Thaddeus Reynolds
Facepunch Security
135
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Posted - 2014.12.26 00:29:00 -
[1] - Quote
Pokey Dravon wrote:While you can't make a direct comparison between EVE, I'll share a couple stats with you in regards to passive shield regen, specifically with one of my Drakes, which is a Caldari Battlecruiser well known for being very good at passive shield tanking. This is a pretty average fit, fit with Tech II modules so nothing fancy like Officer level, but not entry level either.
Shields Regen 100% of the time Shields Regen is not constant, it maxes out when shields are at 50%, and regens extremely slow at 1% and 99%. So Regen rate is like a bell curve.
14,470 Shield HP Total Time to Regen to Full Shields: 450s (7.5 minutes) 2 Large Shield Extenders (together they over double my shield HP) 2 Invulnerability Fields (-30% damage each, these run constantly) 2 Power Diagnostic Systems (+5% to shield HP each (which in turn increases shield regen rate by a similar amount) 3 Field Purger Rigs (Decreases shield recharge time time by 20% each, but increases my signature, making it easier for enemies to hit me)
(There are other damage and speed modules, but they are unrelated to defenses or regen)
Unfit, without skills, it looks like this:
5,250 Shield HP Total Time to Regen to Full Shields: 1,400s (23.3 minutes)
Unfit, with skills, it looks like this: 6,562 Shield HP Total Time to Regen to Full Shields: 1,050s (17.5 minutes)
Now, anyone that has played EVE can attest to the sheer tanking ability of the Drake. I even use it for some missions that typically require a Battleship, because the Drake can rival some battleships in terms of defense and do so with a higher movement speed. So all in all, the Passive Drake is a pretty damn tanky ship. However, what I'm getting at with all of this is that most of its fit is devoted to boosting its passive regen, HP, and resists. I would freaking love to have this in the shape of an HAV.
That being said, look at the massive difference in the final fit in terms of HP and regen compared to its base stats, even with skills.
220% more shield HP 233% faster passive shield regen
I mean yes Dust isn't EVE, and the gameplay is a different pace so direct values are not compatible. However what you can look at is the comparative values of a fit shield vehicle vs a non-fit shield vehicle and see that compared to Dust...modules and fits in EVE make a much bigger difference in terms of a fit's performance than they do in Dust.
So yeah, shields do recharge passively and constantly, but unless a fit is specifically set up to boost that passive recharge rate....it's really not all that useful, since in the case of the Drake, you're looking at 17.5 minutes (with max skills) to get your shields back. Even if we speed that up x5 to account for Dust's faster gameplay, you're still looking at 3.5 minutes just to get all your shields back with the natural shield regen and no modules boosting it faster. Also note that while shield extenders do effectively increase the regen rate, they do not increase the amount of time it takes to completely recharge the shields (since they increase the rate as well as the amount of shields needed to recharge), so even with extenders, it would still take 3.5 minutes to completely recharge with natural shield regen.
To put it into perspective of what amount of the fit is devoted to the passive regen fit...
Rigs: (100% devoted to defense) 3/3 (+Recharge Rate, with penalty of being easier to hit)
Medium Slots (High Slots in Dust): (66% devoted to defense) 2/6 +HP (Increases recharge rate, but not total recharge time) 2/6 +Hardeners (Reduce Damage, can be run constantly)
Low Slots: (50% devoted to defense) 2/4 +HP (Increases recharge rate, but not total recharge time)
So....there you have it, just trying to be informative in how fitting shields, specifically passive fits, works in EVE. Take it as you will, just trying to be informative for the sake of the conversation.
Not disagreeing with your point, just pointing out that peak shield regeneration occurs at around 32-33.3% shield HP remaining, but slows down dramatically quickly after that (it's not entirely balanced around 50% as would be nice for theoretical models)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Thaddeus Reynolds
Facepunch Security
137
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Posted - 2014.12.27 20:39:00 -
[2] - Quote
Pokey Dravon wrote:Heres a thought, as a general principle to adhere to.
Natural Shield Regen < STD Armor Repair < STD Shield Recharger < ADV Armor Repair < ADV Shield Recharger < PRO Armor Repair < PRO Shield Recharger
opposed to how it currently works which is
STD Armor Repair < ADV Armor Repair < PRO Armor Repair < Natural Shield Regen
which I find to be....rather messed up.
easily accomplished by setting base HAV shield Regen to regen the shield buffer in 60s...can we add in natural armor regen below Natural Shield Regen...as It is a nice convinience to have on derpsuits, I think vehicles could benefit from it (currently my idea is basing the base armor Regen for the HAVs off the natural regen time of the Heavies)
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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Thaddeus Reynolds
Facepunch Security
137
|
Posted - 2014.12.30 03:35:00 -
[3] - Quote
True Adamance wrote:Thaddeus Reynolds wrote:Pokey Dravon wrote:Heres a thought, as a general principle to adhere to.
Natural Shield Regen < STD Armor Repair < STD Shield Recharger < ADV Armor Repair < ADV Shield Recharger < PRO Armor Repair < PRO Shield Recharger
opposed to how it currently works which is
STD Armor Repair < ADV Armor Repair < PRO Armor Repair < Natural Shield Regen
which I find to be....rather messed up. easily accomplished by setting base HAV shield Regen to regen the shield buffer in 60s...can we add in natural armor regen below Natural Shield Regen...as It is a nice convinience to have on derpsuits, I think vehicles could benefit from it (currently my idea is basing the base armor Regen for the HAVs off the natural regen time of the Heavies) Oh god no. Please don't suggest armour ever have passive regeneration. Don't ruin HAV for me like you did infantry.
Eh, it was just an idea (with a gunnlogi having a total of 6 hp/s passive armor regen under the system I would propose for it) but I'd be fine with it not being added in...either way would work
Khanid Logi and Tanker, sometimes AV Heavy or Sniper.
I believe all these roles are support for front line soldiers.
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