Starfleet Veteran
Join Date: Jul 2012
Posts: 378
# 1 Extend shields are OP
02-06-2013, 11:03 AM
Extend shields 3 with shield level at 124/100 you get 186.1 shield regen. Reduce damage to shields by 42.5 for 30 sec.
Say you do 2 extend shields 3 on one ship. That ship has a 85% resist to damage. Then if the ship being extended uses eps 1 he get 18% more resist. So that total on that single ship is 103% shield resist. And if the ship extending are useing warp core engineer 10% more resist for 8 sec that would be 20% from both ships you add it up.
If each ship runs 2 copy of extend shields the globol cool down is 30 sec same time the power last on the ship being extended so the ship receiveing the extends will have superman shields for the entire match.
Then you say subnuk the ship being extended you can subnuk the ship but the extends do not come off
So when new players try to come to a pvp that what happen you cant do damage to a ship with over 100% ship shield resist. Extend shield should only help the ship get shield regen not add resist.

ONLY ways to knock out extends is Tricobalt mines. Photonic shockwave or knock out the ship shield that is doing the extending
Lieutenant
Join Date: Jan 2013
Posts: 59
# 2
02-06-2013, 11:10 AM
So that's a team with at least 3 cruisers...which means they'll have a heck of a hard time killing anything, or one of them become a chew toy.

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Commander
Join Date: Jun 2012
Posts: 432
# 3
02-06-2013, 11:22 AM
1) I believe shield resistance has a cap of 85%

2) Extend shields can not self-target.

3) There tri-cobolt and shock wave are just are the most common. Not the only disables.

4) I can think of four ship types that can mount ES III twice. I'll just say four to allow for me forgetting one. None of which are anything near having a passable offence, giving counter balance to their support abilities.

5) If you are fighting ES III, it's a minimum of a 2v1 match. You should perhaps focus on the support first, or watch your timing to pile on the damage in that 30second window it's on cooldown you talked about!

You also called it when you said you have to disable or destroy the support ship first.

So, I have to ask: Are you complaining that you can't blow up a ship 1v1 if the target has support, or are you complaining you can't point at something to make it blow up?

To be honest, I want to be sweet and polite, but everything you said just makes me think your a escort just having to suddenly work or pay attention for a kill. Not that in fact you can't get one.

Last edited by resoundingenvoy; 02-06-2013 at 11:30 AM.
Starfleet Veteran
Join Date: Jul 2012
Posts: 378
# 4
02-06-2013, 11:33 AM
Quote:
Originally Posted by resoundingenvoy View Post
1) I believe shield resistance has a cap of 85%

2) Extend shields can not self-target.

3) There tri-cobolt and shock wave are just are the most common. Not the only disables.

4) I can think of four ship times that can mount ES III twice. I'll just say four to allow for me forgetting one. Not of which are anything near having a passable offence, giving counter balance to their support abilities.

5) If you are fighting ES III, it's a minimum of a 2v1 match. You should perhaps focus on the support first, or watch your timing to pile on the damage in that 30second window it's on cooldown you talked about!

You also called it when you said you have to disable or destroy the support ship first.

So, I have to ask: Are you complaining that you can't blow up a ship 1v1 if the target has support, or are you complaining you can't point at something to make it blow up?

To be honest, I want to be sweet and polite, but everything you said just makes me think your a escort just having to suddenly work or pay attention for a kill. Not that in fact you can't get one.
we focus on one ship in a pvp we drop it from 100% to 30% in 2 sec but 2 ships extend that ship with 2 extend 3. 5 ships on focus fire on one ship and we could not kill it hum. we subnuk it and did not work. one on one only 5% of players in this game have a chance to kill me 1 on 1
Captain
Join Date: Jun 2012
Posts: 1,241
# 5
02-06-2013, 11:35 AM
the question is..what imbecile keep firing at a ship with 3 extend shield beams active on it? You go shoot the ships emitting said shield ability.
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Captain
Join Date: Aug 2012
Posts: 3,553
# 6
02-06-2013, 12:07 PM
Quote:
Originally Posted by cmdrskyfaller View Post
the question is..what imbecile keep firing at a ship with 3 extend shield beams active on it? You go shoot the ships emitting said shield ability.
Um... yeah... This ^^^^.

Seriously? You're going to complain about one of the best support abilities in the game? Fine. If you nerf this, then also nerf APO3, APA3, every tactical cannon ability, and most (if not all) tactical debuffs. Because of the sheer power a lot of those have, support abilities that are just as powerful were needed.
It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once.
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Starfleet Veteran
Join Date: Jul 2012
Posts: 378
# 7
02-06-2013, 12:18 PM
Quote:
Originally Posted by hereticknight085 View Post
Um... yeah... This ^^^^.

Seriously? You're going to complain about one of the best support abilities in the game? Fine. If you nerf this, then also nerf APO3, APA3, every tactical cannon ability, and most (if not all) tactical debuffs. Because of the sheer power a lot of those have, support abilities that are just as powerful were needed.
You are so wrong 2 or 3 extends on one ship is op how about a ship can only get one extend on it, there are eps 3 tss 3 that is fine and do great job. but 42.5 % resist is lets cutting down to 20%
Survivor of Remus
Join Date: Jun 2012
Posts: 242
# 8
02-13-2013, 02:01 PM
Quote:
Originally Posted by hydrodura View Post
we focus on one ship in a pvp we drop it from 100% to 30% in 2 sec but 2 ships extend that ship with 2 extend 3. 5 ships on focus fire on one ship and we could not kill it hum. we subnuk it and did not work. one on one only 5% of players in this game have a chance to kill me 1 on 1
Issues with this
1 it's a team game not a 1 on 1
2 you subnuke the caster not the effected
3 DEM will counter this effect very nicely
4 I would love to fight you in game just to prove the 5% part wronge, because I doubt you have fought every player in the game
-"There is no such thing as an I win button!" "Um, Sir. Whats this button that says (I win) for then?"
Captain
Join Date: Jul 2012
Posts: 658
# 9
02-06-2013, 02:23 PM
Quote:
Originally Posted by hydrodura View Post
Extend shields 3 with shield level at 124/100 you get 186.1 shield regen. Reduce damage to shields by 42.5 for 30 sec.
Say you do 2 extend shields 3 on one ship. That ship has a 85% resist to damage. Then if the ship being extended uses eps 1 he get 18% more resist. So that total on that single ship is 103% shield resist. And if the ship extending are useing warp core engineer 10% more resist for 8 sec that would be 20% from both ships you add it up.
If each ship runs 2 copy of extend shields the globol cool down is 30 sec same time the power last on the ship being extended so the ship receiveing the extends will have superman shields for the entire match.
Then you say subnuk the ship being extended you can subnuk the ship but the extends do not come off
So when new players try to come to a pvp that what happen you cant do damage to a ship with over 100% ship shield resist. Extend shield should only help the ship get shield regen not add resist.

ONLY ways to knock out extends is Tricobalt mines. Photonic shockwave or knock out the ship shield that is doing the extending
First, your math is wrong, shield resists stack multiplicatively, not additively, so based on your numbers the correct resistance under those circumstances is 78.0399%.

Your claim that this can be kept up continuously is also wrong, Extend Shields 3 is a Commander ability, so you can only run one copy per ship, and because the cooldown isn't considered to start until it goes down AtB doesn't help it much (best possible case is a 5 second cooldown reduction).

Finally, even if you were completely right on everything else, why shouldn't two healboat cruisers giving it everything they possibly can be able to keep a third ship also fighting for survival alive against the combined efforts of 2 DPS specialists and three other ships? That sounds almost, *gasp*, balanced!
Commander
Join Date: Jun 2012
Posts: 318
# 10
02-06-2013, 02:54 PM
Extends is very strong but thats cause its a very specialized skill. Its for reinforcing the shields of other ships, thats it. No movement enhancements, power buffs, or debuff clears. It only restores shields and ups resistance. To do this they must stay under a range and the power is a channel on other so if you get interrupted or out of range to bad. Aslo as stated only usable on others. Its fortunate that a multiple subnuke wont rip it off or it would probably go in the junk bin with tachyon beam as useless powers. Seems rather well balanced especially compared to other powers out there.
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