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PLAYSTTION
GamersForChrist
375
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Posted - 2014.12.14 00:51:00 -
[1] - Quote
Armour is only more effective because they can have more hp and better reps without sacrificing much. Shield are to low and require modules to make them better. Just improve every module a little and they will be balanced.
Gassault Calogi - Ranked #763 on the forums
- Open Beta Vet - 32mil sp -
- GFC, GJR Approved -
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PLAYSTTION
GamersForChrist
375
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Posted - 2014.12.14 01:06:00 -
[2] - Quote
if they increase recharge amount and that should be enough.
Gassault Calogi - Ranked #763 on the forums
- Open Beta Vet - 32mil sp -
- GFC, GJR Approved -
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PLAYSTTION
GamersForChrist
377
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Posted - 2014.12.14 19:29:00 -
[3] - Quote
Gavr1lo Pr1nc1p wrote:To balance shields, just a few small changes would go a long way.
1. Make the scrambler profile +15/-15, but keep beam +20/-20, so that there is a mirror profile to projectile, and shields aren't instagibbed every time a scrub with a scrambler decides to tap R1 twice. Also helps make the ScR more viable, though Id expect it to be very overused once this happened.
2. Add threshold damage equal to your shield recharge rate, that resets after 10 seconds, so that damage you take doesn't stop recharge until it excedes the threshold, and then after that your recharge breaks down. Resets after ^10 seconds.
3. Give Minmitar suits recharge delays lower than the current Caldari ones (except scouts, which should just switch delays between Min and Cal), buff recharge rate slightly on the Min and Cal, and slightly increase Cal delays.
4. Slightly buff rechargers, energizers, and regulators
I like that number 2. So you regen until 15% or 10% of your shields are gone.
Gassault Calogi - Ranked #763 on the forums
- Open Beta Vet - 32mil sp -
- GFC, GJR Approved -
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PLAYSTTION
GamersForChrist
377
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Posted - 2014.12.15 20:56:00 -
[4] - Quote
Pokey Dravon wrote:PLAYSTTION wrote:Armour is only more effective because they can have more hp and better reps without sacrificing much. Shield are to low and require modules to make them better. Just improve every module a little and they will be balanced. Could you explain to me why you consider armor reps to be better than shield regen? Armor, with max skills, needs to stack about 3 Complex armor reps to match the *natural* regen of your average shield suit. Armor sacrifices 3 slots to match Shields 0 Slots. That's hardly "giving up very little". Now shields do have the delay, yes, but their potential regen rate is MUCH MUCH higher than Armor could ever hope to achieve. Delay + Significantly High Regen Potential vs No Delay + Significiantly lower Regen Potential. Armor Reps are not better than shield reps, nor are shield reps better than armor reps. They're simply different. No delay. and can achieve the same reps as using and advanced energizer.
Gassault Calogi - Ranked #763 on the forums
- Open Beta Vet - 32mil sp -
- GFC, GJR Approved -
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PLAYSTTION
GamersForChrist
377
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Posted - 2014.12.15 22:28:00 -
[5] - Quote
Pokey Dravon wrote:Armor Repair Gallente Proto Assault 0 Complex Rep = 2.5 HP/s 1 Complex Rep = 11.88 HP/s 2 Complex Rep = 21.25 HP/s 3 Complex Rep = 30.63 HP/s 4 Complex Rep = 40.00 HP/s 5 Complex Rep = 49.38 HP/s
Shield Recharge Caldari Proto Assault 0 Shield Energizer = 30.00 HP/s 1 Shield Energizer = 52.43 HP/s 2 Shield Energizer = 86.48 HP/s 3 Shield Energizer = 123.37 HP/s 4 Shield Energizer = 149.46 HP/s 5 Shield Energizer = 161.31 HP/s
1 Shield Recharger = 45.53 HP/s 2 Shield Recharger = 66.00 HP/s 3 Shield Recharger = 85.49 HP/s 4 Shield Recharger = 98.01 HP/s 5 Shield Recharger = 103.38 HP/s
lets do a comparison taking into account natural shield recharge delay and compare it to an equal amount of module investment between shield and armor. Assume no use of Shield Regulators and a Caldari Assault recharge delay of 5 seconds. Calcs will assume 10 seconds total to illustrate a 5 second recharge delay and 5 second of recharge time post-delay for shields and 10 seconds total for constant armor recharge. Calcs assume use of Rechargers, use of shield energizers will obviously yeild larger regen values. Also note that typically shield units will use shield regulators which will also push effective rep rates higher.
0 Modules Shield| 30.00 HP/s * 5s = 150 HP Armor| 2.50 HP/s * 10s = 25HP
1 Modules Shield| 45.53 HP/s * 5s = 228 HP Armor| 11.88 HP/s * 10s = 119 HP
2 Modules Shield| 66.00 HP/s * 5s = 330 HP Armor| 21.25 HP/s * 10s = 212 HP
3 Modules Shield| 85.49 HP/s * 5s = 427 HP Armor| 30.63 HP/s * 10s = 306 HP
4 Modules Shield| 98.01 HP/s * 5s = 490 HP Armor| 40.00 HP/s * 10s = 400 HP
5 Modules Shield| 103.38HP/s * 5s = 517 HP Armor| 49.38 HP/s * 10s = 494 HP
This of course assumes there is 10 seconds between point of damage and the end of the recovery cycle. As the total time approaches the recharge delay point of shields, its relative ratio to armor shrinks and actually goes the other way at very short durations. That is to say that at say 6 seconds, Armor will have a higher effective repair rate compared to shields, this is why is performs well in close quarters where taking damage at frequent intervals is common. Conversely as time after damage increases from 10 seconds, the ratio between the effective regen of shields and armor actually grows even larger. This is well suited for situations where the shield user is able to avoid damage for longer periods of time and thus recover far more quickly than an armor unit can. Again note that these calcs do not take into the account the use of shield regulators or the fact that armor units will also regenerate shield over time, giving them additional HP buffer. Thnx for the math Pokey!
Gassault Calogi - Ranked #763 on the forums
- Open Beta Vet - 32mil sp -
- GFC, GJR Approved -
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