Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Asha Starwind
844
|
Posted - 2014.04.29 00:27:00 -
[1] - Quote
Operates by diverting suit resources allocated to shield recharge rate towards maintaining higher shield capacities.
- Leverages suit shield regen for higher hp buffer. - If implemented would further promote the use of rechargers and energizers
STD/ADV/PRO HP: 60/90/120 Shield recharge rate penalty: 5/10/15% - e.g. 4x Comp ASE with shield recharge@ 50hp/s: 50hp/s * (1 - 4*[.15]) = 20hp/s
CPU: ~ 18/36/54 PG: ~ 6/9/12
Mad Bomber - 50% less profile
Return dumbfire to Swarms
|
deepfried salad gilliam
Sanguine Knights
698
|
Posted - 2014.04.29 00:44:00 -
[2] - Quote
Asha Starwind wrote:Operates by diverting suit resources allocated to shield recharge rate towards maintaining higher shield capacities.
- Leverages suit shield regen for higher hp buffer. - If implemented would further promote the use of rechargers and energizers
STD/ADV/PRO HP: 60/90/120 Shield recharge rate penalty: 5/10/15% - e.g. 4x Comp ASE with shield recharge@ 50hp/s: 50hp/s * (1 - 4*[.15]) = 20hp/s
CPU: ~ 18/36/54 PG: ~ 6/9/12 the recharge penalty seems a bit light but i like the concept
It'll help define roles, i promise:)
|
Dustbunny Durrr
ReD or DeaD
234
|
Posted - 2014.04.29 00:46:00 -
[3] - Quote
So it's like a heartier shield extender, with a differing penalty?- But yes, the drawback seems light. |
Asha Starwind
845
|
Posted - 2014.04.29 00:55:00 -
[4] - Quote
What do you guys have in mind?
They I envision it, when stacking the extenders the penalty does become quite substantial. A Cal Assault throwing 4 of these on would be looking at a 60% reduction in recharge rate, their 30hp/s would be reduced to 12hp/s. A heavy with the same number fares even worse by having their recharge rate reduced to 8hp/s.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
|
Talos Alomar
Subdreddit Test Alliance Please Ignore
2226
|
Posted - 2014.04.29 01:00:00 -
[5] - Quote
Asha Starwind wrote:What do you guys have in mind?
They I envision it, when stacking the extenders the penalty does become quite substantial. A Cal Assault throwing 4 of these on would be looking at a 60% reduction in recharge rate, their 30hp/s would be reduced to 12hp/s. A heavy with the same number fares even worse by having their recharge rate reduced to 8hp/s.
But if they balance out the mods appropriately they can have a big buffer with fast regen that almost needs a flux or laser weapon to destroy.
Which is surprisingly OK according to me.Shields seem rather weak, and lasers are feeling kinda specialized for fighting a type of tank that few people use.
Shape without form, shade without colour,
Paralysed force, gesture without motion;
|
BL4CKST4R
WarRavens Final Resolution.
2601
|
Posted - 2014.04.29 01:52:00 -
[6] - Quote
Asha Starwind wrote:Operates by diverting suit resources allocated to shield recharge rate towards maintaining higher shield capacities.
- Leverages suit shield regen for higher hp buffer. - If implemented would further promote the use of rechargers and energizers
STD/ADV/PRO HP: 60/90/120 Shield recharge rate penalty: 5/10/15% - e.g. 4x Comp ASE with shield recharge@ 50hp/s: 50hp/s * (1 - 4*[.15]) = 20hp/s
CPU: ~ 18/36/54 PG: ~ 6/9/12
Penalty should be -100%, you get almost the same HP as armor but not speed penalty? Nope -100% is fine.
For the Federation!
|
Denn Maell
PIanet Express Canis Eliminatus Operatives
358
|
Posted - 2014.04.29 04:20:00 -
[7] - Quote
BL4CKST4R wrote:Asha Starwind wrote:Operates by diverting suit resources allocated to shield recharge rate towards maintaining higher shield capacities.
- Leverages suit shield regen for higher hp buffer. - If implemented would further promote the use of rechargers and energizers
STD/ADV/PRO HP: 60/90/120 Shield recharge rate penalty: 5/10/15% - e.g. 4x Comp ASE with shield recharge@ 50hp/s: 50hp/s * (1 - 4*[.15]) = 20hp/s
CPU: ~ 18/36/54 PG: ~ 6/9/12 Penalty should be -100%, you get almost the same HP as armor but not speed penalty? Nope -100% is fine.
Penalty should be two pronged, recharge rate penalty coupled with profile penalty. Bigger shield field, more easily tracked. If you want a higher recharge penalty then we'll talk about reducing recharge delays.
The most OP weapon on the Dust Battle Field:
One good logi, one rep tool, and a heavy.
|
Asha Starwind
845
|
Posted - 2014.04.29 11:12:00 -
[8] - Quote
Denn Maell wrote: Penalty should be two pronged, recharge rate penalty coupled with profile penalty. Bigger shield field, more easily tracked. If you want a higher recharge penalty then we'll talk about reducing recharge delays.
Thought the same thing but I'd rather keep it simple.
BL4CKST4R wrote: Penalty should be -100%, you get almost the same HP as armor but not speed penalty? Nope -100% is fine.
If the speed penalty on armor plates get increased to 100% sure.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
|
Korvin Lomont
United Pwnage Service RISE of LEGION
942
|
Posted - 2014.04.29 13:26:00 -
[9] - Quote
Asha Starwind wrote:Denn Maell wrote: Penalty should be two pronged, recharge rate penalty coupled with profile penalty. Bigger shield field, more easily tracked. If you want a higher recharge penalty then we'll talk about reducing recharge delays. Thought the same thing but I'd rather keep it simple. BL4CKST4R wrote: Penalty should be -100%, you get almost the same HP as armor but not speed penalty? Nope -100% is fine. If the speed penalty on armor plates get increased to 100%, sure. Only fair if you expect one of these to reduce shield regen to 0hp/s, while you still have your high slots available for damage mods or shield extenders.
Your comparison is not fair at this point as armor already has the drawback of NO passive repair + a speed penalty. That's the reason why shield offer less hp.
If you create extenders with nearly the same HP the 0 recharge argument is valid. Because you get nearly the same HP without the second penalty.
This leads to shields providing basically close to the same HP PLUS regen PLUS no movement (or other) penalty. This would make shields superior to armor...
BTW your shield tanked suit would have his low slots available as well to either fit plates, reppers or reactive plates...
Although I think your altered penalties could work... |
Asha Starwind
846
|
Posted - 2014.04.29 15:09:00 -
[10] - Quote
Korvin Lomont wrote:Asha Starwind wrote:BL4CKST4R wrote: Penalty should be -100%, you get almost the same HP as armor but not speed penalty? Nope -100% is fine. If the speed penalty on armor plates get increased to 100%, sure. Only fair if you expect one of these to reduce shield regen to 0hp/s, while you still have your high slots available for damage mods or shield extenders. Your comparison is not fair at this point as armor already has the drawback of NO passive repair + a speed penalty. That's the reason why shield offer less hp. If you create extenders with nearly the same HP the 0 recharge argument is valid. Because you get nearly the same HP without the second penalty. This leads to shields providing basically close to the same HP PLUS regen PLUS no movement (or other) penalty. This would make shields superior to armor... BTW your shield tanked suit would have his low slots available as well to either fit plates, reppers or reactive plates... Although I think your altered penalties could work...
I believe the comparison is fair since shields are 1st line defense, cannot repaired from externals sources at all, have recharge delays, and the recharge can be interrupted by very minor damage. These negative aspects are further amplified at lower regen values.
Also it would be more accurate to say that armor has lower regen than shields considering that gallente suits receive passive armor reps.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
|
|
The-Errorist
658
|
Posted - 2014.04.29 15:42:00 -
[11] - Quote
I like it, the only problem with it is that it doesn't have the shield recharge delay penalty like shield extenders do; the shield recharge delay penalty should be 7/10/13%. This way it would have enough downsides. |
The-Errorist
658
|
Posted - 2014.04.29 19:20:00 -
[12] - Quote
Here are some related threads that I like: [Request] Raise enhanced shied extender to 44 HP [Request] New Infantry Shield Extender Variants (Locked)
|
The-Errorist
674
|
Posted - 2014.05.05 11:07:00 -
[13] - Quote
The-Errorist wrote:I like it, the only problem with it is that it doesn't have the shield recharge delay penalty like shield extenders do; the shield recharge delay penalty should be 7/10/13%. This way it would have enough downsides. No one disagrees? |
ALT2 acc
249
|
Posted - 2014.05.05 11:22:00 -
[14] - Quote
Asha Starwind wrote:Operates by diverting suit resources allocated to shield recharge rate towards maintaining higher shield capacities.
- Leverages suit shield regen for higher hp buffer. - If implemented would further promote the use of rechargers and energizers
STD/ADV/PRO
HP: 60/90/120 HP:66/88/110
Shield recharge rate penalty: 5/10/15% - e.g. 4x Comp ASE with shield recharge@ 50hp/s: 50hp/s * (1 - 4*[.15]) = 20hp/s Shield recharge rate penalty: 20/30/40% - e.g. 4x Comp ASE with shield recharge@ 30hp/s: 30hp/s * .60^4 = 3.8hp/s Shield depleted recharge delay penalty: 7/9/11%
CPU: ~ 18/36/54 PG: ~ 6/9/12
Examples(max skills)
#1 Assault Ck.0
3x Comp SE 1x Comp Recharger
Shields: 210*1.25 + 110*1.1*3 = 480hp Shield Regen: 30*1.483 = 44.5hp/s
#2 Assault Ck.0
3x Comp Aegis SE 1x Comp Recharger
Shields: 210*1.25 + 110*1.1*3 = 626hp Shield Regen: 30*(.6^3)*1.483 = 9.61hp/s
#3 Assault Gk.0
1 x Comp Arm Rep 3 x Comp AP
Armor: 210*1.25+135*1.1 = 708hp Armor regen: 2 + (6.25hp/s*2) = 8.25hp/s Thats terribad Put the penalty waaay down Armor becomes more overpowered and shields get another useless mod
Trolling proficiency 5
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |