test content
What is the Arc Client?
Install Arc

Could we get a buff to personal shields?

adamkafeiadamkafei Member Posts: 6,539 Arc User
edited May 2015 in Federation Discussion
I know that PSGs are supposedly "new technology" but I think they should be worth more than 3 shots from the borg, so here's what I propose should be done about this.

1: Endgame (STF sets etc) PSGs should have their caps raised to 500-750, this will give them a few more hits before exposing your health bar to damage. (all others should have their caps increased accordingly)

2: Endgame PSG resistances should also be raised, they're silly now

3: Reroute power to shields should become the ground equivalent of Emergency power to shields (with respective level increases for example: RPtS 1 = EPtS 1, RPtS 2 = EPtS 2, RPtS 3 = EPtS 3)

4: The shield generators on engineering kits are laughable, I think they should get a slght boost to regen and to resistance

5: I think the medical generator should also get a buff (off topic I know) as they are just as laughable

I can't think of any more things to add to this list but all of these things would make PSGs a lot more useful and add to the Engineers ability to assist the team with bunker fabrication. We all know that Science can use the medic kit to health tank (which is in NO way a call for a nerf, it's a GOOD thing) but I think that Engineers should be the counterpart to this with the ability to shield tank.

I appreciate ANYONE'S input on this
ZiOfChe.png?1
Post edited by Unknown User on

Comments

  • mimey2mimey2 Member Posts: 0 Arc User
    edited October 2012
    Amen on all this.

    Shields are a joke on the ground. Easy to recharge, but SO easy to lose and not gain back if you're still being shot at.

    Engineers healing their shields I'm not worried about, but we only have three shield heals outside of items. The captain ability of re-route power to shields, and the Shield Recharge on one, maybe two kits. Along with of course, the Shield Generator.

    Even so, Generators pull a huge amount of aggro and die within moments to anything. they can be healed, but only once a minute with the Quick Fix ability, and by the time that happens, you can make a new one already, especially Turrets or Mortars since you will have another chance at a DOFF proc if you have those equipped.

    At the very VERY least, make the PS Generators skill give much more to shields. Threat control would also be nice to give a shield resistance boost to as well, because that only affects armor, and it's easy to resist health damage and easy to gain it back.

    More engineering shield heals would be nice as well.

    This might be a little more needed than most would think, considering that Into the Hive is coming out, and things might be pretty tough there.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • khanrebornkhanreborn Member Posts: 24 Arc User
    edited October 2012
    we desperately need better shield heals, reroute power to shields can be interrupted if you

    get shot at. and the other two classes only have shield batteries to use
    chaq yuvtlhe' nIt 'Iw 'etlh Ha' yay je
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited October 2012
    khanreborn wrote: »
    the other two classes only have shield batteries to use

    That's why I suggested the generator buff
    ZiOfChe.png?1
  • tlamstriketlamstrike Member Posts: 0 Arc User
    edited October 2012
    I think that the solution is very simple. Change the area affected by the generators meaning the Engineers can put them further from the line of fire.
    My Romulan Liberated Borg character made it to Level 30 and beat the (old) Defense of New Romulus with the skill point bug. :D
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited October 2012
    tlamstrike wrote: »
    I think that the solution is very simple. Change the area affected by the generators meaning the Engineers can put them further from the line of fire.

    that doesn't change the lack of effect though, I don't have a problem with their range, most of the time it's easy to put them behind cover and if you can't then you give them a cover shield, the problem is the laugh-ability of their effect, and the lacking PSG cap and resistance, the generator only buys you 2 more shots in an elite STF if that
    ZiOfChe.png?1
  • nulonunulonu Member Posts: 507 Arc User
    edited May 2015
    adamkafei wrote: »
    I know that PSGs are supposedly "new technology" but I think they should be worth more than 3 shots from the borg, so here's what I propose should be done about this.

    1: Endgame (STF sets etc) PSGs should have their caps raised to 500-750, this will give them a few more hits before exposing your health bar to damage. (all others should have their caps increased accordingly)

    2: Endgame PSG resistances should also be raised, they're silly now

    3: Reroute power to shields should become the ground equivalent of Emergency power to shields (with respective level increases for example: RPtS 1 = EPtS 1, RPtS 2 = EPtS 2, RPtS 3 = EPtS 3)

    4: The shield generators on engineering kits are laughable, I think they should get a slght boost to regen and to resistance

    5: I think the medical generator should also get a buff (off topic I know) as they are just as laughable

    I can't think of any more things to add to this list but all of these things would make PSGs a lot more useful and add to the Engineers ability to assist the team with bunker fabrication. We all know that Science can use the medic kit to health tank (which is in NO way a call for a nerf, it's a GOOD thing) but I think that Engineers should be the counterpart to this with the ability to shield tank.

    I appreciate ANYONE'S input on this

    My tac officer has about 695 on its personal shield. My eng has about 800 (no commando shield hp specialization yet). I think shields are fine. If shields are raised they should reduce health as you can easily get around 1200 hps now.
  • tk79tk79 Member Posts: 1,020 Arc User
    edited May 2015
    The OP is from 2012. You might want to open another thread...

    I wonder if PSGs need a cap raise though. Even that I got 640 shields, the Vaadwaur still one-shots them, unless I'm rerouting power.
    U.S.S. Eastgate Photo Wall
    STO Screenshot Archive

  • admiraltrappittadmiraltrappitt Member Posts: 444 Arc User
    edited May 2015
    I remember this thread, vaguely.

    Anyway, I think they need a minor buff, but not by much.
    Proad admin of the Star Trek Battles channel. Join today!

    I actually like Delta Rising.
  • nulonunulonu Member Posts: 507 Arc User
    edited May 2015
    tk79 wrote: »
    The OP is from 2012. You might want to open another thread...

    I wonder if PSGs need a cap raise though. Even that I got 640 shields, the Vaadwaur still one-shots them, unless I'm rerouting power.

    Interesting. Coulda sworn it was at the top of the board for me in this section. Ah well. I think with DR and upgrading shields got enough of a buff.
  • grtiggygrtiggy Member Posts: 444 Arc User
    edited May 2015
    i honestly find tanking with my health a hell of alot more effective than tanking with my shield on the ground, surely this should be the other way around XD
  • markhawkmanmarkhawkman Member Posts: 35,236 Arc User
    edited May 2015
    grtiggy wrote: »
    i honestly find tanking with my health a hell of alot more effective than tanking with my shield on the ground, surely this should be the other way around XD
    It depends on the enemy. Breen are especially nasty here since they use both shield stripping and shield skipping powers.

    I think part of it is that your shield doesn't benefit from the DRR of your armor. You might have a DRR of 50 or more.... but that doesn't apply to your shield. so an attack that does 100 damage to your shield might only do 50 hp damage.
    -=-=-=-=-=-=-=-
    My character Tsin'xing
    Costume_marhawkman_Tsin%27xing_CC_Comic_Page_Blue_488916968.jpg
  • orion0029orion0029 Member Posts: 1,122 Bug Hunter
    edited May 2015
    I seriously agree that personal shields don't offer much protection, and the Shield Generators are laughable, when I first used them (so long ago lol) I assumed it woudl be an ACTUAL SHIELD, something that would block incoming fire and lose health accordingly... alas, I was mistaken.

    More to the point a moderate boost to PSG health would be helpful, or perhaps increasing 'shield hardness' of PSGs, same effect either way. Point being, in a firefight I often find myself popping hypos and shield pulses just to survive an encounter with voth specialists. :confused:

    I exaggerate, but you get the idea, PSGs don't offer the kind of protection that they imply they do.
  • amezukiamezuki Member Posts: 364 Arc User
    edited May 2015
    Yeah, tbh I don't find even high-mark fleet or rep shields to put up much more resistance than tissue paper. And that's with 8 points in PSG.
    Fleet Admiral L'Yern - Screenshot and doffing addict
    Eclipse Class Intel Cruiser U.S.S. Dioscuria NX-91121-A - Interactive Crew Roster
  • rarebear1rarebear1 Member Posts: 118 Arc User
    I know, it is laughable. I've actually begun to carry around a large stack of Hyposprays with me. I mean granted, I know your Personal Shields can't really defend you from some guy with a damn minigun. Those things wreck your shields then you pretty damn fast.
    Proud Trekkie Favorite episode from TOS is The Doomsday Machine TNG: Yesterday's Enterprise VOY: Endgame part 1 and 2 DS9: Emissary ENT: Assmilation
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    My poor thread just keeps getting necroed...
    ZiOfChe.png?1
  • legendarylycan#5411 legendarylycan Member Posts: 37,284 Arc User
    adamkafei wrote: »
    My poor thread just keeps getting necroed...

    too bad there are no helpful clerics around to cast Destroy Undead on it so it can return to a peaceful rest

    ​​
    Like special weapons from other Star Trek games? Wondering if they can be replicated in STO even a little bit? Check this out: https://forum.arcgames.com/startrekonline/discussion/1262277/a-mostly-comprehensive-guide-to-star-trek-videogame-special-weapons-and-their-sto-equivalents

    #LegalizeAwoo

    A normie goes "Oh, what's this?"
    An otaku goes "UwU, what's this?"
    A furry goes "OwO, what's this?"
    A werewolf goes "Awoo, what's this?"


    "It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
    "We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
    Passion and Serenity are one.
    I gain power by understanding both.
    In the chaos of their battle, I bring order.
    I am a shadow, darkness born from light.
    The Force is united within me.
  • lizweilizwei Member Posts: 936 Arc User
    But foul, ghoulish necromancy is a good thing in STO didn't you play the Kobali arc?
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    Yes, I did, all the while wondering why I wasn't helping the Vaadies put the dead to rest.
    ZiOfChe.png?1
Sign In or Register to comment.