Master Your Shields | STOked 36

Master Your Shields | STOked 36

STOked Episode 36: Chris & Jeremy cover the mechanics of your ships’s shields in Star Trek Online.

Plus, we discuss the healing system changes coming up, as well as the squad system.

Then it’s an all new Tactical View mission guide!

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Show Notes

NEWS:

Season 1.2 announced, and Accolade system incoming!
https://www.startrekonline.com/accolades
    – Note the Exploration category!  Probably the most fun to discover, at this point.  The rest are very passive.

Out Of Game Chat, enabled on Tribble

    – Link includes walk-thru for set up using Pidgin chat client

Major healing changes coming.  Currently live on Tribble.

    – SUMMARY:  Reduction in overall heal capabilities, increase in frequency of use.
    – “Team” powers less reliable as the primary source of healing, but instead offer primarily buffs and resistances.
    – New primary hull heal:  “Emergency to SIF” (self or ally) — performance tied to Aux.
    – New primary shield heal:  “Transfer Shield Strength” (self or ally) — changed to land an instant + HoT, performance tied to Aux.
    – With these changes, Engineering Captains remain the most survivable, with Miracle Worker + Rotate Shield Frequencies.
    – “Emergency Power to Aux” can be used in tandem with any of the above heals, to give a quick boost to healing abilities.

MATH:

Capacity (Total amount of damage)
Regen (Rate that you regain shield strength)
Absorption (amount of damage negated)

Over time…

(DPS x Absorption) x Time = Damage
([Regen/6] x Time)/4 = ShieldBoost
(Cap + ShieldBoost) – Damage = Ending Capacity (or Hull Dmg, if negative)

Summary:

Regenerative —
Best if running at very high Shield Energy, but only if not the focus of enemy attention, or if combat ends quickly.  Also useful if you are capable of controlling groups of ships, forcing them to NOT attack you for large windows of time.  In a sustained firefight, you will die fastest using these.  Only useful versus bursts of incoming damage.  If using these shields, be sure to maneuver so that all 4 quadrants take damage as evenly as possible (a capped out quadrant means you lose that much regen)

Also somewhat useful vs. Borg Cubes, as their shield drain can leave your hull vulnerable.  Quickly regenerating can prevent being 1-shotted by their torpedo salvos.

Resilient —
5% of damage is negated = enemies only deal 95% of potential DPS.
Reduction of damage only useful for short periods of time, over long periods it matters less even though overall reduction is higher.  This is because their capacity & regeneration are both too low to make proper use of the 5% damage reduction.  They end up with slightly more longevity than Regenerative shields, but significantly less than Covariants.  A good compromise if you can’t decide between the other types.

(Standard) Shields —
In the same boat as Resilient shields… mid-range choice.  Does not excel at anything.  In a sustained firefight, you will last longer with these, but not as long as Covariants.

Covariant —
Highest capacity, lowest regen.  Long-term survivability in sustained firefights, but extended downtime & reliance upon outside regeneration (batteries, abilities, etc).  Once your shields are down, there is no bringing them back without an outside source, or waiting a very long time.  Since the vast majority of space combat is long, slow, sustained combat, these remain the top recommended choice.  However, with the upcoming changes to shield/hull healing abilities, that may not be the case across-the-board.

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