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Bethhy
Ancient Exiles.
2785
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Posted - 2014.12.28 01:01:00 -
[1] - Quote
When thinking of revamping shield and armor parity in DUST as you move forward with balancing efforts ...if we could think of an infantry shield repair or support tool to further balance the need for shield suits in squad play.
But what could work as a general concept for a shield remote shield repair module or support module that would be balanced? as shields offer some distinct advantages that armor can't when repaired actively.
What most people seem to hint at is a Shield tool that Resets or completes the Delayed recharge rate for shields.
Basically a tool that you can take out and activate on a Mercenary with low shield or no shield.. and reset their depleted counter.. allowing their suit to naturally start regenerating shield at the suits rate.
So a Mercenary taking cover after a fire fight would need The shield tool first then pull out an armor rep to continue. Or a well coordinated Logi team of Armor repair and shield repairers working together.
COuld make for some amazing gameplay.
Vehicle Remote Repairers
Vehicles.... It would be awesome if shield and armor remote repair was Done on LAV's..... To have Logi LAV's back... But the Remote shield or armor repair is in the form of a Small turret mounted in the back and requires a "Gunner" to operate. Possibly with a similar locking mechanic that is used with infantry repair tools.
Would create some very neat medic teams where both can share warpoint bonuses from the vehicle and offer on the fly medical assitance to mercenaries pushing or defending objectives...
Along with being able to be a fast mobile support unit for team vehicle repairs and support. |
Bethhy
Ancient Exiles.
2788
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Posted - 2014.12.28 03:56:00 -
[2] - Quote
Apocalyptic Destroyer wrote:The shields don't need a repair tool. That would make them tremendously over powered. Due to the shields being repaired at a constant rate. What the shields need are tools that boosts the shields.
Example: It would work exactly like the shield boosters do on vehicles. The tool would administer a boost to the shield but would overheat. The tiers for the overheat were if I remember, 20 sec basic , 15 sec adv , and 10 sec for proto. I did however forget the numbers I had for the initial boost it would give the shields.
Doesn't make any sense for a Logi to run any of this tactically...
It does if you just put yourself in the mind of someone being supported.
Shield tools should never act like an Armor repair does... Giving consistent streams of health.. Unless provided directly from a vehicle.. Which offers a completely different tactical scenario.
It should either trigger the Recharge delay and set it at 0... Hold your button... Bam, module activates... Triggers the Mercenaries shields and they start regenerating at the suits natural rate. They get shot again? it stops, as it is just the suit it's self recharging.
Shield suits naturally have high shield recharge.. and are fitted slightly around Shield with module. Just triggering it's natural shield regeneration with a module is enough.
- Or Atim's suggestion, Where Shield repair only is offered in Burst health values... Say 100-200 shield.. Hold your button down.. it charges like a Forge gun.. Then energizes yoru shields with 100-200 more shield... Instead of a consistent stream. |
Bethhy
Ancient Exiles.
2790
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Posted - 2014.12.28 04:43:00 -
[3] - Quote
Buwaro Draemon wrote:A shield repair makes no sense. Since a repair tool REPAIRS which means something is broken.
Shields don't break. They deplet for over usgae and go off when they abosrb too much damage.
Now, a module or some equipment that would help boost the recharge rate of depelted shields instantly makes more since. But only once per use and then the module/equipment goes into overheat.
Kinda like the shield boosters for vehicles.
If added that plus a damage percentage in order to break the shield's recharge cycle, shield vs armor would get pretty balanced.
It's a Valid Point.
I think there should be a cooldown per mercenary... But I think it should be able to be used on multiple Mercenaries while having it out.. With a 5-10 second cooldown set on the mercenary you just boosted the recharge on...or something.
In Eve it's Shield Transporters. Would be kinda neat if a Logi could transport their Shield percentage value to another Mercenary..
Then run Heavy Shield Rechargers/Energizers and Regulators to facilitate the Logi suit to always have shield to transport to another Mercenary.
Then do it like EVE... Where Shield Transporters will also Create 5-10% more shield in the process so SHield Logi's could chain up. and keep their shield running.
There could be such more interesting play if we had suits dedicated to running shield and suits dedicated to running armor..
Every suit brick tanking is strangling such an amazing concept for a dynamic battlefield. |
Bethhy
Ancient Exiles.
2801
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Posted - 2014.12.29 01:05:00 -
[4] - Quote
Vesta Opalus wrote:Bethhy wrote: Shield suits naturally have high shield recharge.. and are fitted slightly around Shield with modules such as Energizers and Rechargers. Just triggering it's natural shield regeneration with a module is enough.
This isnt really true, the best shield recharge is the Cal Scout at 50 I think, most of the other ones hover around 20-30, which is very slow compared to repair tool repair rate, much less repair tool + rep modules repair rate.
Yes stock shield values of say the most "Tanky" Shield suit for example The Caldari Sentinel Proto.. Is 550 Shield and 30 repair rate. With energizers and skills your only sitting around 50-60.
But then again what people forget is that there are inherent negatives and positives to shields and armor.
Yes shields have less health pool and even now they have no logistic backup... But shield suits move at a fast rate which is pretty huge in a FPS....
Versus an Armor suit which is moving very slowly and generally easier to aim at and hit.
Kinda why i think the module should have no cooldown.
If Rattati and CCP Shanghai do feel there is a logistical hole for Shield suits in squad play and team play in DUST... And they do wish to add a module that does support shield.. It would probably be with a balance around shield suits and modules as a whole.
If Shield suits had a naturally high Regeneration rate... But a limited armor health pool... Then there would be more dedicated shield suit fits...
Much like if Armor suits had significantly lower Shield health pools... Then they would use Highslots more for damage mods and Scan modules. Where as shield suits would use more damps and Green and red bottles |
Bethhy
Ancient Exiles.
2801
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Posted - 2014.12.29 12:51:00 -
[5] - Quote
Sicerly Yaw wrote:shield repair tools should work exactly as armor repair ones do. they should not make shields start to rep themselves at their fixed or altered rate but instead just simply give a certain amount of shield per rep. since armor reps work along with the suits already repping armor I'd suggest going off of eve and how the armor and shield repair drones work. I don't see why this isn't a thing already and its probably because of the amount of people complaining about shield tankers in previous updates but I would like to see this implemented seeing as to how shield repair is a thing in eve online. Also I would like to add the idea of shield transfer and maybe even armor transfer giving logistics and even more vital role they could give up their own shield/armor to give to an ally in need putting them in danger but giving their team an advantage I don't know how exactly this would work in dust but again we could use the existing model in eve to make something similar out of it.
Shield repair is a thing in EVE, but armor and shield have distinct differences in EVE even with remote repairs and transporters themselves.
Armor repairs in EVE have always offered significantly more health repaired in an activation cycle... but at a longer cycle rate.
Where shield transporters offer significantly less shield per repair.. But with a much quicker cycle time.
The main difference in DUST is speed. Shield suits are gonna be moving significantly faster... are gonna be much harder to hit and still have all that armor as a buffer to actually surviving if their shield fails...
Yes armor repairs more... But armored targets also receive ALOT more damage because of their inherent disadvantages. |
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