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Beren Hurin
Onslaught Inc RISE of LEGION
2423
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Posted - 2014.06.19 13:48:00 -
[1] - Quote
I just think it all comes down to how combined strategies CAN enable the shield player to maximize strengths.
For a shield player to be able to leverage the faster recharge rates and delays of their shield they need to apply skirmishy and/or burst DPS. The closer they are, the more bursty it is, the further, the more skirmishy.
The burst style charges in and gets a few shots off without taking much damage and retreats for enough time to recharge shields with the assumption that the target is not as fast as the attacker at movement or HP regen. This requires ENOUGH situational awareness to not be appropriately pursued by the target or his allies. It also assumes that the target does not have the HP regen that matches the bursting class. Where the target is a heavy flanked by logis, this is difficult as is attacking without the situational awareness provided by constant scans.
The skirmish style allows for a little more leway. It focuses on attacking at longer ranges, balancing the shield suit's speed, agility, and regen to shake of longer and more inaccurate fire. It pulls away the focus of defenders and allows other allies to attack from flanking angles. The key to this strategy is more coordination as eventually someone has to close range to take a point. Again, for shields, detection and situational awareness is paramount.
The key for both of these is to know how to use them on the defense and offense.
In most cases, armor tanking is simply more stupid-friendly, as it provides the buffer for surprise attacks during defense and longer sustained frontal attacks. Shield-tanking is a more complex style of play not found as often in shooters. |
Beren Hurin
Onslaught Inc RISE of LEGION
2423
|
Posted - 2014.06.19 16:51:00 -
[2] - Quote
I still think the solution on some shield fits is shield impairment stats. You could tune it with different modules, but pretty much make it so that light weaponry doesn't do much to stop shield regen. That way shield players can get from place to place a little better than armor players with their HP being restored quickly, but if they lose all their shield or get a big hit all at once then their regen delay starts.
Then you'd also maybe make regulators give a bit of a buff to the impairment rate of shields.
Shield scouts and logistics would have a negligable shield impairment rate while shield assaults would have the best followed by sentinals and then commandos.
Ideally, you'd balance damage around what single rounds of anti-armor weapons could do. Combat rifles hit shield for about 26HP while rail rifles hit shield for 42HP.
So I'd make a shield assault suit start with a base impairment rate of 42HP. This would require you to fit a Duvolle AR with damage specialization to V in order to break it.
Base armor suit (and most logi suit) impairment would be closer to 10-15, requireing a dedicated fit (ideally with lowslot mods) requireing armor HP sacrifices in order to change.
If regulators boosted impairment by the same amout as they decreased shield delay (PRO @ 35% with 10% skill bonus = 38.5%) that would turn this 42HP impairment into 81HP and 98HP impairment for minmatar and caldari PRO max regulator fits with max skills.
The PRO caldari suit would be able to regen through everything except a max skilled viziam scrambler shot, while the minmatar PRO assault could regen through unskilled ADV scramblers or unskilled TAC-ARs (leaving basically scramblers as the main rifles that stop regen, along with shotguns, grenades, PLCs, FGs and MDs, as valid shield stoppers). |
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