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Jadek Menaheim
Xer Cloud Consortium
1824
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Posted - 2014.01.26 03:45:00 -
[1] - Quote
Note: If a relevant topic on this matter has been posted please link it so I may direct traffic that way.
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Please correct me if I am wrong; it feel as though a major disparity between the shields and armor balance conundrum is the disparity in repair tools. I am suggestion that repair nanohives be converted to the role of shield energizers providing a buff to recharge delay and shield resistance (not shield repair), making repair hive placement crucial as mobile infantry move through hive field to either kick start their shields as they move to the next point or briefly wait to boost the resistance factor of their shields.
Methods Described:
Infantry runs through -Running through energizer will decrease a recharge delay.
Infantry Waits at Energizer -Standing in energizer field uses hive clusters to boost resistance factor of shields (resistance factor to be determined) -Shield Resistance Energy appears as secondary 'stamina' bar. -The Resistance Bar is always in a state of depletion expect when standing in the hive bubble. -When bar is at full resistance, hive cluster are expended at 'high' rate as energizer and suit capacitors are experiencing harmonic resonance which is overheating the cells of the deployed energizer (a sound indication to move out of energizer field is provided) -When outside the hive bubble the resistance bar decreases at a speed proportional to the amount of shield being energized. High Shield hp, Faster Resistance Depletion. Low Shield hp, Slower Resistance Depletion.
Thank you for reading this points. I look forward to your input.
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Jadek Menaheim
Xer Cloud Consortium
1825
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Posted - 2014.01.26 04:14:00 -
[2] - Quote
BL4CKST4R wrote:No, you have self repairs you do not need any more repairs. Learn to use your suit... you know how I use my shield suit? I have level 5 scan range from there if I need to repair my shields in the middle of combat I simply kite the enemy until I have enough HP to re engage... seriously hives is the only thing armor suits have that is a dependant source of HP. People rarely use repair tools, and armor repairs sacrifice to much for little benefit. Thanks BL4CKST4R, good point on self sufficiency repair by the methods you described. What I am proposing is meant to place a greater dependence on the repair tool and disincentive equipment spam of triage hives to camp objectives in a bubble of health. These energizer units are meant to be placed down in a tactical and systematic method by teams to run along these supply nodes, that a.) decrease the shield delay time and b.) add additional resistance to shields. I would also suggest increasing shield delay for dropsuits to place a greater factor on moving between active energizer nodes.
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Jadek Menaheim
Xer Cloud Consortium
1828
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Posted - 2014.01.26 05:08:00 -
[3] - Quote
jordy mack wrote:F'n oath they should do shields, they are caldari, with the proposed skill changes a shield logi is going to get a bonus to an armor + ammo, the weakest logi is in the middle of the fight on repper duty, and the other two are racially correct but kinda meh... dis **** be wack.
Your suggested changes Maybe a bit too complicated though, just make them instantly start recharge at the nanite cost of an armor rep.
No resistance, no recharge boost(BL4CKST4R), just a kickstart, this way if u are fighting a shield tanker sitting on a hive, he will only be healing at his suits natural rate(20-30hp) about as much as an armor suit on the weakest rep hive. So effectivley(?) U would only lose 20hp from your burst/shot.
Also shield tankers would gain no benefit from multiple hives except a larger nanite pool, unlike armour repping hives. They would still have choose betwen high hp or recharge rate. How could any armour tanked, damage modded suit think that isn't fair. How much would you suggest the kickstart cost in terms of nanite cluster. There would also be the matter in that case of units being destroyed to quickly if a shield tanker sits on a hive while being shot. Each time the shield zeros a cluster is eaten. That's why I suggest the added resistance mechanic because nanite usage to kickstart a suits normal repair functions might become problematic if it's only used the context of soaking fire.
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 05:35:00 -
[4] - Quote
KAGEHOSHI Horned Wolf wrote:Doesn't make sense why the shield-tanking race wold have equipment to repair armor. +1 It could be argued that it shores up a weakness, but on the other hand it certainly assists their adversaries.
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 05:48:00 -
[5] - Quote
TheAmazing FlyingPig wrote:Because it's hard to convert mass into energy. Now what if the kinetic energy of the nanite clusters of all hive types (going about their business of producing ammo, grenades, AND some armor) stimulated the oscillation of magnets within regenerator coils of the dropsuit itself. In this case, shield regeneration would be tied to the percentage of ammo or armor supplied with each cluster of construction swarms are working at a more frenzied rate. More movement, greater electric potential.
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 06:10:00 -
[6] - Quote
BL4CKST4R wrote:People rarely use repair tools, and armor repairs sacrifice to much for little benefit. Here's an idea. What if energizers increased the efficiency of armor repair modules?
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 06:16:00 -
[7] - Quote
Alright Cat, what would you say to the idea of improving the efficiency of other modules while in the bubble such as armor repairers.?
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 06:30:00 -
[8] - Quote
Jadek Menaheim wrote:Alright Cat, what would you say to the idea of improving the efficiency of other modules while in the bubble such as armor repairers.? Or, if we want to the dive more into the idea of energizing modules, the boosted efficiency stats of modules (damage mods, self repairers, profile dampeners) would last as long as the 'stamina' of the resistance bar which is constantly draining proportional to the shield amount, cpu, and pg of the suit. The higher these are the faster your energizer stamina decreases, the lower those stats are the slower it drains.
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 06:33:00 -
[9] - Quote
Cat Merc wrote:Jadek Menaheim wrote:Alright Cat, what would you say to the idea of improving the efficiency of other modules while in the bubble such as armor repairers.? I'm going to say that armor is triage reliant, shield's aren't. Having armor hives help shields would be overkill IMHO. However I would make a logi tool that "kickstarts" the shield's regen. I was talking about enhancing the properties of modules. Not armor repair specifically. A person would need to have armor repair modules applied to receive any bonus. True a careful balance is needed.
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 06:44:00 -
[10] - Quote
Good call.
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Jadek Menaheim
Xer Cloud Consortium
1829
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Posted - 2014.01.26 06:48:00 -
[11] - Quote
How many triage hive debates do you have?
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 06:54:00 -
[12] - Quote
But ermagard ARMOR IS OP
No, I will conceded Shields are in a very good position compared to armor with regards to current weapon damage types and calculations.
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 06:56:00 -
[13] - Quote
Iron Wolf Saber wrote:Ishkone is Caldari though So is Wiyrkomi.
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 10:29:00 -
[14] - Quote
Arkena Wyrnspire wrote:I'd just like to point out that triage hives are receiving a significant lifespan nerf IIRC. Unless you have Caldari logistics maxed, then yes.
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Jadek Menaheim
Xer Cloud Consortium
1831
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Posted - 2014.01.26 10:38:00 -
[15] - Quote
Anyone have thought on the idea of hives temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ?
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Jadek Menaheim
Xer Cloud Consortium
1833
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Posted - 2014.01.26 20:53:00 -
[16] - Quote
jordy mack wrote:Jadek Menaheim wrote:Anyone have thought on the idea of energizers (nanohives) temporarily increasing the effectiveness of your low and highslot modules by a factor of 5% ? Sounds like a great reason to stack armor/reps and damage mods then setup camp on a stack of hives. That's why I introduced this mechanic to reduce camping on a stack of hives.
Jadek Menaheim wrote:-When bar is at full resistance, hive cluster are expended at 'high' rate as energizer and suit capacitors are experiencing harmonic resonance which is overheating the cells of the deployed energizer (a sound indication to move out of energizer field is provided)
Multiple hives would not further increase the efficiency rating, only the pool of available nanite cluster and charge speed of the power 'stamina' gauge. However, standing in this zone at full charge would begin to quickly spool down the amount of available cluster soon self destructing nanohives. They are meant to quickly move through an not set up camp on. It becomes a matter of timing your entrance into the supply zones.
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Jadek Menaheim
Xer Cloud Consortium
1833
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Posted - 2014.01.26 21:05:00 -
[17] - Quote
Roy Ventus wrote:Nah. I'd prefer the Caldari or Minmatar get some type of consumable mobile equipment, mobile like the Scanner or Cloak, that boosts their shields or harden them. A immobile tool such as a nanohive is stupid for shield tanking since shield tanking emphasizes mobility. From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
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Jadek Menaheim
Xer Cloud Consortium
1835
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Posted - 2014.01.26 21:11:00 -
[18] - Quote
pegasis prime wrote:instead of altering what we have id like to see the introduction of shield regulation field stabilisers or something of the sort. Shield Regulator Fields would reduce recharge delay? Would they increase recharge speed?
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Jadek Menaheim
Xer Cloud Consortium
1835
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Posted - 2014.01.26 21:24:00 -
[19] - Quote
Note from OP: This system behaves almost exactly as the Biotic Gas Cloud from Mass Effect 2. Moving or temporarily standing in the energizer cloud improves the potential of your powers and shield, but loitering too long is hazardous for your health.
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Jadek Menaheim
Xer Cloud Consortium
1836
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Posted - 2014.01.26 21:54:00 -
[20] - Quote
Roy Ventus wrote:Jadek Menaheim wrote: From a balance standpoint, repair tools and repair modules allow an armor fit additional mobility. A stationary shield energizer counteracts some of the mobility of a shield tanker. Smart teams will understand how to set down networks of hives that their player can run between as supply lines.
Was going to argue against you but that actually makes perfect sense but just like IWS said it doesn't make sense in the lore. o.O So because shield-nanohives aren't possible at all w/o the Jove I'm still going for my idea. Potential solutions on this have been brought up. I suggested that the movement of nanite swarms stimulate energy capacitors within the dropsuit itself.
Jadek Menaheim wrote:What if the kinetic energy of the nanite clusters of all hive types (going about their business of producing ammo, grenades, AND some armor) stimulated the oscillation of magnetic rotors within the dropsuit itself.
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:26:00 -
[21] - Quote
^^^ Is something like this outside the realm of possibility?
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:35:00 -
[22] - Quote
manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble?
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:45:00 -
[23] - Quote
manboar thunder fist wrote:Jadek Menaheim wrote:manboar thunder fist wrote:Why not make ammo hives have a +20% recharge and shield delay reduction rate and triage nanohives a 20% armour repair rate Alright. I would be fine with removing the Wiyrkomi Triage hive and simply leaving the Allotek (armor/ammo), a Gallente design. Any more feedback on increasing module efficiency with a stamina mechanic that is built up by standing in the bubble? Personally I think triage hives need a "minimum distance" to get rid of huge stacks. If too close it should simply not let you deploy them. Yes. Yet, I might like the option to recover, disable, or destroy weak hives to replace with stronger ones.
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Jadek Menaheim
Xer Cloud Consortium
1837
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Posted - 2014.01.26 22:58:00 -
[24] - Quote
bamboo x wrote:I love my triage hives. This thread is the work of Satan. And I play the role of Devil's advocate
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Jadek Menaheim
Xer Cloud Consortium
1843
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Posted - 2014.01.27 02:32:00 -
[25] - Quote
bamboo x wrote:I love my triage hives. This thread is the work of Satan. WarRavens taught me well in the ways of repair hIves and PC battles. I seek a change.
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