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Bendtner92
Imperfects Negative-Feedback
1748
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Posted - 2014.02.20 11:56:00 -
[1] - Quote
Harpyja wrote:So hardened shields are able to recharge while being damaged by anti-armor weapons, but stop recharging when damaged by anti-shield weapons. Where's the problem? Forge Gun is anti-armor weapon fyi.
The problem is that Swarms have 4-6 missiles, and it's each missile's damage output that determines whether it stops shield recharge or not.
So if each missile does less damage than the threshold for the shield recharge, it won't stop the recharge even if the total damage of each Swarm shot is above the threshold.
Example:
If Swarms only had one missile per shot, the Standard Swarms would be doing 880 base damage * 0.8 damage to shields * 0.4 damage against shield hardener = 282 damage, which is above the threshold.
However, Swarms have more than one missile per shot, so the Standard Swarms is doing 220 base damage per missile * 0.8 damage to shields * 0.4 damage against shield hardener = 70 damage per missile, which is below the threshold, and therefore does not stop the shield recharge.
If G Torq is right about the threshold being 104 damage, then even Proto Swarms wouldn't stop the recharge. 220 base damage per missile * 1.15 proficiency five * 1.264 three damage mods * 0.8 damage to shields * 0.4 damage against shield hardener = 102 damage per missile.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
Imperfects Negative-Feedback
1748
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Posted - 2014.02.20 13:05:00 -
[2] - Quote
Psychotic Shooter wrote:100% wrong even with your math if you play the game the only weapon that can stop the regen with 1 hardener is a fg So are you saying that the threshold isn't 102 damage?
Because anything doing more than 102 damage does indeed stop the recharge, including Plasma Cannon, AV Nades and Swarms with Proficiency five and three Damage Mods.
Swarms with less than Proficiency five and/or three Damage Mods don't, however.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
Imperfects Negative-Feedback
1784
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Posted - 2014.02.26 22:20:00 -
[3] - Quote
Django Quik wrote:Not saying you're wrong (because I've never tested this) but are you saying that my advanced breach scrambler pistol with 2 complex damage mods and proficiency 5 will stop a tank's shield regen with no hardener active?
How about snipers? Charged scrambler rifle? Nova knives? Flaylocks? Non-AV weapons don't do 100% damage to vehicles. I believe all the weapons (except for maybe the Flaylock, but I don't know) you mentioned only do 10% damage, and therefore won't be dealing more than 102 damage per shot.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
Imperfects Negative-Feedback
1786
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Posted - 2014.02.26 22:46:00 -
[4] - Quote
Harpyja wrote:Why do you have to complain that we can recharge shields when we are hardened, but you don't complain that armor can regenerate both under fire and unhardened! Because they're aren't meant to recharge the shields when taking fire, even when hardened.
I quote from thisthread:
CCP Logibro wrote:When taking fire shields will not regenerate (not until the second wave of module types is introduced, at any rate) requiring players to use shield boosters to kick-start shields, retreat to safety or attempt to destroy all targets and recuperate in the lull that follows. The hope is that this change will offer a readily apparent trade-off between shields and armor that allows players to pick a playstyle that suits them while not overly favoring any particular one.
Armor tanks being able to keep regenerating at all times while shield tanks can't is a part of what seperates them. The damage threshold was put in place to ensure that small firearms wouldn't stop the recharge, but only AV weapons. Swarms are anti-armor, but they should still stop the shield recharge (Forge Gun is anti-armor as well, but can still stop the recharge. The same with AV Nades).
The damage threshold could be lowered slightly without making small firearms able to stop the recharge. Swarms could get a damage increase on each individual missile, and at the same time get a reduced damage increase from Standard to Proto by making all Swarms use four missiles no matter the tier.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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Bendtner92
Imperfects Negative-Feedback
1786
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Posted - 2014.02.28 08:13:00 -
[5] - Quote
Alena Ventrallis wrote:So nothing can stop armor regen, which can get to over twice the shield regen, but were worked up over shield regen? You're using all your low slots to get that kind of regen. Gunnlogi can use it's three high slots to anything and still have it's shield recharge.
With that said I do actually think armor regen should be lowered a bit. Even with only one repper it's able to regen a little too fast in my opinion.
Just because I think it's utterly stupid that Swarms don't stop the shield recharge doesn't mean I think armor regen is balanced.
Winner of the EU Squad Cup & the closed beta Tester's Tournament.
Go Go Power Rangers!
R.I.P MAG.
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