|
Author |
Thread Statistics | Show CCP posts - 1 post(s) |
Harpyja
DUST University Ivy League
476
|
Posted - 2013.08.09 22:06:00 -
[1] - Quote
It is not a bug. It is working as intended.
Go to the market and check whatever active vehicle module you wish to choose. I'll use a heavy shield transporter as my example.
The attributes I am concerned with are pulse interval, number of pulses, and cooldown. The heavy shield transporters have a 15s pulse interval, 15s cooldown, and one pulse. Using one in game shows that when you activate it, it lasts for 15s (which provides x shield/s) and then goes into cooldown for 15s.
These attributes are correct. It "pulsed" once for 15s, after which it entered a 15s cooldown. The wording is wrong, but the attributes are correct. Pulse interval should define the amount of time between individual pulses. Instead, it is used for pulse length.
Now let's take a look at the armor repairer. 3s pulse interval, 30s cooldown, and five pulses. Let's take a look at how it performs in game. Upon activation (and a small warm up time), it begins repairing armor at a certain armor/s. The first pulse lasts for three seconds. Then it pulses for another three seconds, then for another three, etc until it pulses five times for a total of 15 seconds.
Substituting "pulse interval" for "pulse length" and we see that the armor repairer is working as intended. It pulsed five times with each pulse lasting three seconds.
Now I don't know how CCP intends on fixing this "bug," but reducing its effectiveness by 1/3 would be wrong. Instead, they should change "pulse interval" to "pulse length" for every active module.
But what if they nerf it to 1/3 effectiveness? Then that means every active module needs to be looked at. Let's jump back to the heavy shield transporter. If it receives the same treatment, then this is what will happen when you use one. Upon activation, it boosts the target vehicle's shields by x amount (for one second). After one second, it stops and the 15s pulse interval begins. Since there's only one pulse, it immediately enters cooldown after the interval. This means that shield transporters now boost x amount of shield once every 30s, as opposed to x hp/s for 15s with a 15s cooldown.
Let me repeat, armor repairers are working as intended. The correct solution is to simply change the wording from "pulse interval" to "pulse length." Also, this is not the correct way to balance armor vs shields and rather, shield should get buffed. I have suggested too much on how to buff shields but seems like nobody listens. |
Harpyja
DUST University Ivy League
476
|
Posted - 2013.08.09 22:13:00 -
[2] - Quote
TheAmazing FlyingPig wrote:I'm going to go ahead and skip your entire post to say that the "bug" has been confirmed by CCP to be left alone until the full vehicle pass happens, since the numbers they have show that it's not as OP as people would think.
Calm your *female mammary gland duct, in the plural* bro. Wow. Read the post before you reply. You just showed how dumb and stupid you are because not once did I ask for CCP to leave it alone until the vehicle pass. |
Harpyja
DUST University Ivy League
476
|
Posted - 2013.08.09 23:42:00 -
[3] - Quote
TheAmazing FlyingPig wrote:Harpyja wrote:TheAmazing FlyingPig wrote:I'm going to go ahead and skip your entire post to say that the "bug" has been confirmed by CCP to be left alone until the full vehicle pass happens, since the numbers they have show that it's not as OP as people would think.
Calm your *female mammary gland duct, in the plural* bro. Wow. Read the post before you reply. You just showed how dumb and stupid you are because not once did I ask for CCP to leave it alone until the vehicle pass. No u dum und stooped und teh poopy-hed. I went ahead and read your post. My reply still stands. The "bugs" are being left alone until the vehicle pass, because even though they exist, they don't skew the effectiveness of vehicles into the "OP" or "UP" territory when compared to each other. I'm only explaining what's the real situation, because it seems that CCP is confused. The armor reps are working just like every other module. They can't just simply isolate the armor reps and nerf their mechanics. I'm simply trying to share the knowledge I posted to everyone that reads it.
Instead you had to be disrespectful and reply without reading anything that I said. Nor did your reply have to do with anything that I had to say. I don't want you posting here anymore. |
Harpyja
DUST University Ivy League
477
|
Posted - 2013.08.09 23:54:00 -
[4] - Quote
Heathen Bastard wrote:Even CCP has confirmed that it is a bug, they restore at 3x the rate they should. not for 3x the time. At 3x the rate, aka: they heal the full 3 second cycle's worth, 3 times per second.
at least that's how I've understood it, I shield tank which means my active rep is worth only slightly more than simply throwing a passive rep boost on.
and really? it isn't bugged when the tank can OUT-REPAIR barrages of prototype large missiles? Shield reps take three times as long than they should.
Also, it's the terrible balance which makes armor reps so good when compared to shield boosters. Like I said, shields need buffing, not armor nerfs. But nobody listens when I offer my suggestions. |
Harpyja
DUST University Ivy League
478
|
Posted - 2013.08.10 00:03:00 -
[5] - Quote
Funkmaster Whale wrote:The reason it's broken is that shield tanks have to deal with shield reps that restore 3x less than armor tanks, so that makes them inherently worse than armor in almost every scenario.
It's no surprise all you see are Madrugar tanks nowadays. If they brought shield reps in line with armor reps, then you could call it as "working as intended". That's a balance issue. I'm simply stating that the mechanics of armor reps are the same as every other active module and are not bugged. |
Harpyja
DUST University Ivy League
479
|
Posted - 2013.08.10 00:11:00 -
[6] - Quote
Cy Clone1 wrote:Harpyja wrote:Funkmaster Whale wrote:The reason it's broken is that shield tanks have to deal with shield reps that restore 3x less than armor tanks, so that makes them inherently worse than armor in almost every scenario.
It's no surprise all you see are Madrugar tanks nowadays. If they brought shield reps in line with armor reps, then you could call it as "working as intended". That's a balance issue. I'm simply stating that the mechanics of armor reps are the same as every other active module and are not bugged. Its not working as intended you silly silly goose . They have already said this. its supposed to give health every three seconds five times. Its not doing that. And this bug has existed for how long now? It obviously must have been intended and the mechanics show that. But only these past few months have shown that it is unbalanced. What you're referencing is a statement regarding balance.
Also, if it is not working as intended, then where was their statement about shield boosters? They are obviously not working as intended either. |
Harpyja
DUST University Ivy League
481
|
Posted - 2013.08.10 00:46:00 -
[7] - Quote
Iron Wolf Saber wrote:According to CCP Wolfman it is a bug (and not some goof up in numbers) but it shouldn't be fixed until 1.5 hopefully. I'm sorry but then it seems that CCP is confused on this issue.
By that logic, every active module is bugged. Look at my shield transporter example. Does it look bugged? No. But by their logic, it's bugged and should boost x amount shield once instead of x shield/s for 15 seconds. I don't agree with any statement that says that "Oh the armor reps are bugged."
It's a question about balance, but I stick hard to my belief that the armor rep is not bugged. The shield booster is simply UP. |
Harpyja
DUST University Ivy League
481
|
Posted - 2013.08.10 01:23:00 -
[8] - Quote
I urge you all to reread my post.
It might be hard to wrap your head around, but if you look at the shield transporter example, it all makes sense.
This is not about balance. This is about mechanics. And the mechanics are working properly. They might be causing an imbalance, but they are definitely not bugged. There is no bug to be fixed, but rather mechanics that need changing or numbers buffed on shield boosters.
Also don't forget that shield boosters are bugged because they take three times as long to cycle than what it should take them. |
Harpyja
DUST University Ivy League
481
|
Posted - 2013.08.10 03:22:00 -
[9] - Quote
Shadowdude3 wrote:Harpyja wrote:I urge you all to reread my post.
It might be hard to wrap your head around, but if you look at the shield transporter example, it all makes sense.
This is not about balance. This is about mechanics. And the mechanics are working properly. They might be causing an imbalance, but they are definitely not bugged. There is no bug to be fixed, but rather mechanics that need changing or numbers buffed on shield boosters.
Also don't forget that shield boosters are bugged because they take three times as long to cycle than what it should take them. You are right, your OP makes perfect sense, until you factor in that, unlike remote reps, Local reps repair their listed value per pulse, not per second, per pulse. The Heavy IG-L local rep, for example, states that it has a pulse interval of 3s, pulses a total of 5 times, and repairs 342HP per pulse. Meaning that it should repair a total of 1710HP. Instead, it currently has a pulse interval of 1s, and pulses 15 times, repairing a total of 5130HP. Then either the description needs to be updated to 342HP/s, or the mechanic itself needs to be changed to 342HP per pulse. But I am simply stating the facts, and we'll see what will happen with the vehicle update.
As it is right now, it feels like the shield booster is using the real armor repairer mechanic while the armor repairer is using the real shield booster mechanic (and modifies each pulse to last three seconds using the interval value). |
|
|
|