Lt. Commander
Join Date: Dec 2007
Posts: 120
# 41
04-27-2012, 03:14 PM
Quote:
Originally Posted by Shar487
Tachyon Beam shield drains run rampant in Elite STF's. Once a player's shield drops to low levels, Borg start lobbing mass torpedo volleys that score full damage vs. player shields (no kinetic damage reduction). This makes MACO shields + RSP a liability simply because the latter combo relies heavily on incoming weapon fire that may be replaced by borg hax torpedoes instead, not to mention RSP's long 2 minute cooldown times. When I tested the MACO XI shields with 3 Borg pieces two nights ago, my advanced escort died more often than normal. Once I rotated Omega XI shields back into the mix, survival became much easier.
*I think* (I'm not 100% certain) that I have not really suffered much vs. Tachyon Shield Drains since I slotted Power Insulators ages ago. I certainly haven't had my shields simply disappear like they used to, or at least it feels like they don't.

Generally RSP is my go to emergency shield heal that I use when EPTS & TSS are still on cooldown. I cant really think of a situation where having it would be more of a liability than not having it.

There's nothing about Omega that protects it from the hax torpedos either.


Quote:
Originally Posted by Shar487
I normally use Omega Shields + Omega Engines + Borg Deflector + Borg Console on my advanced escort, thereby allowing me to retain both Tetryon Glider and the Borg hull heal proc. When I need more defense, I normally replace the Omega XI engine with a Borg Engine, thereby giving me shields with the highest base regen rate and shield + hull regen procs to boot. All my DOFF's are offense-based, and the only defensive consoles I run are Antimatter Spread and Theta Radiation Vents.

MACO's biggest pitfall is its low recharge speeds with only slightly more shield protection vs. Omega by around +300. Its greatest assets are its intrinsic base resists and extra power-system procs, but these do not allow ship to weather more than a few bigs hits, or a bunch of little hits, until all shields are gone.
On my JHAS with 1 Field Generator I have the following numbers (using MK XI, because I only have MK XII Maco but I have MK XI both to compare evenly)

MACO MK XI Slotted = 8,771 Shields
Omega MK XI Slotted = 8,309 Shields

So to start, that's a 560 shield capacity difference.

But there's more than that effectively.

MACO also resists an extra 10% all Energy damage, which stacks with the 20% resistance to plasma. The plasma resist is a wash, but 10% extra resistance is basically 10% extra shields.

So now effective totals look like this:

MACO MK XI Effective = 9,648
Omega MK XI Effective = 8,309

That's 1,300 difference in shield capacity, per facing. Let's ignore the ability to redistribute for the sake of this argument, though it does mean an extra 5,200 effective shields if you can maintain constant shield redistribution.



Let's look at the regen (and no idea if or how this gets modified, so bear with me. I wish it was visible in the UI but it isn't).


MACO MK XI Regen = 152 /6s
Omega MK XI Regen = 221 /6s

So that's an advantage of 69 extra shield points regenerated every 6s.

1,300 / 69 = 18.85, let's round down to 18 "ticks" of regeneration.

It would take, 18 ticks of regeneration for the Omega regen advantage to equal the MACO extra shield and resists advantage.

18 ticks, at 6s per tick should be 108s or 1 min 48s. This is just breaking even btw, it would take longer to overtake MACO which assumes you are in a situation where you no chance to use any shield heals - which is not a situation you encounter on STFs.

A lot can happen in 1 min 48s, which is incidentally only 12s shorter than the cooldown of RSP 1.





Let's say I'm totally wrong about how MACO resistances work, maybe it's multiplicative (very possible) and I totally goofed.

You're still looking at 20% vs. 28%, or an extra 8% above what Omega gives.



Even if we forget about the extra resistances completely, 560 (in my example anyway) extra shields is still (560 / 69 = 8.11) 8 full ticks, or 48 seconds worth of ticks to reach a break even point with MACO.


This also leaves out Power Conduit Link, which I think stacks up to around +10 power.

+10 power that, unless you are running 125 Shields power (not really common on an escort) will further increase your shield's resistances and your shields regeneration (4% per point I believe).


There's a chance I've made some errors in some of the mechanics above, but I believe that's how the two should compare vs. one another. If anyone notices any mistakes, please correct me.


Quote:
Originally Posted by Shar487
Can you confirm if AP-Omega breaks Gravitic Anchor or not? I find that its 10 second duration is meh, but if AP-Omega breaks it, then that's a big PVP liability vs. escort players.
I'm going to try to get a friend to test this with tonight and post back here, I don't know anyone who is running 3 piece Omega out of my friends and I can't shoot myself with it.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 42
04-27-2012, 05:05 PM
Quote:
Originally Posted by USS_Ultimatum
*I think* (I'm not 100% certain) that I have not really suffered much vs. Tachyon Shield Drains since I slotted Power Insulators ages ago. I certainly haven't had my shields simply disappear like they used to, or at least it feels like they don't.

Generally RSP is my go to emergency shield heal that I use when EPTS & TSS are still on cooldown. I cant really think of a situation where having it would be more of a liability than not having it.

There's nothing about Omega that protects it from the hax torpedos either.
Only present shield level is checked by Borg AI, and if shields are low, then those torps come in blazing. With Omega's high recharge rates, shield levels don't normally drop to borg torp-spam levels unless you get focus-tachyon-beamed by 3+ Borg opponents.


Quote:
Originally Posted by USS_Ultimatum
On my JHAS with 1 Field Generator I have the following numbers (using MK XI, because I only have MK XII Maco but I have MK XI both to compare evenly)

MACO MK XI Slotted = 8,771 Shields
Omega MK XI Slotted = 8,309 Shields

So to start, that's a 560 shield capacity difference.

But there's more than that effectively.

MACO also resists an extra 10% all Energy damage, which stacks with the 20% resistance to plasma. The plasma resist is a wash, but 10% extra resistance is basically 10% extra shields.

So now effective totals look like this:

MACO MK XI Effective = 9,648
Omega MK XI Effective = 8,309

That's 1,300 difference in shield capacity, per facing. Let's ignore the ability to redistribute for the sake of this argument, though it does mean an extra 5,200 effective shields if you can maintain constant shield redistribution.



Let's look at the regen (and no idea if or how this gets modified, so bear with me. I wish it was visible in the UI but it isn't).


MACO MK XI Regen = 152 /6s
Omega MK XI Regen = 221 /6s

So that's an advantage of 69 extra shield points regenerated every 6s.

1,300 / 69 = 18.85, let's round down to 18 "ticks" of regeneration.

It would take, 18 ticks of regeneration for the Omega regen advantage to equal the MACO extra shield and resists advantage.

18 ticks, at 6s per tick should be 108s or 1 min 48s. This is just breaking even btw, it would take longer to overtake MACO which assumes you are in a situation where you no chance to use any shield heals - which is not a situation you encounter on STFs.

A lot can happen in 1 min 48s, which is incidentally only 12s shorter than the cooldown of RSP 1.


Let's say I'm totally wrong about how MACO resistances work, maybe it's multiplicative (very possible) and I totally goofed.

You're still looking at 20% vs. 28%, or an extra 8% above what Omega gives.


Even if we forget about the extra resistances completely, 560 (in my example anyway) extra shields is still (560 / 69 = 8.11) 8 full ticks, or 48 seconds worth of ticks to reach a break even point with MACO.
The above only assumes base shield regen rates. Omega's numbers rise dramatically with EPtS, which I run two of for non-stop enhanced recharge rotation. Against borg torpedoes, MACO only gains a 5% damage resistance bonus -- all other damage mitigation is ignored since borg hax torps are kinetic based. This is probably why I can run zero defense DOFF's and ship hull armors, yet survive with only zero to 2 deaths per match when I'm careless. Lastly, with tactical team up, 4 x 221 = 884, yielding effective shield regeneration rate of 147 / second. Compare this to 101 / second for MACO, and you see a near-50% shield recovery advantage in favor of Omega. Yes, MACO will repel single big hits better, but most elite STF's deal with lots of little damage from multiple sources as opposed to big hits, and the latter can be avoided just by flying directly above / below tactical cubes.


Quote:
Originally Posted by USS_Ultimatum
This also leaves out Power Conduit Link, which I think stacks up to around +10 power.

+10 power that, unless you are running 125 Shields power (not really common on an escort) will further increase your shield's resistances and your shields regeneration (4% per point I believe).


There's a chance I've made some errors in some of the mechanics above, but I believe that's how the two should compare vs. one another. If anyone notices any mistakes, please correct me.


I'm going to try to get a friend to test this with tonight and post back here, I don't know anyone who is running 3 piece Omega out of my friends and I can't shoot myself with it.
MACO's Power Conduit proc is quite nice I do prefer it over Omega's base shield speed boost, but it doesn't seem as significant as the 2-set Tetryon Glider bonus.

I should be online tonight and will be happy to help you run tests as needed.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 43
04-27-2012, 06:24 PM
Quote:
Originally Posted by Shar487
Only present shield level is checked by Borg AI, and if shields are low, then those torps come in blazing. With Omega's high recharge rates, shield levels don't normally drop to borg torp-spam levels unless you get focus-tachyon-beamed by 3+ Borg opponents.
I'm not sure if this is true for all borg, the Negh'var and Raptors in particular seem to spam Torps all the time.

I think you might be underestimating the MACO shields, I don't really have much issues with keeping them up outside of sudden spike damage.

I'm going to give Omega another shot though over the weekend and see which I think works better (hopefully my combat logs will help).



Quote:
Originally Posted by Shar487
The above only assumes base shield regen rates. Omega's numbers rise dramatically with EPtS, which I run two of for non-stop enhanced recharge rotation.
How do you calcuate the effect of EPTS? Is it just a straight addition?

EPTS seems to muddy the waters, as you can use it in addition with MACO shields as well, unless there is something I'm missing about how shield regen values stack or get boosted.

Which TBH I'm not totally clear on.



Quote:
Originally Posted by Shar487
Against borg torpedoes, MACO only gains a 5% damage resistance bonus -- all other damage mitigation is ignored since borg hax torps are kinetic based.
"Only 5%", is stronger that it would seem as it's double the amount every other shield gets.

So it literally cuts the damage you take to your hull in half.

Let's ignore the crazy Borg lunacy torps for a sec and look at it this way, say you get hit for a torpedo that does 10K damage.

-90% (10% bleedthrough) = 1,000
-95% (5% bleedthrough) = 500

That's what I mean by cutting it in half.

Even with the crazy torps it's strong and in some ways stronger (unless the damage is so high it would kill pretty much anything. which happens, lol)

For a 100k torpedo it would be the difference between taking 10K damage or taking 5k.




Quote:
Originally Posted by Shar487
Lastly, with tactical team up, 4 x 221 = 884, yielding effective shield regeneration rate of 147 / second. Compare this to 101 / second for MACO, and you see a near-50% shield recovery advantage in favor of Omega.
Shield regen from the actual shield itself is listed in 6s ticks, so you shouldn't really be getting X amount per second.

Would you mind writing out how you came to these numbers? Because I don't believe tactical team works in the way you are saying, by taking the shields regen value and adding it per second to shields.




Quote:
Originally Posted by Shar487
Yes, MACO will repel single big hits better, but most elite STF's deal with lots of little damage from multiple sources as opposed to big hits, and the latter can be avoided just by flying directly above / below tactical cubes.
Actually MACO deals with both better as it cuts all bleed through in half.

it's also the only shield with resistance to the AP cutting beam.



Quote:
Originally Posted by Shar487
MACO's Power Conduit proc is quite nice I do prefer it over Omega's base shield speed boost, but it doesn't seem as significant as the 2-set Tetryon Glider bonus.
That's why I use them together

I lose the Borg hull proc, but I take less hull damage in the first place - half as much to be exact.


Quote:
Originally Posted by Shar487
I should be online tonight and will be happy to help you run tests as needed.
That would be great, if you see me online send a tell.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 44
04-27-2012, 07:38 PM
Quote:
Originally Posted by USS_Ultimatum
I'm not sure if this is true for all borg, the Negh'var and Raptors in particular seem to spam Torps all the time.

I think you might be underestimating the MACO shields, I don't really have much issues with keeping them up outside of sudden spike damage.

I'm going to give Omega another shot though over the weekend and see which I think works better (hopefully my combat logs will help).
I typically run EPtS1+2 and science team1 to maintain shields. As a result, I cannot support MACO as easily as I can Omega since I tend to stay prolonged combat. However, this also gives my build access to Tractor Beam Repulsors to help with bonus mission objectives.

Quote:
Originally Posted by USS_Ultimatum
How do you calcuate the effect of EPTS? Is it just a straight addition?

EPTS seems to muddy the waters, as you can use it in addition with MACO shields as well, unless there is something I'm missing about how shield regen values stack or get boosted.

Which TBH I'm not totally clear on.
EPtS adds to base recharge rates, but it adds a fixed shield heal, adds power to shield systems (thereby increasing recharge rate and damage resistance), and mitigates incoming shield damage by a fixed percentage. This is where actual performance gets difficult to measure due to multiple overlapping variables. However, since current shield power multiplies base shield regeneration rates, a bigger base shield regen level gets multiplied to a higher final total.


Quote:
Originally Posted by USS_Ultimatum
"Only 5%", is stronger that it would seem as it's double the amount every other shield gets.

So it literally cuts the damage you take to your hull in half.

Let's ignore the crazy Borg lunacy torps for a sec and look at it this way, say you get hit for a torpedo that does 10K damage.

-90% (10% bleedthrough) = 1,000
-95% (5% bleedthrough) = 500

That's what I mean by cutting it in half.

Even with the crazy torps it's strong and in some ways stronger (unless the damage is so high it would kill pretty much anything. which happens, lol)

For a 100k torpedo it would be the difference between taking 10K damage or taking 5k.

...<SNIP>...

Actually MACO deals with both better as it cuts all bleed through in half.

it's also the only shield with resistance to the AP cutting beam.
I almost never notice the bleed-through damage due to my ship's small crew count. I'm guessing if my crew count were higher due to using a cruiser, then the crew loss would be more significant. However, given that borg torps do not seem to get any kinetic damage reduction, a 100k torp will usually kill any ship outright unless brace for impact is up.


Quote:
Originally Posted by USS_Ultimatum
Shield regen from the actual shield itself is listed in 6s ticks, so you shouldn't really be getting X amount per second.

Would you mind writing out how you came to these numbers? Because I don't believe tactical team works in the way you are saying, by taking the shields regen value and adding it per second to shields.
Since Tactical Team auto-distributes all shields multiple times per second, a ship's effective shield rating becomes 4 facings x shield_facing_capacity, and its total shield facings recharge rate becomes 4 x shield_recharge, but only while TT is up. Since each facing recharges once per 6 seconds, average recharge rate per second becomes (4 x shield_recharge_rate) / 6 sec. As a result, Omega Mk XI shields have (4 facings x 221 shield regen) / 6 sec = ~147 shields x facings / sec.


Quote:
Originally Posted by USS_Ultimatum
That's why I use them together

I lose the Borg hull proc, but I take less hull damage in the first place - half as much to be exact.
I rarely have situations where my shields were up while my ship was destroyed, and usually the latter is caused by plasma fires more often than straight bleed through damage. As a result, it's difficult for me to weigh bleed-through defense percentage importance since I never notice big hull damage mid-fight until my shields are breached. If my shields are down, that's the only time my ship takes significant damage. Otherwise Hazard Emitters 1 keeps me up without too much difficulty.

I'll give a MACO another shot again tonight to see what happens...
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 45
04-27-2012, 08:03 PM
Quote:
Originally Posted by Shar487
I typically run EPtS1+2 and science team1 to maintain shields. As a result, I cannot support MACO as easily as I can Omega since I tend to stay prolonged combat. However, this also gives my build access to Tractor Beam Repulsors to help with bonus mission objectives.
So are you running ST1, HE2 and TBR?


Quote:
Originally Posted by Shar487
I almost never notice the bleed-through damage due to my ship's small crew count. I'm guessing if my crew count were higher due to using a cruiser, then the crew loss would be more significant. However, given that borg torps do not seem to get any kinetic damage reduction, a 100k torp will usually kill any ship outright unless brace for impact is up.
I dont worry about crew, the bleed through cuts down on damage you take direct to hull.



Quote:
Originally Posted by Shar487
Since Tactical Team auto-distributes all shields multiple times per second, a ship's effective shield rating becomes 4 facings x shield_facing_capacity, and its total shield facings recharge rate becomes 4 x shield_recharge, but only while TT is up. Since each facing recharges once per 6 seconds, average recharge rate per second becomes (4 x shield_recharge_rate) / 6 sec. As a result, Omega Mk XI shields have (4 facings x 221 shield regen) / 6 sec = ~147 shields x facings / sec.
Ok, so let's look at the difference in that regen although it's not really per second even though it averages out that way.

147 vs. 101 (MACO) x facings /sec

That's 46 extra per facing (over MACO), per second but really works out to an extra 276 every 6s.

The MACO shield from my earlier example would have an effective cushion of 560 per facing, or 2,240 to the total shield pool. Then there is the, somewhat hard to quantify, extra 10% resistance to all, and approximately extra 10 shield power (which further adds to both resistance and regen)

I'm not sure how much more regen and if it is a straight 4% per point of power it would be 40%. That seems very high.

Anyway, that's an advantage of 552 extra regen in 12s for Omega vs. the 560 cushion for MACO.

The thing is, every 15s you can have both EPTS and TT 1 available, so by the time Omega has a chance to pull ahead - you've already got your shield heals ready to go.

I think at this point I'd kill to have dynamic shield resistance and regen values visible in the UI.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 46
04-27-2012, 08:11 PM
Quote:
Originally Posted by Shar487
I've tested 3P Borg + Omega Shield, and it has more sustained staying power than MACO on my escort in elite STF's. The high shield regen rates make a huge difference, especially now that escalating respawn times are part of the game.
I would only recommend 3P Borg and MACO shields for a Cruiser. The KHG Shield I run on my Garumba is different enough to MACO to be more effective on Escorts.

Quote:
Originally Posted by Shar487
I still don't know if the 5% recharge rate refers to ship subsystem energy or BO abilities, but I'll test it out when I get home. I should see a 1 sec improvement per 20 sec. ability cooldown time if the above is true. If someone else can run the test before 8 hours from now, I will be most grateful
With the right type of Conn Officer you can lower the cooldown of a single Tac Team to about 20s. This is of course far more use to a Cruiser than an Escort.

Quote:
Originally Posted by Shar487
Thanks for clarifying the above. I do agree that 5% cooldown reduction doesn't add up to much compared to set bonuses like the 2-Omega set -37 shield drain effect.
The Tetryon Glider is effected by both Weapons power and Flow Capacitor Skill. I'm pumping out about 60-ish.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 47
04-27-2012, 08:26 PM
Quote:
Originally Posted by USS_Ultimatum
So are you running ST1, HE2 and TBR?

I dont worry about crew, the bleed through cuts down on damage you take direct to hull.
I'm running HE1, Sci-Team1, and TBR1.

Bleed-through damage percentage only matters while shields are up. Once they're down, all damage goes directly to hull. However, I have a much easier time keeping Omega shields up since I run my ship at full speed all the time, resulting in high defense ratings which leads to many enemy shots missing, thereby gaining more time to regenerate. Now that run AP-Beta3 instead of AP-Omega3, my build is a little more vulnerable to tractor beams, but these haven't been too difficult to handle.


Quote:
Originally Posted by USS_Ultimatum
Ok, so let's look at the difference in that regen although it's not really per second even though it averages out that way.

147 vs. 101 (MACO) x facings /sec

That's 46 extra per facing (over MACO), per second but really works out to an extra 276 every 6s.

The MACO shield from my earlier example would have an effective cushion of 560 per facing, or 2,240 to the total shield pool. Then there is the, somewhat hard to quantify, extra 10% resistance to all, and approximately extra 10 shield power (which further adds to both resistance and regen)

I'm not sure how much more regen and if it is a straight 4% per point of power it would be 40%. That seems very high.

Anyway, that's an advantage of 552 extra regen in 12s for Omega vs. the 560 cushion for MACO.

The thing is, every 15s you can have both EPTS and TT 1 available, so by the time Omega has a chance to pull ahead - you've already got your shield heals ready to go.

I think at this point I'd kill to have dynamic shield resistance and regen values visible in the UI.
True, the amount of variables does get overwhelming. I did give MACO a try again, but could not maintain it as usual in prolonged combat. Perhaps I have to change my tactics to make it work better.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 48
04-28-2012, 10:58 AM
Quote:
Originally Posted by USS_Ultimatum

How do you calcuate the effect of EPTS? Is it just a straight addition?

EPTS seems to muddy the waters, as you can use it in addition with MACO shields as well, unless there is something I'm missing about how shield regen values stack or get boosted.

Which TBH I'm not totally clear on.
I think the different shield types have different regen rates that get multiplied by the Shield Power factor, which is IN ADDITION to the regen listed on EPtS. Bumping up shield Power levels by 20 increases the natural regen rate by a certain amt. Not sure what that amt is since Cryptic doesn't list dynamic regen rates for shields.







Quote:
"Only 5%", is stronger that it would seem as it's double the amount every other shield gets.

So it literally cuts the damage you take to your hull in half.

Let's ignore the crazy Borg lunacy torps for a sec and look at it this way, say you get hit for a torpedo that does 10K damage.

-90% (10% bleedthrough) = 1,000
-95% (5% bleedthrough) = 500

That's what I mean by cutting it in half.

Even with the crazy torps it's strong and in some ways stronger (unless the damage is so high it would kill pretty much anything. which happens, lol)

For a 100k torpedo it would be the difference between taking 10K damage or taking 5k.
Emmm.. don't think so, unless you have a shield facing thats 110k . IF a shield absorbs all of the damage, then the bleedthrough happens. If the torp blows the shield out with a 10k hit, and there's another 30k to go, pretty sure all of that hits your hull. The thing with torpedos is that it might take 40k of kinetic damage to get rid of the 10k of shield.


What you've said for smaller values where the shield stays intact is true, but frankly, I have high enough natural hull regen that even at 10% bleed it's pretty much a non-factor. I can go a loooong time before I'll need to hit Science Team from bleed dmg. One of the mitigating factors for this is that I have high kinetic hull resists.







Quote:
Would you mind writing out how you came to these numbers? Because I don't believe tactical team works in the way you are saying, by taking the shields regen value and adding it per second to shields.
Tactical team basically subtracts shield points from other facings to apply to the facing under fire. So if you have one facing that's lower than the rest, it will subtract from 3 sides to help bump up the side being hit. By virtue of all of the shield facings not being maxed out, all facings then get a heal tick from EPtS and natual healing (which would go to waste if they're at max.) So, by making sure that shield facings aren't maxed, you get more healing than you would have otherwise.

Similar trick can happen with Balance Shields, though it's not as good with multiple low shields since some facing may be lower than the one that's currently getting beaten on.


Essentially he's saying that the regen on the other facings provide additional shields to siphon to the facing under fire. Of course, it works that way on MACO too, it just doesn't have the extra regen on each of the facings (but takes less damage, so doesn't need as much either.)



I personally use Omega Shields/Deflector + Borg Engine/Console. It works for me. The speed boost you get under fire also raises Defense value and helps me turn a bit faster to keep on pt. By going Omega, I felt I could drop my turn rate console, and substitute more armor. It was a good tradeoff.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 49
04-28-2012, 07:24 PM
You're all missing the point entirely.

The answer is MACO, because it offers a cool ship reskin.

=3
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 50
04-29-2012, 12:29 AM
Quote:
Originally Posted by USS_Ultimatum
MACO MK XI Effective = 9,648
Omega MK XI Effective = 8,309


MACO MK XI Regen = 152 /6s
Omega MK XI Regen = 221 /6s

So that's an advantage of 69 extra shield points regenerated every 6s.

1,300 / 69 = 18.85, let's round down to 18 "ticks" of regeneration.

It would take, 18 ticks of regeneration for the Omega regen advantage to equal the MACO extra shield and resists advantage.
4 ticks if you run at 125shield power. If I work it out correctly 125 is x4 regen so

MACO MK XI Regen = 608 /6s
Omega MK XI Regen = 884 /6s

1,300 / 276 = 4.7, round down to 4 "ticks" of regeneration. That is not even counting the use of shield recharge boost items or ships with a bonues to shield recarge.

A lot of people seem to really under underestimate recharge, even 100shield power is x3 recharge.




"“For a 100k torpedo it would be the difference between taking 10K damage or taking 5k.”
You didn’t factor in hull resistance which cuts it down more. I do not see how that cutting in half matters much.

EDIT: On a high regen shield you can heal 1600 to 2000 hitpoints per 6 seconds per faceing. That sort of makes the maco hit points look a bit useless.
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