Lieutenant
Join Date: Sep 2012
Posts: 80
# 1 Regenerative Shields Useless?
10-02-2012, 12:29 PM
Are Regenerative Shields pretty much useless or am i missing something?

I have leveled up a escort and Bird of Prey and always used the highest capacity shield simply because i ran at lowest shield power but now leveling up a cruiser i have been looking into Regenerative shields because i run more power to shields.

Some base stats of shields at my level. Chaining epts gets me about 100 shield power so 300% regen in brackets. Shield capacity is actually 30% higher due to have 9 ranks of shield systems also in brackets.

Covariant Shield Array Capx2 (5247 capacity 99.4 regen) [6821] [298.2]
Regenerative Shield Array Regx2 (3577 capacity 198.8 regen) [4650] [596.4]
Paratrinic Shield Array (5684 capacity 66.2 regen) [7389] [198.6]

Couple observations
-Starship shield systems is a direct % buff to shield capacity so the more you have the more you get out of it
-Cap & Reg modifiers are not created equal since they are both 10% yet cap is modifying a large number and Reg is modifying a small number.
-Field Generators give a 20% boost to shield capacity where as the best shield emitter only gives +15% regen.
-Tactical team turns your 4 sided shield into pretty much a super 1 sided shield for 10 seconds giving you the 4x shield capacity to 1 side meaning the more capacity the better.
-Pvp is all about burst and the only way to survive it is a large capacity (resist help too) while chain healing between teammates.

So how do we fix the problem?

-Nerf high capacity shields: I don't like this option would rather have we buff regen shields so they would be equal
-Reduce recharge ticks to every 3 seconds instead of every 6 meaning more smoother regen rates and more useful vs burst damage. (simply half the regen rate so your still equal)
-Increase base regen on Regenerative Shields or increase the modifier of Reg.
-Add a +regen to Starship shield systems.
Rihannsu
Join Date: Jun 2012
Posts: 12,172
# 2
10-02-2012, 12:47 PM
In a 1 on 1 fight, high regen is actually pretty awesome. BUt..... They only work of your shields don't collapse.

But yeah, the reg modifier is weaker than the cap modifier on space shields.
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Lieutenant
Join Date: Sep 2012
Posts: 80
# 3
10-02-2012, 01:23 PM
Quote:
Originally Posted by markhawkman View Post
In a 1 on 1 fight, high regen is actually pretty awesome. BUt..... They only work of your shields don't collapse.

But yeah, the reg modifier is weaker than the cap modifier on space shields.
Pretty much the only time i even see regen working for 1vs1 would be a cruiser vs cruiser fight which is just about pointless if they both know what they are doing.

Forgot to mention Resilient shields which seem to be a middle of the road shield with the benefit and absorbing 5% of all damage. Picked up one with 4023 capacity & 122 regen with the bonus of 20% resist to disruptor should be interesting vs something like gorn minefield.
Starfleet Veteran
Join Date: Jun 2012
Posts: 132
# 4
10-02-2012, 01:54 PM
Regenerative shields are great, but a lot of people do not know how to use the correctly.

Regen shields to be useful require the user to keep distributing them which in turn will help regen them. When I say keep distributing them I don't mean every once and a while hit the distribute shields button, I mean you need to hit the button all the time every second you got you are distributing them.

To make this easier on myself, I have bound distribute shields and fire all weapons to my spacebar so everytime I fire my weapons I am also distributing my shields.

Regen shields can be great if you know how to use them.
12th-fleet.com
Join Date: Dec 2009
Starfleet Veteran
Join Date: Jun 2012
Posts: 734
# 5
10-02-2012, 02:00 PM
Regen shields can give you well over 2000 hitpoints per facing per cycle. If you can survive the spike damage regen shield tank more DPS than any other shield.
Starfleet Veteran
Join Date: Jun 2012
Posts: 734
# 6
10-02-2012, 02:05 PM
Quote:
Originally Posted by darkdog13 View Post
Couple observations
-Starship shield systems is a direct % buff to shield capacity so the more you have the more you get out of it
-Cap & Reg modifiers are not created equal since they are both 10% yet cap is modifying a large number and Reg is modifying a small number.
-Field Generators give a 20% boost to shield capacity where as the best shield emitter only gives +15% regen.
You have to factor in x4 regen at 125shield power which I assume one would be using if you went for regen shields.
Captain
Join Date: Jul 2012
Posts: 1,449
# 7
10-02-2012, 03:35 PM
Quote:
Originally Posted by mjaymor78 View Post
Regenerative shields are great, but a lot of people do not know how to use the correctly.

Regen shields to be useful require the user to keep distributing them which in turn will help regen them. When I say keep distributing them I don't mean every once and a while hit the distribute shields button, I mean you need to hit the button all the time every second you got you are distributing them.

To make this easier on myself, I have bound distribute shields and fire all weapons to my spacebar so everytime I fire my weapons I am also distributing my shields.

Regen shields can be great if you know how to use them.
I like your idea of having them tied together but I do see regen shields usefull for Tac ships Res. for Geer and Cov. for Sci.
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Captain
Join Date: Jun 2012
Posts: 622
# 8
10-02-2012, 03:35 PM
I don't find regen shields useless but i wish they shorten the time from 6 to 3 seconds since now escorts can destroy u in pvp in half the time. Like mjaymor78 said you will have to keep hitting distrube shields but the plus shield is compared to cov is that even with max power and taking alot of heat ur shield will regen alot. I have found from cov to resilient shields when u max out the shield power and taking in alot of heat ur shield will not completel recover but with regne they do.
Lieutenant
Join Date: Sep 2012
Posts: 80
# 9
10-02-2012, 05:25 PM
So i decided to take a look at endgame shields looking at how much regen/capacity you could get. All figures are with 9 ranks of starship shield emitters. (with 2 science shield emitters)[With 2 shield emitter and 125 shield power] ALL BASE NUMBERS ARE TAKEN FROM WIKI.

Assimilated Regenerative Shield Array: 7849 capacity 314 regen (415 regen)[1660 regen]
M.A.C.O. Resilient Shield Array: 10109 capacity 199 regen (263 regen)[1052 regen]
Omega Force Shield Array: 9575 capacity 288 regen (380 regen)[1520]
Honor Guard Covariant Shield Array:10961 capacity 151 regen (199 regen)[796 regen]

But just looking at those numbers does not give the whole story since maco gives you 10% energy damage resistance as well. So lets see how these shields would hold up vs 1000 dps incoming non plasma damage. For the test we gonna assume that you are only being attacked on one side and able to transfer the shield from the other sides using tactical team.
Also were gonna assume you are chaining 2 copies of Epts giving you 30 resistance and the 35% you get from 125 shield power.


Assimilated Regenerative Shield Array:1000-100(bleedthough)-315 (125shield power)-175.5 (epts)=409.5 dps

M.A.C.O. Resilient Shield Array:1000-100(50 bleedthough 50 absorb)-315-175.5-41(-10% energy damage)=365 dps

Omega Force Shield Array:1000-100-315-175.5=409.5

Honor Guard Covariant Shield Array:1000-100-315-175.5=409.5

Now not including heals from epts or any outside healing heres how long each shield will last

Borg shield regens 1106 per second meaning it will gain 697 per second

Maco shield regens 700 per seconds meaning it will gain 335 per second

Omega shields regens 1012 per second meaning it would gain 603 per second

Honor guard shiled regens 528 per second meaning it would gain 119 per second

So the best choice for tanking 1000 dps would be the omega shield due to its high regen while still having a good capacity but in reality the maco shield will scale much better with more dps due it's 10% energy damage reduction plus the fact that it takes 5% less hull damage.

TLDR:
Assimilated Regenerative Shield Array:Cheap & easy to get but not ideal for anything wtb mk 12 version

M.A.C.O. Resilient Shield Array:Best choice for pretty much anything federation due to it's good combo of capacity/regen and 10% energy resist + 5% absorb

Omega Force Shield Array:Good choice for a klingon cruiser running high shield power

Honor Guard Covariant Shield Array:Good choice for fast klingon ships or offensive setup battlecruiser who use little to no extra shield power due to it having a high capacity and giving you a defence bonus on proc.

Last edited by darkdog13; 10-03-2012 at 12:25 AM.
Career Officer
Join Date: Jun 2012
Posts: 525
# 10
10-02-2012, 11:03 PM
Personally, I think regenerative shields aren't recommended for cruiser.

In theory they may sound ideal, but the cruiser's role as tank requires them to take a constant beating. Regenerative shields have quite low capacities, which means they go down pretty fast and you will take hull damage before they can regenerate sufficiently fast enough.

I see them as sort of "light shields".
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