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115.444 Shield Hit Points are too much.

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    aesicaaesica Member Posts: 736 Arc User
    laferrari1 wrote: »
    Sorry, but I prefer a balanced gameplay, not a win-win meta and no drawbacks.
    I don't know, only 3 fore/3 aft weapon slots, a lower hull than the cruiser, lower overall firepower, and the fact that borg cheese will still cut through those shields with ease seems like plenty of drawbacks to me.
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    thetaninethetanine Member Posts: 1,367 Arc User
    laferrari1 wrote: »
    "28.861 Shield Hit Points PER facing, for a grand total of 115.444 Hit Points"

    Wow. You have this completely wrong: The highest, non buffed point amount of each of the facings IS your Shield Level.

    You do NOT add them up for a grand total. Each facing is your maximum shield level. At no point in any time period in the game Star Trek Online do you add up your shield numbers.

    You have 28,861 shield "hit points". End of story.

    LLAP!

    T9​​
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    laferrari1laferrari1 Member Posts: 434 Arc User
    thetanine wrote: »
    laferrari1 wrote: »
    "28.861 Shield Hit Points PER facing, for a grand total of 115.444 Hit Points"

    Wow. You have this completely wrong: The highest, non buffed point amount of each of the facings IS your Shield Level.

    You do NOT add them up for a grand total. Each facing is your maximum shield level. At no point in any time period in the game Star Trek Online do you add up your shield numbers.

    You have 28,861 shield "hit points". End of story.

    LLAP!

    T9​​

    Tactical Team. Shield rebalance. Anything?
    I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
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    warmaker001bwarmaker001b Member Posts: 9,205 Arc User
    aesica wrote: »
    laferrari1 wrote: »
    Sorry, but I prefer a balanced gameplay, not a win-win meta and no drawbacks.
    I don't know, only 3 fore/3 aft weapon slots, a lower hull than the cruiser, lower overall firepower, and the fact that borg cheese will still cut through those shields with ease seems like plenty of drawbacks to me.

    The Science Vessel even facing the Borg has great value defending against them, even with the shields stripped away. Science Vessels typically run with max or very, very high Aux Power. On top of that the inherent +Aux Power ship type bonus. There are reputation traits, BOFF abilities that grant resists. They also are based on Aux Power levels. Not to mention several repair abilities are based off Aux Power. Because of that typical high Aux setting, Science Vessels should shrug off Borg attacks even without shields.

    I'm at a point where I no longer care if the Borg take my shields away. I used to have immediate actions to clear the problem and bring shields back. Then I realized that my resists are keeping me alive anyways and that the Borg really don't do anything else.

    So I just ride it out.
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    lianthelialianthelia Member Posts: 7,825 Arc User
    edited September 2015
    laferrari1 wrote: »
    woodwhity wrote: »
    I dont see a problem, pretty much the same number of shields could be achieved for years (at least since T5F-Ships were avaiable), so its not like this is new. And you have to invest something to get that much, so again, no problem here.

    But as someone else mentioned, you are comparing a cruiser (high hull, medium shields) with a Sciship (high shields, low hull). The multiplayer certainly plays a role here.​​

    The shield modifier alone doesn't justify the Odyssey having 37% of the shields of the Intrepid. You could achieve that amount before the research lab, granted. Field Generators.

    But you were not going to get particle generators/flow or whatever in addition to them, plus a proc to deal even more damage or stronger heals. What I'm trying to say is that the game got even more broken with these. I can't find other words to say it; broken is the only one I can find.

    Sorry...your Nerf Science argument went out the window...you clearly have different consoles and a different shield on the Cruise than on the Sci ship.

    I can get almost 11k on my Pilot Escort with Resilient shields and only 34.2% boost from 2 consoles (One from one of the lab console and one from the aux crit console from butterfly)

    So what are you using on the cruiser? a Resilient shield? Perhaps none of those consoles even affect shield strength? Yeah it's a regenerative shield...your Cruiser totally has a ton more shield regen than your Sci...especially considering Sci ships get a ship trait that increases shield regen,

    Get out of here with your Science is OP bs...
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    praxi5praxi5 Member Posts: 1,562 Arc User
    thetanine wrote: »
    laferrari1 wrote: »
    "28.861 Shield Hit Points PER facing, for a grand total of 115.444 Hit Points"

    Wow. You have this completely wrong: The highest, non buffed point amount of each of the facings IS your Shield Level.

    You do NOT add them up for a grand total. Each facing is your maximum shield level. At no point in any time period in the game Star Trek Online do you add up your shield numbers.

    You have 28,861 shield "hit points". End of story.

    LLAP!

    T9​​

    If you're not constantly balancing your shields, either via TacTeam or manually re-distributing (I have mine bound to spacebar with Fire All Weapons, for example), you're heavily under-utilizing your shields.

    If an NPC (or another player) is up against someone doing that (which really should be everyone), then you've got to take all of those shields into account.
    aesica wrote: »
    laferrari1 wrote: »
    Sorry, but I prefer a balanced gameplay, not a win-win meta and no drawbacks.
    I don't know, only 3 fore/3 aft weapon slots, a lower hull than the cruiser, lower overall firepower, and the fact that borg cheese will still cut through those shields with ease seems like plenty of drawbacks to me.

    Scis have very few of the original drawbacks that they were designed with. Yes, they still lack 2 weapon slots, but most of their damage is coming from PartGen abilities. Lower hull doesn't matter when you're packing massive resistances, have heals ready to go, and Immunity exists. "Other" ships rely on their weapons and that's pretty much it - Scis get the benefit of their weapons and incredibly potent Sci abilities to back them up; the firepower is there.
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    lordprotiuslordprotius Member Posts: 115 Arc User
    Your comparisons of two totally different ships with different gear is completely biased and not well thought out...

    If your going to call for a nerf of shields or consoles or whatever your post was meant to incite... you might want to do some scientific comparison...

    First thing you did wrong was comparing two different ships...

    Voyager 1.3 shield modifier
    Sci Oddy 1.15 Shield modifier

    ^^ That alone makes it an unfair comparison... throw in the fact that both ships have completely different gear and now you've caused a paradox of scientific data.

    If your going to compare apples to oranges... don't be shocked when they taste different.
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    paxdawnpaxdawn Member Posts: 767 Arc User
    The Science Vessel even facing the Borg has great value defending against them, even with the shields stripped away. Science Vessels typically run with max or very, very high Aux Power. On top of that the inherent +Aux Power ship type bonus. There are reputation traits, BOFF abilities that grant resists. They also are based on Aux Power levels. Not to mention several repair abilities are based off Aux Power. Because of that typical high Aux setting, Science Vessels should shrug off Borg attacks even without shields.

    I'm at a point where I no longer care if the Borg take my shields away. I used to have immediate actions to clear the problem and bring shields back. Then I realized that my resists are keeping me alive anyways and that the Borg really don't do anything else.

    So I just ride it out.

    Yes, this is true on normal and advance when a player is overqualified and remains playing at normal and advance. Not so true in Elite Borg. I guess you havent experienced the constant Torp Spread 3 of borg every second for 5 mins while stripping your shields and TRIBBLE up your heals with assimilate ship at elite.

    This is especially true for players who stay at advance borg STFs and package it as the hardest borg/ or even elite.

    It is no different from players claiming that a certain particular STF is too easy and yet what they are doing is Normal difficulty except there are advance and elite versions of it.

    That is why I see no issue nor anything broken with what the OP posted. Creating too much out of nothing since the sci shield build posted wont survive elite Borg STF not unless the player is far away from the borg or is supported by a threat tank.
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    lianthelialianthelia Member Posts: 7,825 Arc User
    Your comparisons of two totally different ships with different gear is completely biased and not well thought out...

    If your going to call for a nerf of shields or consoles or whatever your post was meant to incite... you might want to do some scientific comparison...

    First thing you did wrong was comparing two different ships...

    Voyager 1.3 shield modifier
    Sci Oddy 1.15 Shield modifier

    ^^ That alone makes it an unfair comparison... throw in the fact that both ships have completely different gear and now you've caused a paradox of scientific data.

    If your going to compare apples to oranges... don't be shocked when they taste different.

    Actually it's the fleet version so it has a mod of 1.43.
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    breadandcircusesbreadandcircuses Member Posts: 2,355 Arc User
    Isn't OPness the point of fleet consoles? Why would people go to the effort of getting them if they weren't better than what you have already?

    My inner twelve year old snickers every time someone uses the term OPness. o:)
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    woodwhitywoodwhity Member Posts: 2,636 Arc User
    laferrari1 wrote: »
    Sorry, but I prefer a balanced gameplay, not a win-win meta and no drawbacks.

    Wrong game.
    And Sciships (and defensive stats) are definitely the wrong place to start looking for imbalances. But STO is way past the point of no return either way.
    thetanine wrote: »
    Wow. You have this completely wrong: The highest, non buffed point amount of each of the facings IS your Shield Level.

    Psst: Tactical team, or good old shield redistribution. Bam, all your shields focused on one side.​​
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    lianthelialianthelia Member Posts: 7,825 Arc User
    woodwhity wrote: »
    laferrari1 wrote: »
    Sorry, but I prefer a balanced gameplay, not a win-win meta and no drawbacks.

    Wrong game.
    And Sciships (and defensive stats) are definitely the wrong place to start looking for imbalances. But STO is way past the point of no return either way.
    thetanine wrote: »
    Wow. You have this completely wrong: The highest, non buffed point amount of each of the facings IS your Shield Level.

    Psst: Tactical team, or good old shield redistribution. Bam, all your shields focused on one side.​​

    Psst...look at the images...the OP clearly has misleading biased gear on their Cruiser so this thread is nothing but a troll thread.
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    theanothernametheanothername Member Posts: 1,504 Arc User
    Massive Shield numbers with Coviant Shields on a dedicated sci ship... don't know... its like being the tallest 3rd grader because you had to repeat class 2 times.

    It brings memories back of all the death with full shields scenarios.
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    dalnar83dalnar83 Member Posts: 2,420 Arc User
    Raw shield hps do not mean much...now effective shield hps, that's another story.
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    laferrari1laferrari1 Member Posts: 434 Arc User
    edited September 2015
    Those who kept saying that I'm wrong with a "nerf science" argument, probably should re-read the whole thread more carefully and try to get the correct point, but for some defending their OP research lab consoles is better than actually understand.

    I never said anything about nerfing science. Get your facts right.
    I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
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    delliboydelliboy Member Posts: 288 Arc User
    and you are complaining? I say that makes you unkillable, I need to work on my science officers and get them those same consoles and upgrade them.
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    laferrari1laferrari1 Member Posts: 434 Arc User
    delliboy wrote: »
    and you are complaining? I say that makes you unkillable, I need to work on my science officers and get them those same consoles and upgrade them.

    That's exactly what I don't want. Currently, it's like that.
    I need to get to him. I can't just leave him out there alone. - Sometimes you've got to makes sacrifices, Lara. You can't save everyone. - I know about sacrifices. - No, you know about loss. Sacrifice is a choice you make. Loss is a choice made for you. - I can't choose to let him die, Roth.
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    supergirl1611supergirl1611 Member Posts: 809 Arc User
    nice numbers and then a Borg sphere on advanced hit you with its shield neutraliser and within secs you had 0. Easy come easier go :)
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    nice numbers and then a Borg sphere on advanced hit you with its shield neutraliser and within secs you had 0. Easy come easier go :)
    Not to be nitpicky, but I am nitpicky:
    The sphere uses tachyon beam, not shield neutralizer. The Cube uses the neutralizer. The Tachyon Beam has no counter, the neutralizer can be removed by Hazard Emitters.​​
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    toivatoiva Member Posts: 3,276 Arc User
    Many people here didn't get the point of the post: New Fleet Sci consoles are far too good! And I entirely agree.

    I'll concede that the OP didn't quite formulate it clearly which lead many to think he was comparing a science ship to a cruiser.
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    woodwhitywoodwhity Member Posts: 2,636 Arc User
    laferrari1 wrote: »
    delliboy wrote: »
    and you are complaining? I say that makes you unkillable, I need to work on my science officers and get them those same consoles and upgrade them.

    That's exactly what I don't want. Currently, it's like that.

    If you dont like it, dont do it.

    nice numbers and then a Borg sphere on advanced hit you with its shield neutraliser and within secs you had 0. Easy come easier go :)

    Borg spheres dont have shield neutralizers. They have something far worse, with no (otherwise) useful counter.

    toiva wrote: »
    Many people here didn't get the point of the post: New Fleet Sci consoles are far too good! And I entirely agree.

    I'll concede that the OP didn't quite formulate it clearly which lead many to think he was comparing a science ship to a cruiser.

    I think the ones we already have are superior...​​
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    nice numbers and then a Borg sphere on advanced hit you with its shield neutraliser and within secs you had 0. Easy come easier go :)
    Not to be nitpicky, but I am nitpicky:
    The sphere uses tachyon beam, not shield neutralizer. The Cube uses the neutralizer. The Tachyon Beam has no counter, the neutralizer can be removed by Hazard Emitters.​​
    Isn't the shield drain a function of you power insulator stat? Thus having high power insulators reduces it?
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    lianthelialianthelia Member Posts: 7,825 Arc User
    laferrari1 wrote: »
    Those who kept saying that I'm wrong with a "nerf science" argument, probably should re-read the whole thread more carefully and try to get the correct point, but for some defending their OP research lab consoles is better than actually understand.

    I never said anything about nerfing science. Get your facts right.

    How about you get that regenerative shield off that Cruiser and put some of those shield consoles on you Cruiser then come back and talk...don't give us any of the stacked skewed BS on your Sci ship
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    lianthelialianthelia Member Posts: 7,825 Arc User
    toiva wrote: »
    Many people here didn't get the point of the post: New Fleet Sci consoles are far too good! And I entirely agree.

    I'll concede that the OP didn't quite formulate it clearly which lead many to think he was comparing a science ship to a cruiser.

    Do you really think people will actually stack them? Do you think they matter? When some of the most popular builds can eat you alive through your shields? Most of the good Sci abilities ignore 50-100% of shields...not to mention the weapon builds that can be built to ignore as much shields and armor as possible.

    So far the only complaint I've heard before this obviously stacked thread is the one where the buff was stacking upon it self for basically a infinite damage boost...which Cryptic fixed.
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    orion0029orion0029 Member Posts: 1,122 Bug Hunter
    Aye, I fell for that ship comparison thing at first too. The OP should really clarify their post to avoid some of this confusion, perhaps removing the oddy screenshot? It hardly seems relevant to this discussion.

    If we compare the fleet consoles (any of them really) to the more basic consoles, the obvious choice is using fleet gear.

    Seriously, who would upgrade that Phaser Relay to MK XIV Epic (needing at least 2 rarity upgrades in the progress) when you could just buy up a Vulnerability Locator and upgrade it to XIV Epic (needing only one rarity upgrade) and have all the benefits of the Phaser Relay PLUS a nifty crit bonus too.

    Then there's those embassy consoles, R&D consoles, and to a lesser extant Dilithium Mine Consoles (which fall behind somewhat when compared to crafted gear). All of which notibly more powerful than their basic counterparts, while at the same time being completely unregulated for equip limits, resulting in further seperation in power levels between players.

    Not that the gap wasn't sizable to begin with, but now it's... well... enormous.

    It really makes normal gear useless if you can afford Fleet Gear, and since there are no equip limits on fleet gear (like there is with Rep gear), the sky's the limit for the additional power that is available through fleet equipment.

    Also worth noting, it these consoles (along with a few other things) do make any role outside of DPSer less desireable in team environments, not much point building a tank or healer if you aren't going to be 'pulling your weight' in dps...

    I'd argue for a 1/ship limit for fleet consoles, dispite the fact that I use Vulnerability Locators, Embassy consoles, and even the odd Dilithium Mine console myself and would suffer a performance loss as a result.

    It just makes sense, balance wise.
    ...
    Balance? LOL :p

    It'll never happen, though, as these kind of requests are usually ignored by the devs.

    Ah well, c'est la vie.
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    taylor1701dtaylor1701d Member Posts: 3,099 Arc User
    nice numbers and then a Borg sphere on advanced hit you with its shield neutraliser and within secs you had 0. Easy come easier go :)
    Not to be nitpicky, but I am nitpicky:
    The sphere uses tachyon beam, not shield neutralizer. The Cube uses the neutralizer. The Tachyon Beam has no counter, the neutralizer can be removed by Hazard Emitters.​​
    Isn't the shield drain a function of you power insulator stat? Thus having high power insulators reduces it?

    Insulators wont help you against borg shield stripping (Well they will, but you wont notice any perceivable difference).
    Frankly I'm surprised people even still care about Shield Capacity...

    Its all about "Hull Resistance" these days, I could be just about as durable going into battle without a shield these days.


    In response to the PvP comment (Who will break through your shields ?) Anyone with half a clue.

    28k shield facing isn't going to save you in PvP, not in any way shape or form.
    People will still drill DHC fire into you at astonishing Damage levels (The good cannon pilots anyway).
    People will still TBR you to death, with straight to hull damage and debuffs.
    People will still FaW - Kemo3 and Plasma Explosion you into oblivion, with radiation damage to hull.
    People will still Transphasic you into dust, despite the 28k shields.


    OP, you're either really inexperienced, or are just not used to PvP.

    In regards to PvE... shield capacity is almost pointless...
    So no the new Research consoles are not "out of control" by any means... perhaps they seem that way to those with an untrained eye.

    Sorry I'm not buying what you're selling OP.






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    toivatoiva Member Posts: 3,276 Arc User
    orion0029 wrote: »
    Aye, I fell for that ship comparison thing at first too. The OP should really clarify their post to avoid some of this confusion, perhaps removing the oddy screenshot? It hardly seems relevant to this discussion.

    If we compare the fleet consoles (any of them really) to the more basic consoles, the obvious choice is using fleet gear.

    Seriously, who would upgrade that Phaser Relay to MK XIV Epic (needing at least 2 rarity upgrades in the progress) when you could just buy up a Vulnerability Locator and upgrade it to XIV Epic (needing only one rarity upgrade) and have all the benefits of the Phaser Relay PLUS a nifty crit bonus too.

    Then there's those embassy consoles, R&D consoles, and to a lesser extant Dilithium Mine Consoles (which fall behind somewhat when compared to crafted gear). All of which notibly more powerful than their basic counterparts, while at the same time being completely unregulated for equip limits, resulting in further seperation in power levels between players.

    Not that the gap wasn't sizable to begin with, but now it's... well... enormous.

    It really makes normal gear useless if you can afford Fleet Gear, and since there are no equip limits on fleet gear (like there is with Rep gear), the sky's the limit for the additional power that is available through fleet equipment.

    Also worth noting, it these consoles (along with a few other things) do make any role outside of DPSer less desireable in team environments, not much point building a tank or healer if you aren't going to be 'pulling your weight' in dps...

    I'd argue for a 1/ship limit for fleet consoles, dispite the fact that I use Vulnerability Locators, Embassy consoles, and even the odd Dilithium Mine console myself and would suffer a performance loss as a result.

    It just makes sense, balance wise.
    ...
    Balance? LOL :p

    It'll never happen, though, as these kind of requests are usually ignored by the devs.

    Ah well, c'est la vie.

    Well put.

    Note that I never used any fleet gear. It's funny to think all my builds could be about twice as effective as they are with all of those Fleet consoles.
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    tk79tk79 Member Posts: 1,020 Arc User
    edited September 2015
    laferrari1 wrote: »
    maybe those "shenanigans" needs to be fixed directly, not by adding something OP in the hope of countering something OP. It's a vicious cycle that just won't end.

    I agree with you but I don't think they are seeing that. Considering that this cycle has been going for so long, I don't think it will ever end. So I just tend to accept what they throw at me these days, without throwing my money back at them (like I used to).​​
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    markhawkmanmarkhawkman Member Posts: 35,231 Arc User
    nice numbers and then a Borg sphere on advanced hit you with its shield neutraliser and within secs you had 0. Easy come easier go :)
    Not to be nitpicky, but I am nitpicky:
    The sphere uses tachyon beam, not shield neutralizer. The Cube uses the neutralizer. The Tachyon Beam has no counter, the neutralizer can be removed by Hazard Emitters.​​
    Isn't the shield drain a function of you power insulator stat? Thus having high power insulators reduces it?

    Insulators wont help you against borg shield stripping (Well they will, but you wont notice any perceivable difference).
    Frankly I'm surprised people even still care about Shield Capacity...

    Its all about "Hull Resistance" these days, I could be just about as durable going into battle without a shield these days.

    In response to the PvP comment (Who will break through your shields ?) Anyone with half a clue.

    28k shield facing isn't going to save you in PvP, not in any way shape or form.
    People will still drill DHC fire into you at astonishing Damage levels (The good cannon pilots anyway).
    People will still TBR you to death, with straight to hull damage and debuffs.
    People will still FaW - Kemo3 and Plasma Explosion you into oblivion, with radiation damage to hull.
    People will still Transphasic you into dust, despite the 28k shields.
    Not everyone spends all their time fighting Borg. :p

    Oh and you left out the Beam Overload builds that make your shields squishy and increase bleedthrough to ~40%. Yeah. THAT makes shield cap a lot less important. :p Got Suliban?
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