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The-Errorist
933
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Posted - 2014.12.24 21:49:00 -
[1] - Quote
Trello card about shield regen If a Gallente vehicle dedicates 1/3 of it's low slots to repair (w/ complex armor repair module), it should be better than the base repair rate of a Caldari vehicle of the same class, similar to how it is with assault dropsuits.
Trello card about vehicles having base armor repair
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
933
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Posted - 2014.12.24 21:50:00 -
[2] - Quote
Suggested base shield recharge rates: For HAVs: Sica/Gunnlogi: ~ 120 hp/s
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
933
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Posted - 2014.12.24 21:57:00 -
[3] - Quote
Suggested base armor repair rates: Baloch/Methana/Gorgon/Grimsnes/Soma/Madrugar: Base armor repair rate: 25 hp/s Onikuma/Saga/Viper/Myron/Sica/Gunnlogi: Base armor repair rate: 15 hp/s
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Dauth Jenkins
Titans of Phoenix
623
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Posted - 2014.12.24 21:59:00 -
[4] - Quote
The-Errorist wrote:Suggested base armor repair rates: Baloch/Methana/Gorgon/Grimsnes/Soma/Madrugar: Base armor repair rate: 25 hp/s Onikuma/Saga/Viper/Myron/Sica/Gunnlogi: Base armor repair rate: 15 hp/s
did you mean shield repair rates for the caldari vehicles? cause right now no vehicle has innate armour reps
-Sincerely
--The Dual Swarm Commando
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The-Errorist
933
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Posted - 2014.12.24 22:30:00 -
[5] - Quote
Dauth Jenkins wrote:The-Errorist wrote:Suggested base armor repair rates: Baloch/Methana/Gorgon/Grimsnes/Soma/Madrugar: Base armor repair rate: 25 hp/s Onikuma/Saga/Viper/Myron/Sica/Gunnlogi: Base armor repair rate: 15 hp/s did you mean shield repair rates for the caldari vehicles? cause right now no vehicle has innate armour reps No, I'm suggesting adding base armor repair to vehicles.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
2719
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Posted - 2014.12.25 01:31:00 -
[6] - Quote
I like the idea for base armor repair, but I think it should be scaled with base hp (tanks > LAV). Armor repairs should be nerfed accordingly as well.
Dust is there! I was real!
Dear diary, Rattati senpai noticed me today~
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16265
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Posted - 2014.12.25 02:08:00 -
[7] - Quote
The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s
Too high for fitting not modules.
Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level.
In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Harpyja
Legio DXIV
2221
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Posted - 2014.12.25 06:34:00 -
[8] - Quote
True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. I don't want to go back to the days where I had to sit idle for minutes waiting for my shield to recharge fully whereas Madrugars recovered full EHP in less than a minute. A regen of 30 is a joke and 60 is compleletly laughable for a regen oriented fit. Add the high HP as you claim and suddenly your regen fit will take minutes to fully recover from depleted shields. Just no.
Either have the option of a true regen fit that has base hp stats but an extremely high regen rate or the current option of having no regen in battle but with more EHP and a decent recovery rate out of battle
"By His light, and His will"- The Scriptures, 12:32
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4154
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Posted - 2014.12.25 06:50:00 -
[9] - Quote
Natural Shield Regen < Fitted Armor Armor Repair < Fitted Shield Regen
Is how I see it.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Godin Thekiller
The Corporate Raiders Top Men.
2671
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Posted - 2014.12.25 08:01:00 -
[10] - Quote
this is silly, simply for the reason of thinking that infantry reps actually works better than the old active reps.
Oh, Pokey, I'm going dark, on a trip, and internet is ****** here. Hold the fort, tell the skype channel I said merry Christmas, except for Xel; tell him that I asked for my goddamn ice cream. I might be back for the podcast, probably not (airport security Is usually a ***** -_-
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Blup Blub Bloop. Translation: Die -_-
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Sir Dukey
Murphys-Law General Tso's Alliance
1374
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Posted - 2014.12.25 17:09:00 -
[11] - Quote
I don't know about you but shield vehicles should blow Armor tanks out of the water when it comes to regen. It's not fair armor vehicles get 2x more hp per HP mods, start with 1.5x more hp base, have more straight line speed, passive 200+ armor regen ect. That is ludicrous.
A normal caldari Assault has base shield repair of 30, a Gallante suit needs 3 complex Armor repair mods just to get there. Here is where balance comes in, Caldari Assault has a 5 sec delay and 7 sec depleted delay.
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Sir Dukey
Murphys-Law General Tso's Alliance
1374
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Posted - 2014.12.25 17:13:00 -
[12] - Quote
Harpyja wrote:True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. I don't want to go back to the days where I had to sit idle for minutes waiting for my shield to recharge fully whereas Madrugars recovered full EHP in less than a minute. A regen of 30 is a joke and 60 is compleletly laughable for a regen oriented fit. Add the high HP as you claim and suddenly your regen fit will take minutes to fully recover from depleted shields. Just no. Either have the option of a true regen fit that has base hp stats but an extremely high regen rate or the current option of having no regen in battle but with more EHP and a decent recovery rate out of battle
back in the day, even 60 passive regen was about 1% of our total shields per sec and maybe even less. Even though we only had about 25-30 passive and stupidly slow active ones. Where as armor ones gave 300-400 hp every second, out shield active reps gave 325 ever 2 seconds which in total (15 second duration) added up to about 1000-1500 shield which was just stupid. Armor tanks tanked better and repped better. They need to pick one.
Adamance doesn't know how to balance sh*t. He's biased AF toward armor.
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Sir Dukey
Murphys-Law General Tso's Alliance
1374
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Posted - 2014.12.25 17:15:00 -
[13] - Quote
True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate.
I take 80 minimum. 30 is stupidly low. A fitted one should be giving about 150. No joke dude, get lost with your armor biased bull ****. Armor vs Shield balance wasn't that great in chromosome either.
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Spkr4theDead
Red Star. EoN.
2617
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Posted - 2014.12.25 18:02:00 -
[14] - Quote
True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. From what I've heard of EVE lore, adding shield extenders increases the regen rate. It's in my vehicle thread.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Spkr4theDead
Red Star. EoN.
2617
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Posted - 2014.12.25 18:03:00 -
[15] - Quote
Sir Dukey wrote:True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. I take 80 minimum. 30 is stupidly low. A fitted one should be giving about 150. No joke dude, get lost with your armor biased bull ****. Armor vs Shield balance wasn't that great in chromosome either. Achieving balance between armor and shield won't be easy. I don't remember much of Chrome, except that it was the best I've experienced for tanks, but for Uprising 1.0 throughout, armor was the best hull by far. Now, it's shield, but if you have the experience, you can make an armor tank work.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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Shinobi MumyoSakanagare ZaShigurui
Onikanabo Brigade Caldari State
1586
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Posted - 2014.12.25 18:14:00 -
[16] - Quote
This is a good discussion .
Doubts are like flies and should be treated as such and crushed .
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Sir Dukey
Murphys-Law General Tso's Alliance
1374
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Posted - 2014.12.25 18:16:00 -
[17] - Quote
Spkr4theDead wrote:Sir Dukey wrote:True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. I take 80 minimum. 30 is stupidly low. A fitted one should be giving about 150. No joke dude, get lost with your armor biased bull ****. Armor vs Shield balance wasn't that great in chromosome either. Achieving balance between armor and shield won't be easy. I don't remember much of Chrome, except that it was the best I've experienced for tanks, but for Uprising 1.0 throughout, armor was the best hull by far. Now, it's shield, but if you have the experience, you can make an armor tank work.
I've driven both armor and Shields and Armor is much easier to maintain than shields. Especially in Chromosome armor hardeners gave 25% resistance and lasted 60 secs w/ 15 sec cool down where shield hardeners lasted 10 secs with 30 sec cool downs. Also, now Armor tanks are still easier to drive, there is really nothing armor tankers have to moderate, their reps are passive whereas shield tankers have to know exactly when to turn on the booster because if you activate it at the wrong time, it gives no shields.
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Lazer Fo Cused
Shining Flame Amarr Empire
291
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Posted - 2014.12.25 20:33:00 -
[18] - Quote
1. Shield regen needs to be constant
2. Adding shield extenders should increase shield regen rate
3. I am against native armor regen like on current armor suits, i dont get it in EVE i shouldnt get in DUST |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
16273
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Posted - 2014.12.25 21:41:00 -
[19] - Quote
Sir Dukey wrote:True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. I take 80 minimum. 30 is stupidly low. A fitted one should be giving about 150. No joke dude, get lost with your armor biased bull ****. Armor vs Shield balance wasn't that great in chromosome either.
80 per second for doing jack ****?
Dream on mate.
*"He spoke, and we made it so all worlds were one, all peoples were one, all faiths, creeds, and nationalities were one.
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Megaman Trigger
Knights of Eternal Darkness
163
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Posted - 2014.12.25 22:07:00 -
[20] - Quote
This debate about innate reps and better shield regen would be in addition to the current passive rep and boosters modules, right?
Purifier. First Class.
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Sir Dukey
Murphys-Law General Tso's Alliance
1375
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Posted - 2014.12.25 23:15:00 -
[21] - Quote
True Adamance wrote:Sir Dukey wrote:True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. I take 80 minimum. 30 is stupidly low. A fitted one should be giving about 150. No joke dude, get lost with your armor biased bull ****. Armor vs Shield balance wasn't that great in chromosome either. 80 per second for doing jack ****? Dream on mate.
Just like you armor tankers got 1300 armor more than my shield tank for doing jack. Get lost dude, you don't know sh*t, on the inside you're like Atiim "Make my sh*t OP please".
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4161
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Posted - 2014.12.26 00:16:00 -
[22] - Quote
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 +Shield HP & Recharge Rate
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Thaddeus Reynolds
Facepunch Security
135
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Posted - 2014.12.26 00:29:00 -
[23] - 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)
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I believe all these roles are support for front line soldiers.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4161
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Posted - 2014.12.26 00:44:00 -
[24] - Quote
Oh its not 50%? Huh, I am indeed misinformed then. Thank you for pointing that out.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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DeathwindRising
ROGUE RELICS VP Gaming Alliance
767
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Posted - 2014.12.26 04:40:00 -
[25] - Quote
Spkr4theDead wrote:True Adamance wrote:The-Errorist wrote:[Suggested base shield recharge rates]:
For HAVs: Sica/Gunnlogi: ~ 120 hp/s Too high for fitting not modules. Return the modules that boost shield regen and make base roughly 30 points, plus Shield regen skill to unlock them @ 5% per level. In the end you can field an HAV with minimalistic trouble with high HP AND a fair regen of 50-60 per second at a constant rate. From what I've heard of EVE lore, adding shield extenders increases the regen rate. It's in my vehicle thread.
dust doesnt use that formula.
its basically shield rate = shield hp / recharge time (this is a very simplified version of it)
the recharge time is what makes it all work. but dust doesnt use it.
if we did, then increase shield hp would increase recharge rate. as would shield recharge modules would decrease shield recharge time. mixing both would give the best regen values. |
Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
12
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Posted - 2014.12.26 06:18:00 -
[26] - Quote
Sadly, i don't know too much (aka straying off topic slightly) but if the vehicle shield recharge skill did not promote armor tanking (5% to DEPLETED shields (and we all know... In a shield tank going down to armor is practically death, where the bonus is applied)). Should it change to recharge rate (not shp/s, but when recharge does begin) it would; in my honest opinion, being balancing shields vs armor.
Armor has a skill that benefits its tank (+5% to ahp/s) unlike shield (-5% to depleted shield recharge time); therefore, an armor tank benefits the shield recharge skill because the main tank (armor) has enough hp, and rep to survive until shield recharge begins. Where the armor rep on a shield vehicle simply prevents the need to go to a supply depot if you manage to survive.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
4162
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Posted - 2014.12.26 06:21:00 -
[27] - Quote
Shamarskii Simon wrote:Sadly, i don't know too much (aka straying off topic slightly) but if the vehicle shield recharge skill did not promote armor tanking (5% to DEPLETED shields (and we all know... In a shield tank going down to armor is practically death, where the bonus is applied)). Should it change to recharge rate (not shp/s, but when recharge does begin) it would; in my honest opinion, being balancing shields vs armor.
Armor has a skill that benefits its tank (+5% to ahp/s) unlike shield (-5% to depleted shield recharge time); therefore, an armor tank benefits the shield recharge skill because the main tank (armor) has enough hp, and rep to survive until shield recharge begins. Where the armor rep on a shield vehicle simply prevents the need to go to a supply depot if you manage to survive.
Well, the bonus to depletion delay is stupid, it should be normal delay.
However the last thing shield HAVs need is MORE regen, since even with skills, a Complex Armor Repairer, is still slower than an unmodified natural regen rate of a shield HAV. 25% more would be....insane. The whole skill tree as well as how armor balances against shields needs to be completely redesigned.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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Shamarskii Simon
The Hundred Acre Hood RISE of LEGION
12
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Posted - 2014.12.26 06:33:00 -
[28] - Quote
Pokey Dravon wrote:Shamarskii Simon wrote:Sadly, i don't know too much (aka straying off topic slightly) but if the vehicle shield recharge skill did not promote armor tanking (5% to DEPLETED shields (and we all know... In a shield tank going down to armor is practically death, where the bonus is applied)). Should it change to recharge rate (not shp/s, but when recharge does begin) it would; in my honest opinion, being balancing shields vs armor.
Armor has a skill that benefits its tank (+5% to ahp/s) unlike shield (-5% to depleted shield recharge time); therefore, an armor tank benefits the shield recharge skill because the main tank (armor) has enough hp, and rep to survive until shield recharge begins. Where the armor rep on a shield vehicle simply prevents the need to go to a supply depot if you manage to survive.
Well, the bonus to depletion delay is stupid, it should be normal delay. However the last thing shield HAVs need is MORE regen, since even with skills, a Complex Armor Repairer, is still slower than an unmodified natural regen rate of a shield HAV. 25% more would be....insane. The whole skill tree as well as how armor balances against shields needs to be completely redesigned.
I agree, the shp/s is good. What i want is a decrease to overall recharge time, not only depleted. Currently it is an "after thought" skill (i have no better way to explain metaphorically), where it's in affect "After" the "thought" of the main tank failing.
If the skill was +5% shp/s it would be chaotic. Very unbalanced in two seperate aspects thus not achieving "true" balance. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
4162
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Posted - 2014.12.26 06:39:00 -
[29] - Quote
Well.....I'd argue that with the way things are currently set up with fitting and whatnot the natural HP/s regen is not good in comparison to armor reps. I'd expect the current regen levels if the HAV was specifically fit for regen, not as the natural recharge rate. *points to big informational post earlier in the thread*
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
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The-Errorist
937
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Posted - 2014.12.26 12:17:00 -
[30] - Quote
Pokey Dravon wrote:Natural Shield Regen < Fitted Armor Armor Repair < Fitted Shield Regen
Is how I see it. Nicely put.
Vulpes Dolosus wrote:I like the idea for base armor repair, but I think it should be scaled with base hp (tanks > LAV). Armor repairs should be nerfed accordingly as well. Nah, no nerf to armor repairers necessary. Did infantry amor repairers need to be nerfed when native armor regen was added?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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