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Cosgar
ParagonX
8444
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Posted - 2013.12.07 03:23:00 -
[1] - Quote
This was actually one of the penalties a lot of us agreed on, but it came out several patches too late. According to IWS, this was a preemptive action to prevent all the tryhards from going back to CaLogi because of the combat/rail rifle or something. But regardless, shields are bad right now until they fix TTK.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8450
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Posted - 2013.12.07 05:26:00 -
[2] - Quote
Alena Ventrallis wrote:It's a stacking penalty.
Assuming 5 shield extenders (maximum that can be fit on a single suit), that's a 12% penalty, because it only applies after the first one.
Assuming 10 second depleted recharge, 12% extra is 1.2 seconds.
1.2 seconds.
That's nothing. And that's assuming worst case scenario.
It's not that bad people. Shields will live.
Until they realize it only affects depleted and applies the penalty to delay as well with a hot fix like when they found out they overbuffed passive scan for scouts. All this while people can feather an AR.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8452
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Posted - 2013.12.07 05:39:00 -
[3] - Quote
Alena Ventrallis wrote:Cosgar wrote:Alena Ventrallis wrote:It's a stacking penalty.
Assuming 5 shield extenders (maximum that can be fit on a single suit), that's a 12% penalty, because it only applies after the first one.
Assuming 10 second depleted recharge, 12% extra is 1.2 seconds.
1.2 seconds.
That's nothing. And that's assuming worst case scenario.
It's not that bad people. Shields will live.
Until they realize it only affects depleted and applies the penalty to delay as well with a hot fix like when they found out they overbuffed passive scan for scouts. All this while people can feather an AR. More math. Longest shield delay is 8 seconds. 12% penalty on 8 seconds is 0.96 seconds. rounding up, your total is now 9 seconds flat. And the suits that have such a long recharge time can't even fit 5 extenders, so their penalty cannot even get that high. It is still not that bad. It's almost negligible. When you're going up against armor that can gank and tank at the same time, it matters. Shields are completely outclassed in this short TTK era.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8455
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Posted - 2013.12.07 05:51:00 -
[4] - Quote
Alena Ventrallis wrote:But short TTK isn't something to balance shields against. In fact, the reason TTK is so short now is the game was balanced based on something it shouldn't have been in the first place, which was bad hit detection. They should have just worked on fixing hit detection and gone from there, but that's a different can of worms.
This penalty is not bad at all. Worst case scenario, if your shields go down and you don't die, an extra second of recharge wouldn't save you in 99% of situations. Even if a situation could theoretically be contrived to when the shield penalty prevented survival, it would happen so rarely that it wouldn't matter.
True, but this penalty came at a bad time like just about any nerf or buff in this game. Imagine the flaylock if they managed to fix hit detection before they nerfed it.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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Cosgar
ParagonX
8455
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Posted - 2013.12.07 06:02:00 -
[5] - Quote
Alena Ventrallis wrote:Cosgar wrote: True, but this penalty came at a bad time like just about any nerf or buff in this game. Imagine the flaylock if they managed to fix hit detection before they nerfed it.
I think the penalty was unnecessary to add considering the TTK, but my point is that it isn't doom and gloom to shield tanks. If anything, we may get a buff to extender hp since we now have a penalty on top of us. One can hope. I'd rather just see damage mods moved to low slots.
I tried to put a level into Amarr Commando once, but got a server notification saying "Why?"
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