feeling' weaker post-patch by stating they feel the same as always to me (based on 18 runs of CCA across 9 characters).
EPS power transfer has nothing to do with shield redistribution. Tac team's redistribution is a different ability entirely than manual redistribution (saying tac team is buffing shield redistrinution speed is thus wrong; it adds a different ability that may have similar results).
As Virus states, the displayed regen value is very much bugged and afaik shield power not only boosts that regen, but also shield's damage resistance.
I hope that covers it all. Either way, I very much hope this visual bug is soon fixed. It's annoying at best to have to enter battle in order to see how much shields you actually got (and I'm far too lazy to recalculate the value myself with every gear change I do).
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. 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.
Seems like UI to me, same as the ground shield problem they were trying to fix with this patch. Just seems they broke space UI while trying to fix ground.
Well I could be wrong:), I was merely suggesting a course of action of where to look, as for me i don't even know the structure of the log file. but I can offer one piece of information i have not seen mentioned, I switched to my kazon raider that I have been playing around with and I noticed that the display in combat acts as though it doesn't want to apply the "negative" bonus, .8 or .9 and it appears to try to reset to the base cap of the shields themselves, apply the raider shield offset then reset to shield base cap over and over, but out of combat and in a social zone it shows the raider offset applied. I hope this helps.
i have 8 accounts and i have sent in tickets to the devs that prove that it is a broken bonous's and not just stats but listen to what we are argueing a basic ship systems like shields shouldnt be broken in a space combat game at all period it just goes to show the level of professionalism of the dev code wrighter's. Truthfullie i sick of the community turning on it self watching the devs friendly bash the non dev friendly its sad and point less.......SHIELDS SHOULDNT BE BROKEN AT ALL......... But that comeing from a player that has s[pent 200 dollars in upgradeing 8 set of elite fleet gear.......This need to fixed asap whats fracking amazeing that this hasnt been fix bye know wtf
i have 8 accounts and i have sent in tickets to the devs that prove that it is a broken bonous's and not just stats but listen to what we are argueing a basic ship systems like shields shouldnt be broken in a space combat game at all period it just goes to show the level of professionalism of the dev code wrighter's. Truthfullie i sick of the community turning on it self watching the devs friendly bash the non dev friendly its sad and point less.......SHIELDS SHOULDNT BE BROKEN AT ALL......... But that comeing from a player that has s[pent 200 dollars in upgradeing 8 set of elite fleet gear.......This need to fixed asap whats fracking amazeing that this hasnt been fix bye know wtf
Of course shields shouldn't be broken, that clearly wasn't the intention. But STO is a piece of software, and with any update or adjustment there is always the possibility of unforeseen bugs. Even the most comprehensive, time-consuming QA process can't catch everything, because it would be silly to re-check absolutely every mechanic in the game for each small update. You would only check the most logical mechanics to be affected by the udpate's content. So sometimes, things will go wrong in seemingly unrelated mechanics.
Either way, yes the bashing needs to stop... so why are you continuing the 'turning on' each other? Borticus was very forthcoming and extremely quick in trying to gather player data on this issue. Please don't start throwing into question the professionalism of the people who work at Cryptic - that's not going to solve anything.
I actually do take Bort's word on things, since he has shown himself to be a highly knowledgeable person who's very communicative, and his internal testing matches results from a logfile by virusdancer, also a highly knowledgeable respectable person.
Perhaps I've missed it, but I haven't seen Bort post the results of his own internal testing yet. Or heard him say anything conclusive about the issue at all, for that matter.
Perhaps I've missed it, but I haven't seen Bort post the results of his own internal testing yet. Or heard him say anything conclusive about the issue at all, for that matter.
Also, it might not be the same for all shields on all ships under all conditions for all AT's. As we have seen all torps arent behaving the same way
Really, though, by what mechanism does "fixing" Ground shields mess up Space shields?
Because your toon on ground and your ship in space are the same thing, just drawn differently and with appropriate stats for the region you are in. Knowing that, I could easily see how the attempted fix of the ground UI issue created a similar problem in space.
Any of my console's that apply in any way to shields seem to be intermittently applying in battle, and not at all when out of combat. In any zone or instance.
I have tried removing all the consoles and even all but the shield still to no effect.
I can not isolate the cause other than a recent patch or the rarity of the shield its self ?
And all was fine a week or so ago, The shield was epic back then the only difference is the deflector is now epic but again i removed it from my ship with no difference.
I have attached a Video below so you can see what i mean.
So i'm guessing we'll see a fix in the patch this Thursday then?
I know my shields are just as effective because I've not noticed myself dying and more than usual so i'd guess it really is just a UI problem.
However it is annoying as you can't tinker with your build if you don't know the value of your shields. I have no idea what my shields are doing numbers wise so i'm holding off upgrading anything that might affect them until I know i'll be able to test effectiveness.
Comments
I think too its not only a display issue , my shields feels like 0 hp now .... please fix it .
https://www.youtube.com/watch?v=lDKmSxJkOWA
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
because I have to repair my hull much more now instead of shields....
and sorry I wouldn't take Borticus' word on anything since more often than not their "testing" doesn't seem to work the same as our game and one wonders why such a "display issue" was released in the first place. That right there shows there is ZERO quality control. This is the reputation this game has now. A buggy mess that gets buggier and messier. Its no longer "what will be fixed on Thurs" but what thing that wasn't broken will TRIBBLE up this week
Again - is your experience in borg STF's? Because if so, you're probably suffering from the tachyon beam of doom.
I actually do take Bort's word on things, since he has shown himself to be a highly knowledgeable person who's very communicative, and his internal testing matches results from a logfile by virusdancer, also a highly knowledgeable respectable person.
I've never heard of you, and all you tell me is an anecdote that you're "repairing your hull more", something easily attributable to an outside factor. The burden of proof is on you in this case.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
I don't suppose players will bother doing actual testing, it's Cryptic's job after all, however bad they are at it.
This has been a display issue for, well over 2 years now and, hasn't been fixed so, you won't notice any change by that information but, shldpwr does effect the regen rate!
As far as I can recollect, ST has never cleansed TB's.
Praetor of the -RTS- Romulan Tal Shiar fleet!
There are a some really good points made in the post above, i can't relate to all as i am not an engineering officer, but as a tactical officer, who relies heavily upon good shields, I can attest to the topic hot points in regards to the shield bonuses being broken.
The equipment and settings? Well, I run the elite fleet avenger battle cruiser, the equipment that I have is:
the elite fleet axion deflector array mk xiv [eng][flow][Ins][SciCdr]
the elite fleet reinforced warp core mk xiv [[amp][scap][sep][sst][w>S]
the epic elite fleet regenerative shields, [adapt][capx2][cp/rg][reg]
elite fleet efficient combat impulse engines mk xiv [full] [pow] [turn]x2
plus the borg asimilated console set, the dyson set, plus the two of three romulan zero-point energy conduit set.
And for my skills? well, i will only list the pertinent information in regards to what i am talking about.
My science skills settings? The shield emitter skills has 6 points and my shield systems has 8 points
My engineering skills? well, the starship warp core efficiency has 6 points in it, the starship warp core potential is maxed, the starship shield performance has 8 points
My shield capacity before the patch was at 10340, now its at 8333. On top of that my ship was taking far more damage then usual in stfs, and in daily missions that i run through out the galaxy. Before, my ship can tank it and absorb major damage that would be directed at it, now, its a little squishier.
I have recorded the same information above, , before and after, in the daily missions, stfs, and while i am floating around earth space dock, so the numbers are consistent.
I too agree that this is not just a display bug alone. And about this being a nerf to elite fleet shields? Hmmm. Makes you wonder.... :eek::(
I will add this, before the patch I was able to defeat a level 62 tarantula and its escorts on my own in those patrols, with the borg set and the field generator...without dying. After the patch but before i became aware of this issue i was unable to tank nearly as well against a level 60 one... i died 3 times.
One more thing, I have also noticed the display constantly updating in combat. it appears to be an event loop out of control, either in the code updating the display or the code updating the shield values in combat. I humbly suggest to whomever it may concern that looking into those two areas might shed some light.
Do you really believe that increasing Shield Power, thus increasing the shield regen rate in the process, reduces damage the shields take? Or would it increase the amount of shield regen gained every 6-second cycle?
... Most don't bother checking this, but I did... Shield Power does not affect regeneration rate, its hardness. Open your ship status window and compare it... Also, fight with the window opened and try fiddling with your shield power and see how much regen rate (NOT) is affected...
... It did before the Tachyon Beam boost... But its ok, people normally don't get out of their standards to try new things anyway...
x
... Everytime someone quotes something I said and then share their personal view on the subject they quoted, the whole thing goes offtopic really fast... So~, before returning to the proper topic (which is shields being broken right now) perhaps another opinion on the subject will end up solving this~... whatever colorful name you want to call it...
... Borticus, I apologize in advance for pulling you into this but~ can you please shed some proper light on the subject?
I find it hard that Shield Power affects regeneration rate by reducing damage dealt on the shields themselves... Just like you did with EPS and Shield Redistribution Rate. I think your oppinion would pretty much make everything clear on this subject and to return the whole thing back ontopic in one go...
yea lol 100% agree
So you checked by looking at the number that shadowwraith77 stated is not working? Brilliant!
Perhaps if you'd actually tested it like countless folks have...
Perhaps if you'd searched on the matter you'd have seen Cryptic's acknowledged it as a UI issue...
But go right on spreading all the misinformation that you appear to enjoy doing...
I'm having a hard time finding where anybody's said that but you...
edit:
Things that change that Shield Regeneration number...
Shield Emitter Amplifier
Shield Frequency Modulation
Things that don't change that Shield Regeneration number...
Superior Shield Repair
Reactive Shield Technology (Starship Mastery Passive)
Shield Subsystem Power
EPS power transfer has nothing to do with shield redistribution. Tac team's redistribution is a different ability entirely than manual redistribution (saying tac team is buffing shield redistrinution speed is thus wrong; it adds a different ability that may have similar results).
As Virus states, the displayed regen value is very much bugged and afaik shield power not only boosts that regen, but also shield's damage resistance.
I hope that covers it all. Either way, I very much hope this visual bug is soon fixed. It's annoying at best to have to enter battle in order to see how much shields you actually got (and I'm far too lazy to recalculate the value myself with every gear change I do).
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!
Vanilla Ground PvP information
Of course shields shouldn't be broken, that clearly wasn't the intention. But STO is a piece of software, and with any update or adjustment there is always the possibility of unforeseen bugs. Even the most comprehensive, time-consuming QA process can't catch everything, because it would be silly to re-check absolutely every mechanic in the game for each small update. You would only check the most logical mechanics to be affected by the udpate's content. So sometimes, things will go wrong in seemingly unrelated mechanics.
Either way, yes the bashing needs to stop... so why are you continuing the 'turning on' each other? Borticus was very forthcoming and extremely quick in trying to gather player data on this issue. Please don't start throwing into question the professionalism of the people who work at Cryptic - that's not going to solve anything.
Perhaps I've missed it, but I haven't seen Bort post the results of his own internal testing yet. Or heard him say anything conclusive about the issue at all, for that matter.
Also, it might not be the same for all shields on all ships under all conditions for all AT's. As we have seen all torps arent behaving the same way
Because your toon on ground and your ship in space are the same thing, just drawn differently and with appropriate stats for the region you are in. Knowing that, I could easily see how the attempted fix of the ground UI issue created a similar problem in space.
Vanilla Ground PvP information
I have tried removing all the consoles and even all but the shield still to no effect.
I can not isolate the cause other than a recent patch or the rarity of the shield its self ?
And all was fine a week or so ago, The shield was epic back then the only difference is the deflector is now epic but again i removed it from my ship with no difference.
I have attached a Video below so you can see what i mean.
https://www.youtube.com/watch?v=y9fF...ature=youtu.be
from kawasaki zx10rr
I know my shields are just as effective because I've not noticed myself dying and more than usual so i'd guess it really is just a UI problem.
However it is annoying as you can't tinker with your build if you don't know the value of your shields. I have no idea what my shields are doing numbers wise so i'm holding off upgrading anything that might affect them until I know i'll be able to test effectiveness.