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          Marston VC 
          SVER True Blood Public Disorder.
  1305
  
          
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        Posted - 2013.12.01 14:21:00 -
          [1] - Quote 
          
           
          Currently in Dust 514, if you get hit by something you receive a little bit of recoil or "knock back" when it comes to firing your gun. Shields are supposed to be "kinetic barriers" so in my mind this means that they shouldn't receive any sort of accuracy penalty while being shot at. This includes dropships and tanks too. Currently if your flying a dropship one well placed forge round will send you spiraling out of control. What im proposing is that this effect on both vehicles AND dropships should be reduced OR taken away entirely while shields are still up. 
  Now, if enough damage was done to take out an entities shields in one hit then that means the projectile in question was able to break through an entities shields and therefore the entity should probably receive the "knock back" effect when trying to move and trying to fire. 
  This, in my opinion, would be a subtle buff to shield tanking, which if any of you have been playing recently, it seems is much needed. Of course this effect should be a bit more fluid then what I just mentioned so lets talk about what I think the rules for it should be.
  Person A has 500 shields and 500 armor. He starts to receive damage and is cut down to 50% of his shields. At this point he is starting to feel very subtle knocks from the knock back effect. This effect increases steadily but is still very manageable up until it hits armor. Now, this person actually has an above average amount of armor. This means he is likely much heavier then normal dropsuits. Because he is heavier the knock back effect stays constant until he hits the 50% mark. At which point the effect subtly continues to increase until at the end when he reaches minimal armor. (at which point it would become pretty severe).
  Now that's just how I would run it, but having zero effect until a person reaches armor would be completely fine too. I just think this would be a nice buff to shield tanking guys, and I think it would be an AMAZING buff to shield tanked dropships because it would allow them to "ignore" gunfire for a limited amount of time. (which is really important in PC matches when transporting people).
  So yeah, I just wanted to post this and see what you guys thought of it. Sure we have more important things to worry about right now but I still think little improvements to gameplay like this would be welcome  
 Marston VC, STB director 
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          Arkena Wyrnspire 
          Turalyon 514 Turalyon Alliance
  5664
  
          
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        Posted - 2013.12.01 14:23:00 -
          [2] - Quote 
          
           
          See, I think shields would be fine if they could survive long enough to leverage their superior regen. As TTK stands at the moment, that opportunity just isn't there and thus shields are rather lacklustre.
 Level 5 Forum Warrior 
Lenin of the glorious armoured revolution 
Supporter of CCP raRaRa. 
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          darkiller240 
          K-A-O-S theory
  187
  
          
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        Posted - 2013.12.01 14:25:00 -
          [3] - Quote 
          
           
          and also shield tanks ( dropship, tanks ect) have a major disadvantage as they cant put useful modules without sacrificing tank https://forums.dust514.com/default.aspx?g=posts&t=120504 the shield tankers need a buff before 1.7 come out
 "Insanity: doing the same thing over and over again and expecting different results." - Albert Einstein 
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          Marston VC 
          SVER True Blood Public Disorder.
  1305
  
          
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        Posted - 2013.12.01 14:29:00 -
          [4] - Quote 
          
           
          
  I think the buff is in the weapons that are coming out. Both of the weapons coming out have more damage against armor then shields. And considering everyone will be using them I wont be surprised if armor tanking becomes slightly less favorable. Its an indirect buff, but a buff all the same basically.
 Marston VC, STB director 
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          Marston VC 
          SVER True Blood Public Disorder.
  1305
  
          
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        Posted - 2013.12.01 14:33:00 -
          [5] - Quote 
          
           
          Arkena Wyrnspire wrote:See, I think shields would be fine if they could survive long enough to leverage their superior regen. As TTK stands at the moment, that opportunity just isn't there and thus shields are rather lacklustre.  
  Well you see...... I don't think shield tanking is supposed to be for slugging it out one v one against other players (especially armor tankers). Shield tanking should be all about using cover to their advantage. Popping out, firing until they take 300-400 damage then get back in cover and wait 10 seconds for the shields to pop all the way back up (for caldari assaults only btw, other shield tanking suits are in fact garbage). Its possible to have a 60 hp/s regen on the caldari assault and still have over 400 shields with a 3 second shield regen delay. That in my opinion is the ULTIMATE suit of prey. Of course that wont stop you from getting destroyed, but if you can learn how to manipulate the enemy then its very possible to avoid getting killed in an open field or in a 1 v 1 slug match with somebody whos armor tanked.
 Marston VC, STB director 
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          Arkena Wyrnspire 
          Turalyon 514 Turalyon Alliance
  5664
  
          
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        Posted - 2013.12.01 14:40:00 -
          [6] - Quote 
          
           
          Marston VC wrote:Arkena Wyrnspire wrote:See, I think shields would be fine if they could survive long enough to leverage their superior regen. As TTK stands at the moment, that opportunity just isn't there and thus shields are rather lacklustre.  Well you see...... I don't think shield tanking is supposed to be for slugging it out one v one against other players (especially armor tankers). Shield tanking should be all about using cover to their advantage. Popping out, firing until they take 300-400 damage then get back in cover and wait 10 seconds for the shields to pop all the way back up (for caldari assaults only btw, other shield tanking suits are in fact garbage). Its possible to have a 60 hp/s regen on the caldari assault and still have over 400 shields with a 3 second shield regen delay. That in my opinion is the ULTIMATE suit of prey. Of course that wont stop you from getting destroyed, but if you can learn how to manipulate the enemy then its very possible to avoid getting killed in an open field or in a 1 v 1 slug match with somebody whos armor tanked.  
  That's exactly it! That's what shields have going for them - I think the only problem is that they can't use that advantage to best effect because of the currently short TTK.
 Level 5 Forum Warrior 
Lenin of the glorious armoured revolution 
Supporter of CCP raRaRa. 
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          DUST Fiend 
          OSG Planetary Operations Covert Intervention
  8165
  
          
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        Posted - 2013.12.01 14:41:00 -
          [7] - Quote 
          
           
          I thought about something similar for dropships, but removing knockback is a MASSIVE buff for dropships, which would basically just ensure that shield tanked dropships will always be superior :/
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          Ridire Greine 
           178
  
          
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        Posted - 2013.12.01 14:55:00 -
          [8] - Quote 
          
           
          DUST Fiend wrote:I thought about something similar for dropships, but removing knockback is a MASSIVE buff for dropships, which would basically just ensure that shield tanked dropships will always be superior :/   
  But its Caldari!
  CALDARI MUST BE OP!
 My DUST Experience 
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          Marston VC 
          SVER True Blood Public Disorder.
  1309
  
          
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        Posted - 2013.12.01 15:09:00 -
          [9] - Quote 
          
           
          DUST Fiend wrote:I thought about something similar for dropships, but removing knockback is a MASSIVE buff for dropships, which would basically just ensure that shield tanked dropships will always be superior :/   
  I'd rather have one superior dropship then have two inferior vehicles.......
 Marston VC, STB director 
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          SILVERBACK 02 
          SVER True Blood Public Disorder.
  425
  
          
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        Posted - 2013.12.01 15:14:00 -
          [10] - Quote 
          
           
          that knock back is the only thing that helps me dodge the second forge gun slug heading towards me before i activate my afterburners...
  i dont like the knock back from flay pistols though wtf!! is that all about CCP?
 level 0 forum warrior 
self-proclaimed slayer
weapon of choice:
GEK-38 gallante assault rifle 
-STB infantry 
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          Sinboto Simmons 
          SVER True Blood Public Disorder.
  2582
  
          
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        Posted - 2013.12.01 15:15:00 -
          [11] - Quote 
          
           
          Arkena Wyrnspire wrote:See, I think shields would be fine if they could survive long enough to leverage their superior regen. As TTK stands at the moment, that opportunity just isn't there and thus shields are rather lacklustre.   This is the major problem shield tanking as a scout at the moment.
 Sinboto - The True Blood Minja. 
Forum Warrior level 2 
STB-Infantry (Demolition) 
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          DUST Fiend 
          OSG Planetary Operations Covert Intervention
  8166
  
          
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        Posted - 2013.12.01 15:42:00 -
          [12] - Quote 
          
           
          Marston VC wrote:DUST Fiend wrote:I thought about something similar for dropships, but removing knockback is a MASSIVE buff for dropships, which would basically just ensure that shield tanked dropships will always be superior :/   I'd rather have one superior dropship then have two inferior vehicles.......  
  I'd rather just tone back the knockback from forge guns a bit and call it a day.
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          Marston VC 
          SVER True Blood Public Disorder.
  1309
  
          
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        Posted - 2013.12.01 15:47:00 -
          [13] - Quote 
          
           
          DUST Fiend wrote:Marston VC wrote:DUST Fiend wrote:I thought about something similar for dropships, but removing knockback is a MASSIVE buff for dropships, which would basically just ensure that shield tanked dropships will always be superior :/   I'd rather have one superior dropship then have two inferior vehicles.......  I'd rather just tone back the knockback from forge guns a bit and call it a day.   
  Well that's certainly one way to do it, but that doesn't effect dropsuit balance at all ;)
 Marston VC, STB director 
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          DUST Fiend 
          OSG Planetary Operations Covert Intervention
  8167
  
          
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        Posted - 2013.12.01 15:50:00 -
          [14] - Quote 
          
           
          Marston VC wrote:DUST Fiend wrote:Marston VC wrote:DUST Fiend wrote:I thought about something similar for dropships, but removing knockback is a MASSIVE buff for dropships, which would basically just ensure that shield tanked dropships will always be superior :/   I'd rather have one superior dropship then have two inferior vehicles.......  I'd rather just tone back the knockback from forge guns a bit and call it a day.   Well that's certainly one way to do it, but that doesn't effect dropsuit balance at all ;)   True, but you wouldn't need to have the same mechanic apply to dropships. Getting knocked back by small arms fire is one thing, getting knocked back by a railgun...that's a bit different.
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          Zekain K 
          Expert Intervention Caldari State
  665
  
          
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        Posted - 2013.12.01 16:00:00 -
          [15] - Quote 
          
           
          Getting hit by a large missile turret can make a drop ship flip.
 CALDARI MASTER RACE 
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          DUST Fiend 
          OSG Planetary Operations Covert Intervention
  8167
  
          
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        Posted - 2013.12.01 16:02:00 -
          [16] - Quote 
          
           
          Zekain K wrote:Getting hit by a large missile turret can make a drop ship flip.   Yea, they usually kill me by physics rather than damage. I remember when the knockback from a flaylock, even a friendly one, was worse than a forge 
 
  
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