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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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Zindorak
G0DS AM0NG MEN General Tso's Alliance
1402
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Posted - 2014.12.14 01:03:00 -
[2] - Quote
I think it's fair that shields give less because they don't have speed penalties. You could run 4x complex shield extenders on a cal scout with 2 complex kinkats and be usain bolt
Pokemon master and Tekken Lord
Give me da iskiez
Gk0 Scout yay :)
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Sgt Kirk
Fatal Absolution
8820
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Posted - 2014.12.14 01:05:00 -
[3] - Quote
I would prefer people learn how to actually fit their suits and then we can discuss balance.
As is, the people that whine most about it are the people that want to have cake and eat it too.
Shields do however need a threshold of damage so regen isn't stopped by just anything.
CCP holds the Caldari's hand so this doesn't happen again.
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PLAYSTTION
GamersForChrist
375
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Posted - 2014.12.14 01:06:00 -
[4] - 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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Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
122
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Posted - 2014.12.14 01:18:00 -
[5] - Quote
Well, I've skilled into everything and use everything and I will say that I agree. Shields need a buff. It doesn't matter about speed penalties or crap. The fact that it's the first thing to take damage and that it can't be repaired while taking damage is a real bummer. This is why I don't like my caldari suits. I propose to 1 decrease 5% armor to all caldari dropsuits and 2 give all caldari 10% more shields. After that is done, we can move onto modules. 1 increase amount/percentage of shield extenders. They are very weak and useless. I literally don't even use extenders, I use high slots for damage mods and ewar and regen. 2 give caldari ONLY the ability to regen their shields while taking damage the same way gallente have a standard armor regen ability. Make it small like 2% shield so that it's not to effective. 3 reduse charge up delay.
Now you have a caldari dropsuit whose shield can compete to the armor of let's say gallente and who's armor is the same ratio to the gallente shield. Now the caldari shield provides tiny resistance/ regen as it takes damage the same way armor reps still work while taking damage. Finally, caldari dropsuits now have to wait very little to get their shields charging the same way armor repairs instantly.
48th Special Operations Force.
"As a team or alone, I dominate the battlefield."
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Catgirl White Mage
Nekomimi Paradise
27
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Posted - 2014.12.14 01:22:00 -
[6] - Quote
Is there some particular reason there couldn't be 3 versions of Shield Extenders in the same way Armor has 3 versions? The current normal Extenders could be likened to Ferroscale. Then another version that has high max HP but significantly penalized recharge rate, equivalent to Armor Plates. Then a lower HP version with faster recharge.
Personally. I feel that there should not be two ancillary Shield modules. Faster Recharge and Lower Delay should be the same module, with all shield delays altered on suits on a racial basis.
The only particular problem with this.. is that someone would stick on High Hp Shield "Plates" then dual tank with High Armor too.
It would require some sort of stacking penalty. Which to be honest their probably should have always been a stacking penalty on HP modules. It you throw on a few sure, but brick taking would be less efficient and I think that's good in general. |
Lightning35 Delta514
48TH SPECIAL OPERATIONS FORCE
122
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Posted - 2014.12.14 01:23:00 -
[7] - Quote
This then defines all races.
Amarr- able to tank shields and armor at the cost of regen Gallente- able to have tank armor with armor repairing =ƒæå=ƒæç both regen while tanking damage. Caldari- able to tank shields with shield regen Minmatar- able to regen both very quickly at the cost of tanking.
This will definitely make me use shields
48th Special Operations Force.
"As a team or alone, I dominate the battlefield."
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3118
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Posted - 2014.12.14 01:34:00 -
[8] - Quote
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
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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Gavr1lo Pr1nc1p
Fatal Absolution General Tso's Alliance
3118
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Posted - 2014.12.14 01:35:00 -
[9] - Quote
Lightning35 Delta514 wrote:This then defines all races.
Amarr- able to tank shields and armor at the cost of regen Gallente- able to have tank armor with armor repairing =ƒæå=ƒæç both regen while taking damage. Caldari- able to tank shields with shield regen Minmatar- able to regen both very quickly at the cost of tanking.
This will definitely make me use shields Except minmitar have only slightly better shield recharge than Gallente, and only slightly better armor regen than amarr.
"Minja" and "Masochist" are synonyms.
FA's Shotgunning T-Dome Champ
I piss Remote Explosives and shit Shotgun shells.
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LT Dans Legs
Random Gunz RISE of LEGION
532
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Posted - 2014.12.14 07:54:00 -
[10] - Quote
This games twitchy enough already. Nerfing the hp on plates will just make it twitchier. Bad idea me thinks
To Live Is To Die
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Mobius Wyvern
Sky-FIRE
5517
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Posted - 2014.12.14 15:22:00 -
[11] - Quote
I really don't see a reason to mess with either.
I think a lot of people use armor suits because it frees up all their Highs for Damage Mods.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Jack 3enimble
Titans of Phoenix
611
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Posted - 2014.12.14 15:59:00 -
[12] - Quote
Zindorak wrote:I think it's fair that shields give less because they don't have speed penalties. You could run 4x complex shield extenders on a cal scout with 2 complex kinkats and be usain bolt
Ferroscale plates?
Dealing justice with a swift punch in the balls, now in battles near you!
Lord of the Links
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Jack 3enimble
Titans of Phoenix
611
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Posted - 2014.12.14 16:02:00 -
[13] - Quote
Sgt Kirk wrote:I would prefer people learn how to actually fit their suits and then we can discuss balance.
As is, the people that whine most about it are the people that want to have cake and eat it too.
Shields do however need a threshold of damage so regen isn't stopped by just anything.
The threshold is all it needs ATM, 1 dmg resets the delay and stops the recharge.
Dealing justice with a swift punch in the balls, now in battles near you!
Lord of the Links
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PLAYSTTION
GamersForChrist
377
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Posted - 2014.12.14 19:29:00 -
[14] - 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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Jacques Cayton II
Titans of Phoenix
1227
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Posted - 2014.12.14 22:11:00 -
[15] - Quote
Sgt Kirk wrote:I would prefer people learn how to actually fit their suits and then we can discuss balance.
As is, the people that whine most about it are the people that want to have cake and eat it too.
Shields do however need a threshold of damage so regen isn't stopped by just anything. Actually i have cake right now. Guess what i ate it
We fight for the future of the State not our
personal goals
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Imp Smash
Molon Labe. General Tso's Alliance
493
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Posted - 2014.12.15 00:39:00 -
[16] - Quote
I don't think you need to buff shields TBH. Maybe take away the delay regen penalty of extenders but that would be the extent of it. Armor HP should definitely NOT be nerfed. |
Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1353
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Posted - 2014.12.15 00:48:00 -
[17] - Quote
Jacques Cayton II wrote:Sgt Kirk wrote:I would prefer people learn how to actually fit their suits and then we can discuss balance.
As is, the people that whine most about it are the people that want to have cake and eat it too.
Shields do however need a threshold of damage so regen isn't stopped by just anything. Actually i have cake right now. Guess what i ate it
Do you understand that saying?
Please, make my Opus pretty...
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Jacques Cayton II
Titans of Phoenix
1234
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Posted - 2014.12.15 05:52:00 -
[18] - Quote
Fizzer XCIV wrote:Jacques Cayton II wrote:Sgt Kirk wrote:I would prefer people learn how to actually fit their suits and then we can discuss balance.
As is, the people that whine most about it are the people that want to have cake and eat it too.
Shields do however need a threshold of damage so regen isn't stopped by just anything. Actually i have cake right now. Guess what i ate it Do you understand that saying? Yes i do but why have cake when you can't eat it. Just stupid
We fight for the future of the State not our
personal goals
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Lady MDK
Kameira Lodge Amarr Empire
204
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Posted - 2014.12.15 06:02:00 -
[19] - Quote
Jacques Cayton II wrote:Sgt Kirk wrote:I would prefer people learn how to actually fit their suits and then we can discuss balance.
As is, the people that whine most about it are the people that want to have cake and eat it too.
Shields do however need a threshold of damage so regen isn't stopped by just anything. Actually i have cake right now. Guess what i ate it
Technically if you have eaten your cake as you state you no longer have it. If you have cake right now you have not yet eaten it
Anyone getting annoyed by reading of the above post should consider the following.
I don't care so neither should you :)
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Jacques Cayton II
Titans of Phoenix
1235
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Posted - 2014.12.15 06:04:00 -
[20] - Quote
Lady MDK wrote:Jacques Cayton II wrote:Sgt Kirk wrote:I would prefer people learn how to actually fit their suits and then we can discuss balance.
As is, the people that whine most about it are the people that want to have cake and eat it too.
Shields do however need a threshold of damage so regen isn't stopped by just anything. Actually i have cake right now. Guess what i ate it Technically if you have eaten your cake as you state you no longer have it. If you have cake right now you have not yet eaten it I had cake and ate it as i had it. You sir stop the inception
We fight for the future of the State not our
personal goals
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Ydubbs81 RND
Ahrendee Mercenaries
3573
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Posted - 2014.12.15 06:07:00 -
[21] - Quote
Zindorak wrote:I think it's fair that shields give less because they don't have speed penalties. You could run 4x complex shield extenders on a cal scout with 2 complex kinkats and be usain bolt
You are deliberating omitting the fact that armor tankers have different choices for armor tanking. The ferroscale armor plate has ZERO movement penalty and it yields more hp than shield extenders.
> Check RND out here
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Alena Ventrallis
Vengeance Unbound
2273
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Posted - 2014.12.15 06:24:00 -
[22] - Quote
Shields need a damage threshold. That much is certain.
Do not go gentle into that good night;
Rage, rage against the dying of the light.
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Fizzer XCIV
Heaven's Lost Property Negative-Feedback
1357
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Posted - 2014.12.15 07:25:00 -
[23] - Quote
Ydubbs81 RND wrote:Zindorak wrote:I think it's fair that shields give less because they don't have speed penalties. You could run 4x complex shield extenders on a cal scout with 2 complex kinkats and be usain bolt You are deliberating omitting the fact that armor tankers have different choices for armor tanking. The ferroscale armor plate has ZERO movement penalty and it yields more hp than shield extenders.
And you are deliberately omitting that the base regen of shields is far and beyond much better than the base regen for armor, on any and every suit. A shield suit with 4-5 Extenders would absolutely destroy a armor suit with 4-5 Ferroscales. The Armor suit would still need to equip repair modules, so in the end, the shield suit would end up with more HP and regen.
Please, make my Opus pretty...
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
5767
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Posted - 2014.12.15 10:40:00 -
[24] - Quote
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.
Nicely done, very smooth OP.
I was going to agree with you until you said armor can get better reps without sacrificing much. Nicely pulled there.
9/10.
Would definitely read again.
EVE Online is what you get when engineers attempt to create "fun" without consulting someone who comprehends the word.
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Mortishai Belmont
G.L.O.R.Y General Tso's Alliance
283
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Posted - 2014.12.15 13:10:00 -
[25] - Quote
Shields on every suit have more recovery health per second than armor. Base armor reps do not exceed 3hp/s and that's only on the gallente scout.
It all comes down to if your rocking a shield or armor dominant suit and what the enemy you run into us using. If your shield based and they have a shield proficient weapon then they will have the advantage.
G.L.O.R.Y Soldier,
I'm that Amarr heavy you warn your team about <3
-Heavy/Logi/Assault/Scout-
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Jacques Cayton II
Titans of Phoenix
1235
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Posted - 2014.12.15 15:13:00 -
[26] - Quote
Mortishai Belmont wrote:Shields on every suit have more recovery health per second than armor. Base armor reps do not exceed 3hp/s and that's only on the gallente scout.
It all comes down to if your rocking a shield or armor dominant suit and what the enemy you run into us using. If your shield based and they have a shield proficient weapon then they will have the advantage. But if their armor based and you have a armor weapon. You'll still die
We fight for the future of the State not our
personal goals
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Cavani1EE7
Murphys-Law
603
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Posted - 2014.12.15 16:15:00 -
[27] - Quote
lol @ people always affirming how armor regen is crap compared to shields' and always bringing the regen factor in shields-armor comparison.
As you know, Armor regen'ing has totally zero delay. This means that you are always gaining hp/s, even if you are taking damage, significantly increasing the TTK on you.
Shield regen of course is twice times higher, but it has a delay to start regen'ing, meaning that if they lose even one single GODDAMN HP, the regen will stop and you will have to wait those meaningful seconds to start regenerating again. Two-five seconds (at best) are too much to wait if you are facing a skilled player who will constant shoot you to don't let your shield regen, although you keep going from cover to cover to regen some HP.
I'd also like to point out that making a competitive pure shield tanked caldari assault fit requires higher amounts of CPU and quite the same PG, and seven slots -out of eight dedicated to shields- vs five.
Modules-CPU-PG-HP dedicated to make a competitive pure shield tanking fit.
Modules-CPU-PG-HP dedicated to make a competitive armor tanking fit.
Make an objective comparison of the two and you'll find out they're not overall equal. And don't even nominate the strafe and speed that armor tankers lose, they're compensated by dat stamina and a damage modded ScR.
Join the UP army! Spec into Cal and Gal assault today!
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GLOBAL fils'de RAGE
Consolidated Dust
77
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Posted - 2014.12.15 17:01:00 -
[28] - Quote
CAL gear needs an adjustment to movement speed, sprint speed, stamina and stamina regeneration; because we need to run away faster in FW. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
3977
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Posted - 2014.12.15 17:05:00 -
[29] - Quote
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?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Cavani1EE7
Murphys-Law
604
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Posted - 2014.12.15 17:09:00 -
[30] - Quote
GLOBAL fils'de RAGE wrote:CAL gear needs an adjustment to movement speed, sprint speed, stamina and stamina regeneration; because we need to run away faster in FW. This is kinda sad... Ahhh, the sad truth.
Join the UP army! Spec into Cal and Gal assault today!
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PLAYSTTION
GamersForChrist
377
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Posted - 2014.12.15 20:56:00 -
[31] - 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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Pokey Dravon
OSG Planetary Operations Covert Intervention
3983
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Posted - 2014.12.15 21:10:00 -
[32] - Quote
PLAYSTTION wrote: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.
The same reps but has to sacrifice far more slots to do so. They're not equivalent then.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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Killer's Coys
Prima Gallicus
187
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Posted - 2014.12.15 21:22:00 -
[33] - Quote
Gavr1lo Pr1nc1p wrote:To balance shields, just a few small changes would go a long way.
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.
If I've good understood. You wanna nerf the Caldari recharge delay ? And buff the Minmatar's ? Hum... No. Caldari are shield tankers, and have the best shield regen. Minmatar are double-tanking, fast (speed) and have an amazing stamina, but their regen must be the second( after Caldari in shield and after Gallente in armor). So give them the best recharge delay ? I think it's not a good idea at all. Minmatar are already the best assault (with the amarr) because they are the more speed, they have an amazing stamina and stamina regen, and they can make double tanking. (I don't speak about the racial bonus which is very good).
I agree shield must have a little buff. Your other proposals are very good, but (I say it again : if I've good understood it) I don't like the 3rd.
For the 4. : Yeah good idea, but with more precisions :
- Shield extenders : * decrease the deplayted shield recharge delay. That's just useless and destroy the shield regen... * increase the shield extenders HP (44, 66, 77) OR decrease the PG/CPU cost.
- Shield recharger/energizers : * Buff the shield energizers * Decrease the shield energizers penality
- Shield regulator : They are good at the moment
Like a dream
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Pokey Dravon
OSG Planetary Operations Covert Intervention
3983
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Posted - 2014.12.15 21:44:00 -
[34] - Quote
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.
1 Modules Shield| 30.00 HP/s * 5s = 150 HP Armor| 11.88 HP/s * 10s = 119 HP
2 Modules Shield| 45.53 HP/s * 5s = 227 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 strikes 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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
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PLAYSTTION
GamersForChrist
377
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Posted - 2014.12.15 22:28:00 -
[35] - 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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Killer's Coys
Prima Gallicus
187
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Posted - 2014.12.16 08:41:00 -
[36] - 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.
Great comparaison
But which Caldassault put 3 shield rechargers ?
Of course we see caldari hava a better regen, of course. But we must not forget the other problems...
Example : - A gallente with 3 complex armor repair can put 2 enhanced armor plate, and so have much more armor than Caldari have shield (2*130 compared to 2*72.6) - When a caldassault is recharging after a battle, and a redberrie shot on you at 70m with an assault rifle, you get less than 2hp damage, but the recharge is stopped, and you have to wait 5 sec (again) - Flux grenades destroy all the shield. And with the f****** penality on the shield extenders, you have in the *caca* - There isn't any shield repair tool (yet) so a shield tanker against an armor tanker + logi (repair)
For me, shield has advantages and inconvenients... For me the battle between them is balanced (or just increase a bit the HP on a shield extender ? )
Whatever, the discussion is great
Like a dream
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