Lt. Commander
Join Date: Dec 2007
Posts: 120
# 1 How is this possible ?
05-26-2010, 10:15 AM
Hi,
Recently i did some PvP missions (with my Engineer admiral using a star cruiser and with my KDF Scientist using my carrier) and the same thing happens i can't explain :
2 or 3 escorts/BoP shoot my ship while i used Reverse polarity shield and i saw my hull drop quickly to 0 while my shields were at 100%... (no attacker used the ramming speed to collide my ship, they just stayed firing at some kilometers of my ship)
After posting this issue, the customer service responds me that "the game play issue you described and have confirmed that it is working correctly".
Can someone tell me what competence was used ? i didn't saw any debuff on my ship when this happens.

PS : my ships have 40% permanent resists to all energy/kinetic damages but both exploded on 5-7 seconds (my star cruiser hase approximatly 45k hull and my carrier is close to 50k)
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 2
05-26-2010, 10:24 AM
Just a thought. I frequently get one-shot through the shields by Beam Overload III, but I'm an escort. Usually I'm like....wtf?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 3
05-26-2010, 10:25 AM
Bleedthrough from three Escorts or BoP's with Dual Heavy Cannons and using FoMM, APA, APB, etc will kill you through 100% shielding with the current run-away Critical Hit/Critical Severity mechanic. Did you attempt to hull heal while taking this damage when you saw your health going down or were you relying on only armor consoles and RSP to keep you up?
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 4
05-26-2010, 10:29 AM
i don't think that it was some beam overload (if it was that i saw it in the combat logs and my hull would drop to 0 in 1 second). When this happens i saw my hull go down regularly.. (and as my shields were at 100% the beam overload should have been blocked, especialy when Reverse shield polarity is active.. am i wrong ?)

add:
i used hazard emitter (i have a macro that launches it every 25s, as i have this comp on my 2 scientist BO) and engineer team but even with this i exploded so quick..
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 5
05-26-2010, 10:32 AM
I also would say bleedthrough, do you use resilent or convant shields? Max damage gunships damage is so insanly high that even 10% of it will quickly kill you.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 6
05-26-2010, 10:33 AM
I used a covariant shield.. that is probably the problem you are right
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 7
05-26-2010, 01:20 PM
Quote:
Originally Posted by gwiran View Post
i don't think that it was some beam overload (if it was that i saw it in the combat logs and my hull would drop to 0 in 1 second). When this happens i saw my hull go down regularly.. (and as my shields were at 100% the beam overload should have been blocked, especialy when Reverse shield polarity is active.. am i wrong ?)

add:
i used hazard emitter (i have a macro that launches it every 25s, as i have this comp on my 2 scientist BO) and engineer team but even with this i exploded so quick..
It doesn't matter how much shield power or at what percentage they are, a disruptor still leaks through. Add to that an attack pattern (or three), and your hull resistance will drop, while incoming damage rises.

Part of the problem is that hulls are like paper unless you use some specific skills, coupled with a few BOff abilities, and even then, hull can still drop so fast that an eng team, polarize hull or hazard emitters can't keep up.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 8
05-26-2010, 01:27 PM
If you hadn't said your shields were at full, I'd say this sounds like TSS stacking. It can drain your shield power to 0, so even if you have full shields and an RSP active, all damage will bypass your shields and go straight to your hull.

I have a hunch that's what you experienced. Only because I've never personally seen bleed-through take my hull down that much that quickly when playing a cruiser. Even in an escort, I usually have time to react before bleed-through becomes a serious issue.

Just a thought.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 9
05-27-2010, 06:14 AM
Quote:
Originally Posted by Kinjiru View Post
It doesn't matter how much shield power or at what percentage they are, a disruptor still leaks through. Add to that an attack pattern (or three), and your hull resistance will drop, while incoming damage rises.

Part of the problem is that hulls are like paper unless you use some specific skills, coupled with a few BOff abilities, and even then, hull can still drop so fast that an eng team, polarize hull or hazard emitters can't keep up.
This is why I think that "shield bleedthrough" should not occur until one's shields are at 50% or lower on any given facing instead of the set bleed through that some shields have now. As a side note "shield absorption" should be on the opposite end of the scale and only works at a shield strength thats 50% or higher on a given facing.
I think this would make both situations more realistic.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 10
05-27-2010, 12:28 PM
Seriously, this isn't bleedthrough. I don't care how many DR debuffs you have stacked on you, if you're in a cruiser at full shields, bleedthrough should NOT take your hull down faster than you can heal through it.

Let's do some math. Yay.

Say a single DHC hit (fully buffed) smacks for 2.5k, then the base bleedthrough on a covariant shield will be 250 hull damage. Let's also say you're even at -75% DR. 250 (base) + 187.5 (-75% DR) = 437.5 (175% damage) - that's 100+ DHC hits (barring crits) before bleedthrough will take you anywhere near 0% hull in a cruiser.

Tell me you can't out-heal that.

The real issue with that kind of incoming damage is keeping your shields up. The OP said he popped RSP, so that isn't an issue. Again, doesn't smell like bleedthrough to me.
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