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DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.28 19:25:00 -
[1] - Quote
i still think a zero shield delay should be possible.
if shield regulators were changed to a flat 2 second reduction to shield delay (but keep the percentage bonus for depleted delay) you could get a zero second delay.
with this being possible, shield rechargers and energizers would look alot more attractive compared to extenders as they would be forming the foundation of the shield "tank" high regen that mitigates incoming damage by quickly recharging lost shield hp fast enough reduce DPS. (this also will change the current meta)
shield regulators would be in demand because the powerful shield tank can only be made by stacking regulators, removing CCP's despised dual tanking fits.
this new style of defense wouldnt be OP either since using shield regen mods provides a decreased shield hp pool. this makes it easy for laser weapons to still break through the shields and if the shield hp pool is lower enough, it could even e one shotted in situations where only high DPS weapons could be effective.
you could set up the shields to either be more effective against dps or more effective against alpha damage, depending on the meta.
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6783
|
Posted - 2014.08.28 19:27:00 -
[2] - Quote
Zero shield delay means that you would constantly rep shields. Imagine trying to kill a Cal Scout with 380 shields and 80 rep a second
Please don't. Just learn how to flank correctly. Shields are hit and run, not stand and deliver.
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Kaeru Nayiri
Krusual Covert Operators Minmatar Republic
21
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Posted - 2014.08.28 19:37:00 -
[3] - Quote
Isn't there still that bug where if you take damage beyond 0 shield and into armor, the game reverts to shield recharge delay instead of shield DEPLETED recharge delay? Was this ever fixed?? |
Jack 3enimble
Vengeance Unbound Dark Taboo
253
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Posted - 2014.08.28 19:45:00 -
[4] - Quote
Kaeru Nayiri wrote:Isn't there still that bug where if you take damage beyond 0 shield and into armor, the game reverts to shield recharge delay instead of shield DEPLETED recharge delay? Was this ever fixed??
I don't know. Fair point though |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.28 19:46:00 -
[5] - Quote
Ghost Kaisar wrote:Zero shield delay means that you would constantly rep shields. Imagine trying to kill a Cal Scout with 380 shields and 80 rep a second
Please don't. Just learn how to flank correctly. Shields are hit and run, not stand and deliver.
i can imagine it. flux nade or laser weapons, or even damage modded AR and shotgun all take care of that issue.
thats 80 hp/s that cant be augmented with remote reps or triage nanohives. so unlike armor tankers that walk around on two oe three rep tools, shield tanker cant be helped.
and realistically theres only three suit that could get the delay down to zero seconds. the cal scout at adv and proto, plus proto cal assault. and they could only do it while stacking regulators. (that means no damps on the scout)
it can be countered by alot of things. how many things can counter a dampened cloaked scout? just one. |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.28 19:49:00 -
[6] - Quote
Kaeru Nayiri wrote:Isn't there still that bug where if you take damage beyond 0 shield and into armor, the game reverts to shield recharge delay instead of shield DEPLETED recharge delay? Was this ever fixed??
in most cases thatd be awesome but obviously not for the cal sentinel. not sure if they fixed it though |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3000
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Posted - 2014.08.28 20:01:00 -
[7] - Quote
If you wanted HP that reps with zero delay, why didn't you go armor? |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.28 20:20:00 -
[8] - Quote
Pokey Dravon wrote:If you wanted HP that reps with zero delay, why didn't you go armor?
because i came to dust dust after 4 or 5 years of playing eve online. im caldari. theres no delay in shield recharge. there never has been. the whole point of shield tanking was in high regen to tank or severely reduce incoming damage.
yet in dust we face shield delays, and zero remote logistics while armor tankers can stack damage mods and hp, while getting reps from logistics and triage hives.
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
6785
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Posted - 2014.08.28 20:28:00 -
[9] - Quote
DeathwindRising wrote:Ghost Kaisar wrote:Zero shield delay means that you would constantly rep shields. Imagine trying to kill a Cal Scout with 380 shields and 80 rep a second
Please don't. Just learn how to flank correctly. Shields are hit and run, not stand and deliver. i can imagine it. flux nade or laser weapons, or even damage modded AR and shotgun all take care of that issue. thats 80 hp/s that cant be augmented with remote reps or triage nanohives. so unlike armor tankers that walk around on two oe three rep tools, shield tanker cant be helped. and realistically theres only three suit that could get the delay down to zero seconds. the cal scout at adv and proto, plus proto cal assault. and they could only do it while stacking regulators. (that means no damps on the scout) it can be countered by alot of things. how many things can counter a dampened cloaked scout? just one.
I'm assuming that this applies to depleted as well, since they go hand in hand, and the values are so close at high levels.
Flux nade would just wipe the shields. He'll be back in a few seconds. And you only have a set amount of grenades.
Who the hell is going to stand still while being shot at? The strafe is what will make the delay deadly. Lasers can strip shields quickly, but when they regen so fast, WHO CARES. Just duck behind cover for 2s and you can tank another shot or two. Someone who knows how to abuse cover will be EXTREMELY hard to kill short of lobbing large amounts of explosives, which they will REP TROUGH.
I know several heavies who would kill to rep 80HP/s without a logi. Logistic support is great, but being able to operate independently is just as important. We can't always have a logi on your ass 24/7, and this would be godsend.
I still can't believe that you think this is a good idea. There are so many potential ways for this to be horridly OP, and yet you STILL think it's a good idea!
FA's Stabber Extraordinaire
Minmatar Enthusiast
Explosions and Bulletstorm? Count me in!
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3000
|
Posted - 2014.08.28 20:30:00 -
[10] - Quote
DeathwindRising wrote:Pokey Dravon wrote:If you wanted HP that reps with zero delay, why didn't you go armor? because i came to dust dust after 4 or 5 years of playing eve online. im caldari. theres no delay in shield recharge. there never has been. the whole point of shield tanking was in high regen to tank or severely reduce incoming damage. yet in dust we face shield delays, and zero remote logistics while armor tankers can stack damage mods and hp, while getting reps from logistics and triage hives.
Shield regen in EVE is also based off of total shield HP as well current HP (not to mention to rate that shields rep in Dust is like an ASB), and armor doesn't have passive repping modules. You can't make a direct comparison and it's OK that the tanking styles dont parralel EVE perfectly.
You are right however that there should be a Shield Transporter Tool in Dust, that is one stupid advantage that armor has over shields. |
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.28 21:19:00 -
[11] - Quote
Ghost Kaisar wrote:DeathwindRising wrote:Ghost Kaisar wrote:Zero shield delay means that you would constantly rep shields. Imagine trying to kill a Cal Scout with 380 shields and 80 rep a second
Please don't. Just learn how to flank correctly. Shields are hit and run, not stand and deliver. i can imagine it. flux nade or laser weapons, or even damage modded AR and shotgun all take care of that issue. thats 80 hp/s that cant be augmented with remote reps or triage nanohives. so unlike armor tankers that walk around on two oe three rep tools, shield tanker cant be helped. and realistically theres only three suit that could get the delay down to zero seconds. the cal scout at adv and proto, plus proto cal assault. and they could only do it while stacking regulators. (that means no damps on the scout) it can be countered by alot of things. how many things can counter a dampened cloaked scout? just one. I'm assuming that this applies to depleted as well, since they go hand in hand, and the values are so close at high levels. Flux nade would just wipe the shields. He'll be back in a few seconds. And you only have a set amount of grenades. Who the hell is going to stand still while being shot at? The strafe is what will make the delay deadly. Lasers can strip shields quickly, but when they regen so fast, WHO CARES. Just duck behind cover for 2s and you can tank another shot or two. Someone who knows how to abuse cover will be EXTREMELY hard to kill short of lobbing large amounts of explosives, which they will REP TROUGH. I know several heavies who would kill to rep 80HP/s without a logi. Logistic support is great, but being able to operate independently is just as important. We can't always have a logi on your ass 24/7, and this would be godsend. I still can't believe that you think this is a good idea. There are so many potential ways for this to be horridly OP, and yet you STILL think it's a good idea!
lag makes it OP. its the only reason i wouldnt want zero delay |
Alena Ventrallis
Vengeance Unbound Dark Taboo
1613
|
Posted - 2014.08.28 22:41:00 -
[12] - Quote
I would rather remove recharge delay completely, so shields never stop repping. BUT, I would greatly increase depleted shield recharge delay, on the order of 50-75% more for all suits.
This means that a shield suit that loses it's shields is much more vulnerable if its shield breaks. It also indirectly buffs regulators, as they are taking the same percentage out of a larger number, which means they are taking off more time. And it means that having a high recharge rate, enhanced through energizers and rechargers, is just as important as having high total shield, which means you get much more use out of rechargers, which means you won't have to only stack extenders to shield tank.
Rest in peace, oh Captain, my Captain.
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.28 23:52:00 -
[13] - Quote
Alena Ventrallis wrote:I would rather remove recharge delay completely, so shields never stop repping. BUT, I would greatly increase depleted shield recharge delay, on the order of 50-75% more for all suits.
This means that a shield suit that loses it's shields is much more vulnerable if its shield breaks. It also indirectly buffs regulators, as they are taking the same percentage out of a larger number, which means they are taking off more time. And it means that having a high recharge rate, enhanced through energizers and rechargers, is just as important as having high total shield, which means you get much more use out of rechargers, which means you won't have to only stack extenders to shield tank.
yes increasing the depleted delay would be a must |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3002
|
Posted - 2014.08.28 23:54:00 -
[14] - Quote
DeathwindRising wrote:Alena Ventrallis wrote:I would rather remove recharge delay completely, so shields never stop repping. BUT, I would greatly increase depleted shield recharge delay, on the order of 50-75% more for all suits.
This means that a shield suit that loses it's shields is much more vulnerable if its shield breaks. It also indirectly buffs regulators, as they are taking the same percentage out of a larger number, which means they are taking off more time. And it means that having a high recharge rate, enhanced through energizers and rechargers, is just as important as having high total shield, which means you get much more use out of rechargers, which means you won't have to only stack extenders to shield tank. yes increasing the depleted delay would be a must
So you get hit by a Flux, depletes your shields and now you're not gonna recharge for the next 15 seconds? |
BL4CKST4R
La Muerte Eterna Dark Taboo
2957
|
Posted - 2014.08.28 23:58:00 -
[15] - Quote
DeathwindRising wrote:i still think a zero shield delay should be possible.
if shield regulators were changed to a flat 2 second reduction to shield delay (but keep the percentage bonus for depleted delay) you could get a zero second delay.
with this being possible, shield rechargers and energizers would look alot more attractive compared to extenders as they would be forming the foundation of the shield "tank" high regen that mitigates incoming damage by quickly recharging lost shield hp fast enough reduce DPS. (this also will change the current meta)
shield regulators would be in demand because the powerful shield tank can only be made by stacking regulators, removing CCP's despised dual tanking fits.
this new style of defense wouldnt be OP either since using shield regen mods provides a decreased shield hp pool. this makes it easy for laser weapons to still break through the shields and if the shield hp pool is lower enough, it could even e one shotted in situations where only high DPS weapons could be effective.
you could set up the shields to either be more effective against dps or more effective against alpha damage, depending on the meta.
Yeah recharging at 80hps looks very attractive this should only be possibly with a huge sacrifice in tank.
supercalifragilisticexpialidocious
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.29 00:11:00 -
[16] - Quote
BL4CKST4R wrote:DeathwindRising wrote:i still think a zero shield delay should be possible.
if shield regulators were changed to a flat 2 second reduction to shield delay (but keep the percentage bonus for depleted delay) you could get a zero second delay.
with this being possible, shield rechargers and energizers would look alot more attractive compared to extenders as they would be forming the foundation of the shield "tank" high regen that mitigates incoming damage by quickly recharging lost shield hp fast enough reduce DPS. (this also will change the current meta)
shield regulators would be in demand because the powerful shield tank can only be made by stacking regulators, removing CCP's despised dual tanking fits.
this new style of defense wouldnt be OP either since using shield regen mods provides a decreased shield hp pool. this makes it easy for laser weapons to still break through the shields and if the shield hp pool is lower enough, it could even e one shotted in situations where only high DPS weapons could be effective.
you could set up the shields to either be more effective against dps or more effective against alpha damage, depending on the meta.
Yeah recharging at 80hps looks very attractive this should only be possibly with a huge sacrifice in tank.
compared to what? armor tanking with a 800 armor hp and damage mods? plus triage hives and logi support?
you tell me whats really attractive, cause 80 hp/s with only 380 shield hp and all slot dedicated to your tank and no logi help sounds a bit more reasonable than the current situation |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
521
|
Posted - 2014.08.29 00:17:00 -
[17] - Quote
Pokey Dravon wrote:DeathwindRising wrote:Alena Ventrallis wrote:I would rather remove recharge delay completely, so shields never stop repping. BUT, I would greatly increase depleted shield recharge delay, on the order of 50-75% more for all suits.
This means that a shield suit that loses it's shields is much more vulnerable if its shield breaks. It also indirectly buffs regulators, as they are taking the same percentage out of a larger number, which means they are taking off more time. And it means that having a high recharge rate, enhanced through energizers and rechargers, is just as important as having high total shield, which means you get much more use out of rechargers, which means you won't have to only stack extenders to shield tank. yes increasing the depleted delay would be a must So you get hit by a Flux, depletes your shields and now you're not gonna recharge for the next 15 seconds?
yes.
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Meee One
Hello Kitty Logistics
1029
|
Posted - 2014.08.29 03:28:00 -
[18] - Quote
If infantry had shield hardeners that activated when a certain % of shields were lost...
Basic 25% shield left 20% damage reduction to shields
etc.
Or shield refilling modules.
0 shields left it refills a %,with a cooldown.
Was banned for fighting for logistics survival on 7/25/2014 02:11. Logistics will never be respected.
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Imp Smash
Molon Labe. General Tso's Alliance
213
|
Posted - 2014.08.29 03:46:00 -
[19] - Quote
Super scouts with their broken hit detection who never stop shield repping? No thanks. They can already matrix through bullets as it is... |
DeathwindRising
ROGUE RELICS VP Gaming Alliance
522
|
Posted - 2014.08.29 11:09:00 -
[20] - Quote
Meee One wrote:If infantry had shield hardeners that activated when a certain % of shields were lost...
Basic 25% shield left 20% damage reduction to shields
etc.
Or shield refilling modules.
0 shields left it refills a %,with a cooldown.
yea an equipment. that works like a capacitor. that builds up extra shields hp and gives it to you when your shields get low.
but instead of a cool down. it only fills up while your shields are full.
adv and proto would let you store more hp.
the other idea i had for it was to rep your shields at 100 hp/s (or more) but it cant be interrupted. so your shield hit 10 or 20 percent and then they go into overdrive for a short time. after the time runs out though, your shields completely drop to zero for 10 seconds.
the point is to let you use it either to escape or make that last effort to kill someone before you lose your shields |
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Apothecary Za'ki
Biomass Positive
680
|
Posted - 2014.08.29 12:22:00 -
[21] - Quote
DeathwindRising wrote:i still think a zero shield delay should be possible.
if shield regulators were changed to a flat 2 second reduction to shield delay (but keep the percentage bonus for depleted delay) you could get a zero second delay.
with this being possible, shield rechargers and energizers would look alot more attractive compared to extenders as they would be forming the foundation of the shield "tank" high regen that mitigates incoming damage by quickly recharging lost shield hp fast enough reduce DPS. (this also will change the current meta)
shield regulators would be in demand because the powerful shield tank can only be made by stacking regulators, removing CCP's despised dual tanking fits.
this new style of defense wouldnt be OP either since using shield regen mods provides a decreased shield hp pool. this makes it easy for laser weapons to still break through the shields and if the shield hp pool is lower enough, it could even e one shotted in situations where only high DPS weapons could be effective.
you could set up the shields to either be more effective against dps or more effective against alpha damage, depending on the meta.
you mean like "active shield tanking" personally with the flux nades and the OP ScR(vs shields) i think a hardcap on 1 second "on depletion" recharge and 2sec "on hit" could work but only in conjunction with buffing extenders and nerfing the cpu cost on rechargers and regulators ie current shield extenders 33 50 66 they need to be more like 44 66 88 then shield tankers would gladly use shield tanking moduals in the lows instead of plates and "Dual tanking"
[[LogiBro in Training]]
Level 1 Forum Pariah
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Boot Booter
Pure Evil.
879
|
Posted - 2014.08.29 21:58:00 -
[22] - Quote
I just think regulators need to go up to 40% like they were supposed to. I stack 3 complex regulators on my min assault and it's still a 1.9 sec wait. Bumping up to 40% at pro would result in a 1.55 sec delay with 3 of em (1.2 sec with 4). This along with a small buff to complex shield energizer and recharger, and shield vs armor become more balanced.
Your solution would not work because you could have shield tanked suits with higher hp and regen than armor.
For example the cal assault could get 700 shield hp @ 30 hp/s with zero delay.
It's just not balanced.
What happened to the repair tool glow?
Why won't CCP answer?
Conspiracy?
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BL4CKST4R
La Muerte Eterna Dark Taboo
2966
|
Posted - 2014.08.30 04:47:00 -
[23] - Quote
DeathwindRising wrote:BL4CKST4R wrote:DeathwindRising wrote:i still think a zero shield delay should be possible.
if shield regulators were changed to a flat 2 second reduction to shield delay (but keep the percentage bonus for depleted delay) you could get a zero second delay.
with this being possible, shield rechargers and energizers would look alot more attractive compared to extenders as they would be forming the foundation of the shield "tank" high regen that mitigates incoming damage by quickly recharging lost shield hp fast enough reduce DPS. (this also will change the current meta)
shield regulators would be in demand because the powerful shield tank can only be made by stacking regulators, removing CCP's despised dual tanking fits.
this new style of defense wouldnt be OP either since using shield regen mods provides a decreased shield hp pool. this makes it easy for laser weapons to still break through the shields and if the shield hp pool is lower enough, it could even e one shotted in situations where only high DPS weapons could be effective.
you could set up the shields to either be more effective against dps or more effective against alpha damage, depending on the meta.
Yeah recharging at 80hps looks very attractive this should only be possibly with a huge sacrifice in tank. compared to what? armor tanking with a 800 armor hp and damage mods? plus triage hives and logi support? you tell me whats really attractive, cause 80 hp/s with only 380 shield hp and all slot dedicated to your tank and no logi help sounds a bit more reasonable than the current situation
A decent rep fit has 400-550 armor with a small speed loss and 20-30 hp/s. Most suit don't use rep hives because they aren't really worth using anymore just for reps, and lol at logi support logis rarely rep and when they do its a heavy.
a decent Caldari rep fit has 540-600 shields 50-80 hp/s with a 2-3 sec delay. I know because I do have a rep caldari suit. I don't know what kind of suit your making with just 380 hp but your obviously doing something wrong.
Your suggestion would make them overly OP, only way zero delay should exist is with a nerf to shield repair or a bigger sacrifice in HP.
supercalifragilisticexpialidocious
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
524
|
Posted - 2014.08.30 05:36:00 -
[24] - Quote
BL4CKST4R wrote:DeathwindRising wrote:BL4CKST4R wrote:DeathwindRising wrote:i still think a zero shield delay should be possible.
if shield regulators were changed to a flat 2 second reduction to shield delay (but keep the percentage bonus for depleted delay) you could get a zero second delay.
with this being possible, shield rechargers and energizers would look alot more attractive compared to extenders as they would be forming the foundation of the shield "tank" high regen that mitigates incoming damage by quickly recharging lost shield hp fast enough reduce DPS. (this also will change the current meta)
shield regulators would be in demand because the powerful shield tank can only be made by stacking regulators, removing CCP's despised dual tanking fits.
this new style of defense wouldnt be OP either since using shield regen mods provides a decreased shield hp pool. this makes it easy for laser weapons to still break through the shields and if the shield hp pool is lower enough, it could even e one shotted in situations where only high DPS weapons could be effective.
you could set up the shields to either be more effective against dps or more effective against alpha damage, depending on the meta.
Yeah recharging at 80hps looks very attractive this should only be possibly with a huge sacrifice in tank. compared to what? armor tanking with a 800 armor hp and damage mods? plus triage hives and logi support? you tell me whats really attractive, cause 80 hp/s with only 380 shield hp and all slot dedicated to your tank and no logi help sounds a bit more reasonable than the current situation A decent rep fit has 400-550 armor with a small speed loss and 20-30 hp/s. Most suit don't use rep hives because they aren't really worth using anymore just for reps, and lol at logi support logis rarely rep and when they do its a heavy. a decent Caldari rep fit has 540-600 shields 50-80 hp/s with a 2-3 sec delay. I know because I do have a rep caldari suit. I don't know what kind of suit your making with just 380 hp but your obviously doing something wrong. Your suggestion would make them overly OP, only way zero delay should exist is with a nerf to shield repair or a bigger sacrifice in HP.
380 refers to a cal scout. I run cal assault. My rep fit is same as yours.
I see no issue with less hp. Another option would be to buff regulators again. Drop the shield delay on stacked regulator fits to 1 second or less but not actually zero. Achieves similar results but without the ability to rep through damage
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