Issue: Even if Hazard emitters is applied to clear the effect, your crew will still die and never recover until you are removed from combat. This renders both the skill Subsystem Repair, and the power Boarding Party useless.
You think that your beta test was bad?
Think about this: American Football has been in open beta for 144 years. ~Kotaku
Elite Fleet Shields: Provide around +18.7% actual parser tested damage resist than MACO shields when phaser damage is being used agaist the shields in a controlled test with the shields resist for phaser at 15%. Adaptive shielding takes approx 3 volleys to fully activate with 4 DHC and 3 Turrets on the enemy ship firing at you.
Elite Fleet Shields with around 75% resist (the max resist possible) + extend shields (or similear) is going to be useless in increasing the resist since it can't go any higher.
However when you get subnuced though your own resist will go down and external abilites (e.g. extend shields) will compensate.
Also 2% resist (+10 shield power from MACO shield ability) takes about 1.5 volleys to fully activate but is much lower.
So basically Elite Fleet Shields need another nerf being way to OP in single engagements but potentionally not as good when a crusier is assisting.
Oh and both the shields resist were tested by using the highest non crit single damage hit for each shields after the combatlog had been cleared once the buffs were fully active.
the fleet shields proboly need the resA&B options removed, with ether cap3, res3, or cap1 res2 added instead to supplement the cap2 res1
was just in a cruiser running EPtS3 with a maco, and i was getting about 61% res with about max shield energy. a little more with TSS. shield resistance is already at an absurd place, the last thing we needed was more of it. every time resistance is buffed in some way, damage over time becomes less important, and spike becomes more critical.
I like the sound of that, also that reminds me regenerative shields are completely useless and need vast improvement and the borg set 2 hull heal may need a look at. My MACO shields in my Fleet Patrol get to 50% resist with Emergency to Shields 1 and about 60% with TSS2 and higher shield power (Red Matter), I didn't use the shield resist tool to test Elite Fleet Shields but if its 75% thats insane.
And the human boffs definatly raise the hull repair rate, 5 of them went from about 17% hull repair to 103% (both % battle rates of repair), and a tier 2 ship was not getting my hull down at all only when the boffs were equipped otherwise it would slowly chew it to zero.
I haven't given it much thought (to how powerful they are) but one things for sure they are Federation exclusive and really really easy to get (seems anything of value takes time to aquire in this game), I happen to have had them before I knew about the bug, might be the reason I have been getting away with 3 RCS recently since I can't remember if I changed it before or after the human boff enhancement.