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The-Errorist
939
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Posted - 2014.12.31 02:20:00 -
[1] - Quote
Basically a revival of this thread. Trello card to vote on.
Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be around 10 damage and should be for all dropsuits of every race.
No longer should being hit with 1 point of damage stop shields from regenerating for long periods of time.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
939
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Posted - 2014.12.31 02:44:00 -
[2] - Quote
Jack McReady wrote:The-Errorist wrote:Basically a revival of this thread. Trello card to vote on. Having the same vehicle minimum damage to cause shield recharge pause system added for infantry would be great. That threshold should be around 10 damage and should be for all dropsuits of every race. No longer should being hit with 1 point of damage stop shields from regenerating for long periods of time. what does actually do such minor amounts of damage? every weapon ingame would always surpass the threshold. Weapons out of their optimal and effective range, like a standard assault (plasma) rifle at past 70m.
Sergeant Sazu wrote:Is this a thread about tiny amounts of damage pausing the shields?
Or is it about shields continuing to recharge until it loses a significant amount, similar to a Gunnlogi? The second one, but it should be a small amount for infantry.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
947
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Posted - 2014.12.31 22:51:00 -
[3] - Quote
Bump
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
951
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Posted - 2015.01.01 02:23:00 -
[4] - Quote
KING CHECKMATE wrote:Amazing idea.,
I would increase the damage needed to 15% thou. It's not a percent, its a flat number.
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
959
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Posted - 2015.01.02 23:19:00 -
[5] - Quote
bump
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
971
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Posted - 2015.01.26 11:03:00 -
[6] - Quote
It seems as if that bump attempt was unsuccessful. Does anyone have anything to say about that or more importantly, this thread?
MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill AKA Enkouyami (Main PSN).
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The-Errorist
1049
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Posted - 2015.02.16 00:33:00 -
[7] - Quote
Songs of Seraphim wrote:The-Errorist wrote:It seems as if that bump attempt was unsuccessful. Does anyone have anything to say about that or more importantly, this thread? Other than its needed to make shields comparable to armor? It's greatly needed, but there isn't a clear way to implement this... Caldari and Minmatar should have higher... Tolerance. Can't think of the word. Threshold Maybe; how does 10 for amr/gal, 11 for min, and 12 for cal sound?
Suits, Tanks, a mode
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The-Errorist
1049
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Posted - 2015.02.16 01:12:00 -
[8] - Quote
Cat Merc wrote:Assault Combat Rifles and HMG's would basically not be able to stop shield recharge out of CQC.
At the max effective range, an Assault Combat Rifle does 6.3 damage per shot. Note that this is supposed to be EFFECTIVE range, as in, can still hurt even if it doesn't do it too well.
A shield threshold would need to be around 5 or so. While I agree that random bits of damage from 200m away stopping your shields is annoying, up to the effective range all weapons should be able to stop shield recharge. Saying it would only be effective at CQC is exaggerating; optimal range of standard plasma rifles is up to 69m and that's hardly just CQC. You're also not considering that projectile weapons have a 15% damage penalty against shields, plasma rifles have a 10% bonus towards shields, and people can raise their plasma rifle proficiency skill; 10-12 damage threshold really isn't that bad for plasma rifles.
Effective range in my opinion is the range where you can still get your armor hurt, but not stop shield regen if you're doing tiny damage. A standard assault plasma rifle at 70m doing 10.2 shield damage, a standard combat rifle at 84m doing 6.9 shield damage per shot, or a standard HMG at 52.5m doing 4.6 shield damage, being be able to stop shield recharge would be a bit excessive.
Suits, Tanks, a mode
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The-Errorist
1053
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Posted - 2015.02.16 21:36:00 -
[9] - Quote
Logi Bro wrote:...
The shield threshold needs to be a certain amount of damage over a certain period of time to prevent that problem. Like I already suggested, 50 damage over 5 seconds. I believe Cat Merc said the AR does ~6 damage per shot at max effective, that means 9 bullets within 5 seconds would break threshold. Not too much to be OP, not too little that it makes the mechanic pointless. I don't think making it a damage over time thing is possible for our current Dust dev team.
I am changing the numbers to these: 7 for gal/amr 7.5 for min 8 for cal
and here's some math:
Assault rifle 40m optimal range 70m effective range 30.9+ù(1+.1) = 33.99 shield damage 10.2 damage at 70m at 30% (max effective range)
Combat rifle 63m optimal range 84m effective range 27+ù(1GêÆ.15) = 22.95 shield damage 6.89 damage at 84m at 30% (max effective range)
0.5 damage Gëê 2.2% 1 damage Gëê 4.4% Gëê 5m closer at 69m
0.11 more damage needed for amr/gal Gëê +0.5% Gëê 1m closer at 83m 0.61 more damage needed for min Gëê +2.7% Gëê 3m closer at 81m 1.11 more damage needed for cal Gëê +4.5% Gëê 5m closer 69m
Assault Combat rifle - couldn't get all I needed because of lack of people to test on and installations don't offer enough testing potential. 63m optimal range 79m effective range 19.8+ù(1GêÆ.15) = 16.83 shield damage 5.1 damage at 79m at 30% (max effective range)
0.5 damage Gëê 3% 1 damage Gëê 5.9% 1.95 more damage needed for amr/gal Gëê +5.75% Gëê ?m 2.45 more damage needed for min Gëê +7.2% Gëê ?m 2.95 more damage needed for cal Gëê +8.7% Gëê ?m
Suits, Tanks, a mode
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The-Errorist
1118
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Posted - 2015.04.14 16:00:00 -
[10] - Quote
Imp Smash wrote:It would be hard to find a flat number that would be balanced for weapons and combat methodology.
Might I suggest a percentage of weapon damage?
Make it 1% less than the damage outside of effective -- so all weapons have trouble stopping shield regen outside of their effective instead of a flat number. Will allow shield focused weapons to still be a threat as they have to get a bit further outside of their effective to drop below the percentage threshold. And headshots still can be helpful. Percents would be much better, but I don't think CCP can tweak their engine to handle that at this point.
Suits, Tanks, a mode
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