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Heathen Bastard
The Bastard Brigade
1199
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Posted - 2014.04.08 17:17:00 -
[1] - Quote
we have a myriad of ways to heal armor mid-combat, but no way to do so with shields(vehicles notwithstanding) besides running away and praying the wind doesn't blow hard enough to cancel our regen. My suggestion would be: the shield pulse! a new equipment that follows CCP's idea of shields being for windows of opportunity and skirmishing tactics.
How it functions: You activate it, it restores shields(flat percentage, 20-30% ish?) to all infantry units within a certain distance of yourself(10 meters?) and jumpstarts their regen for 3 seconds at double effectiveness of their own regen speed, (cannot be interrupted, but can be outpaced). This offers a bonus to units who use shield regeneration boosting modules, while not invalidating bricktanking of shields due to the percentage boost initially
Holy crap, that's OP! you say? It has a cooldown. a decently long one at that, 30 seconds at basic, going as low as 20 at proto for 3 seconds of effectiveness. and like fuel injectors/afterburner modules on vehicles, you can only equip one per suit.
Ideas? Insults? Basket of muffins?
If you hear the words "WORTH IT!" look about, something hilarious just happened.
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Snake Sellors
Hellstorm Inc League of Infamy
16
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Posted - 2014.04.09 14:15:00 -
[2] - Quote
LOVE IT! caldari sentinel needs something because logi units won't help us by the time they rep our armour they are repping a dead man walking, not worth it for them. |
Dauth Jenkins
Ultramarine Corp
456
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Posted - 2014.04.09 15:27:00 -
[3] - Quote
+1, but who will get the active bonus? I'd say the minmatar, because they are already have it do direct heals in combat.
-Sincerely
--The Dual Swarm Commando
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
265
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Posted - 2014.04.09 17:17:00 -
[4] - Quote
A shield healing concept that isn't a ******** copy of the repair tool? What is this madness?
Definitely liking the sentiment. The differentiating attributes would be the fact that it's a single AoE pulse, with a cooldown similar to a scanner.
However, I'm not sure about the specifics. What is best: Cancelling regen delay, granting a flat amount of energy, increasing regeneration for x amount of time or a combination of those factors? Remember, the choice here determines the dynamic in which shield modules interact with this piece of equipment. If you increase regeneration, for example, you make shield regulators more useful. If you cancel the delay, you make extenders more useful. If you grant a flat amount of energy, you don't affect the module dynamics unless it's so much that it overfills most non-enhanced shield pools. So it depends on which kinds of modules are supposed to be best for a situation where you have a Logi to use a shield pulse. Which is huge firefights, often in full squads. And that's a situation where shield regulators are the best tool - They allow you to make the best use of cover. Shield extenders/regenerators, meanwhile, are more useful for solo players. So I'd wager that this tool should use the model of increasing energy regeneration by a flat amount (not by a multiplier). That suddenly makes the shield extender drawback more important and shield regulators less useless. The effect would last for twice the regen delay of most shields. So shields that are already regenerating, or can regenerate in less than the usual cycle time, get more out of the pulse than the ones who may even have extended delay. |
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