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Lt. Commander
Join Date: Dec 2007
Posts: 120
Current Cov shields seem to be all over the place. (its not just Cov, but as they are the most popular shielding current as regen shields have a very poor cap vs regen rate ratio)

Shield Rank Capacity Regen Rarity Medal

Cov 4 4661 112 Blue yes
Cov 6 5906(cap)(21% Increase) 98 Blue yes
Cov 6 4922(r) 118 Blue yes
Cov 8 6219(c)(5.1% increase) 104 Blue yes
Cov 8 5182(r) 124 Blue yes
Cov 9 6375(CC) 106 Blue No(drop)
Cov 10 6531(c)(4.76% increase) 109 Blue yes
Cov 10 7076(CCC?) 109 Purple Yes
Cov 10 7900(?) 109 blue no(drop)



As you can see the scaling is not really scaling, its as if someone just punched in some random numbers.
this to me is a critical issue that should be address asap.

should a dev respond to this, why your investigating the huge variance in these shields, you should rethink the regen shields, as they are rather useless.

a Blue MK10 BAdge/medal regen shield has a cap over around 3500, and regens about 300ish per 6 seconds, sadly your game design means that Even with capped shield power, that regen speed vs cap = pointless to even use, as 3500 shields will be gone and you will be dead or very deep into hull before that 6 seconds is up.

Suggestion.

Give a fixed linear Scaling for All shields, Increasing cap across the boards, and increase the amount regen shields regen, and reduce the time they regen in, Ie from 6 seconds to 2, ( if that becomes a tad much, can up it per second till its happy)

For example
Base mk1 shield 2500 regen 90,
Base mk2 shield 3125 regen 104 (25% base increase to shields, 15% increase to regen)
Base Mk3 Shield 3812 regen 119 (22%/14%)

And so forth, BUT it all works off the base number, and scales directly, instead of some randomly generated numbers that you have going on currently.
(yes I know my example = some big shield numbers for just a base shield, but its an example, (IE mk7 base shields would be around 7136 with like a 180 regen or something silly. )
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
02-17-2010, 10:12 PM
shield regen is based off your shield setting.

At 25 - 0% regen
50 - normal regen
75 - double stated regen
100- triple stated regen
125 - quadruple stated regen

So, how is this useful? If you are running pve and your shields can take the mobs alpha, then, instead of pressing the "increase forward shields" button you instead press the "balance all shields button."

This will pull shields from your non-damaged 3 sections to fill your damaged section, then on every "tick" all 4 sections get an increase of the current regen amount.

The problem is that if you are the shields at 125 your weapons are likely lower, and most of us run weapons max and throw the remaining in shields as a last ditch safety.

In pvp where you have teams working together to kill you in 1 second flat, regen is completely pointless and only running can save you, so larger shields to keep you alive long enough to run are necessary.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
02-18-2010, 11:04 AM
You can also always get the paratrinic shields - I've yet to find better than that mission reward (mk iv) shields yet, and I'm captain. I'm at 5.5K on an escort. Everything else tends to be about 4.5K, max. Sure, regen on it sucks, but it can take a pounding like nothing else can.
And that shield, mixed in with Emergency power to shields II, Science Team I, every shield and power skill possible and a modified (optimized?) power output setting makes my little ship really hard to kill.

I think I'm doing something wrong by playing my escort like a cruiser...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
02-18-2010, 01:57 PM
Quote:
Originally Posted by Firebreath View Post
You can also always get the paratrinic shields - I've yet to find better than that mission reward (mk iv) shields yet, and I'm captain. I'm at 5.5K on an escort. Everything else tends to be about 4.5K, max. Sure, regen on it sucks, but it can take a pounding like nothing else can.
And that shield, mixed in with Emergency power to shields II, Science Team I, every shield and power skill possible and a modified (optimized?) power output setting makes my little ship really hard to kill.

I think I'm doing something wrong by playing my escort like a cruiser...
The problem doing that is you give up the endgame engines to get a early game shield. The shield will be outdated by the time you reach captain no matter what ship you are flying. There are no other engines in the game as this time that add points to weapons or shields.
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