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The dark cloud
The Rainbow Effect
3699
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Posted - 2014.07.25 21:42:00 -
[1] - Quote
Ive beeing thinking about what shield modules could we need that improves the game? I was thinking about a module called "shield core extender". What it does? Quite simple it increases your shields by a % instead of a fixed number like regular shield extenders. So ive thought somewhat like this:
-Basic shield core extender +15% maximum shields +7% shield recharge delay
-Enhanced shield core extender +20% maximum shields +8% shield recharge delay
-complex shield core extender +25% maximum shields +10% shield recharge delay
The module itself is designed to work primary with caldari heavy frames and are aswell highslot modules. It would give a bigger shield HP bonus on a heavy frame while on medium frames the effect would only mimic a normal shield extender and on light frames the benefit would be worse then normal shield extender. So lets see how it would work on a assault suit:
-Caldari assault with lvl5 skills has 262HP on shields. Adding a complex shield core extender gives +25% shields which would be 327HP (that would be 65HP). So the effect would be very close to that of a complex shield extender (66HP)
-A Caldari sentinel got 656HP on shields, we add a complex core shield extender (+25%) and we get 820HP on the suit. That is a increase of 164HP on shields. That is 98HP more then a complex shield extender.
Before the armor tankers are going to jump up and down on their chairs im gonna talk about balancing: The module increases the recharge delay more then a normal extender and the fitting cost should aswell be higher (same like if you compare rechargers and energizers). Additionally we could aswell apply stacking penalty on the module to make the overuse of it less appealing.
I think this is possible without a client update. CCP allready has the coding in the game just look at shield energizers they give negative % on dropsuits. All you need to do is Take the shield extender icon, add the +% on shields and the recharge delay values. Skillwise it would be tied to the shield extension skillbook that unlocks shield extenders. |
The dark cloud
The Rainbow Effect
3701
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Posted - 2014.07.25 22:17:00 -
[2] - Quote
PLAYSTTION wrote:Very good, but bait too much on a cal sentinel if its stacked, if it were a thing there would have to be tweaked but i love the idea. The caldari sentinel has 3 highslots (on all variants). And to counter for high stacking the fitting cost should be higher and there should be a stacking penalty. Like all other % based modules have. 1st module= 100% 2nd= ~80% 3rd= ~50%
New shield module!
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The dark cloud
The Rainbow Effect
3704
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Posted - 2014.07.26 00:35:00 -
[3] - Quote
Benjamin Ciscko wrote:What about Scaling shield extenders per suit I'll just throw some random numbers at you for demonstration purposes Complex shield extender on a scout 33 Complex shield extender on an assault 66 Complex shield extender on a Sentinel 99 The problem is that it would buff the HP of every suit in the game and makes bricktanking even worse. The module i want only benefits you if the suit allready has high HP on shields.
New shield module!
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The dark cloud
The Rainbow Effect
3714
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Posted - 2014.07.26 13:44:00 -
[4] - Quote
Echo 1991 wrote:Shield modules that increase HP should not give more than an armour mod of the same tier. shields repair on their own which is the reason why the have less HP. you also forget that the gallente heavy has 450 shields so would benefit from this also as well as the amarr suit i think. When we would pick up the idea of limiting the module down to 1 per fit then armor tankers would still get much more HP then a caldari sentinel. And even if you would stack 3 of them on a suit your recharge would still only be 30HP/s while on the other hand a amarr sentinel that gets logi support heals over 70hp/s and that aswell under fire. And stacking 3 modules would mean +30% recharge delay and with stacking penalty you get less HP boost with each module.
New shield module!
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The dark cloud
The Rainbow Effect
3714
|
Posted - 2014.07.26 14:37:00 -
[5] - Quote
Cat Merc wrote:You're forgetting how infinitely superior the base regen is on the Cal Sentinel.
That's the whole reason, and only reason, that armor plates give 2x the HP from an extender. (At proto) Because traditionally, half the slots go to armor repairers.
What you're doing is giving Cal Sentinels the same HP with higher regen and no speed penalty.
You could argue that Armor sentinels get Logi support, but I can argue that this requires 2 players at minimum. Of course it would be superior in 2v1.
However in 2v2 the scale tips in favor of the Caldari yet again. With a fitting limitation to 1 per suit and 2 shield extenders you would get a max HP on shields of about 974HP and a recharge of 30hp/s and a delay increase of 24%.
Now lets compare it with the amarr sentinel: 2complex plates =1047HP 2complex reppers= ~19HP/s
So the armor tanked suit has constant regen, more HP and on top of that can be supported with a repair tool. So please explain me how that would be unbalanced? Shield recharge delay gets increased, fitting limitation of 1 per suit and only having a recharge of 30HP/s.
New shield module!
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The dark cloud
The Rainbow Effect
3714
|
Posted - 2014.07.26 16:03:00 -
[6] - Quote
Cat Merc wrote:The dark cloud wrote:Cat Merc wrote:You're forgetting how infinitely superior the base regen is on the Cal Sentinel.
That's the whole reason, and only reason, that armor plates give 2x the HP from an extender. (At proto) Because traditionally, half the slots go to armor repairers.
What you're doing is giving Cal Sentinels the same HP with higher regen and no speed penalty.
You could argue that Armor sentinels get Logi support, but I can argue that this requires 2 players at minimum. Of course it would be superior in 2v1.
However in 2v2 the scale tips in favor of the Caldari yet again. With a fitting limitation to 1 per suit and 2 shield extenders you would get a max HP on shields of about 974HP and a recharge of 30hp/s and a delay increase of 24%. Now lets compare it with the amarr sentinel: 2complex plates =1047HP 2complex reppers= ~19HP/s So the armor tanked suit has constant regen, more HP and on top of that can be supported with a repair tool. So please explain me how that would be unbalanced? Shield recharge delay gets increased, fitting limitation of 1 per suit and only having a recharge of 30HP/s. I didn't see a limit of 1 per suit. Anyway, I'm not sure CCP would want to limit a module like that. Also, that penalty adds 1.2 seconds of delay, so... Just edited it in cause having more then 1000HP on shields might upset some people.
New shield module!
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