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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7206
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Posted - 2015.02.15 04:58:00 -
[1] - Quote
alright knuckleheads I'm gonna throw out aconcept and we're going to break it, then see if we can put it back together in a semi-balanced way:
Shield recharge is the keystone of shield tanking.
So let's look at the reps. there's no shield transporter, and I'm willing to bet that's a ways off.
So let's look at the two recharge delay penalties. We have two, which seems redundant.
So let's assume the only recharge delay we keep is the depleted delay. Regen happens until your shields pop.
What breaks?
Can you think of a way to mitigate this?
Bear in mind the recharge penalty on extenders is a depleted delay penalty, so it doesn't affect the "Your shields are at half" delay.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7206
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Posted - 2015.02.15 05:07:00 -
[2] - Quote
jordy mack wrote:make it a low slot mod that reduces ur regen rate but eliminates the delay?
this is a mental exercise to see if the concept easily breaks under the strain of math. if it doesn't, then well we may have found the buff shields needed.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7206
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Posted - 2015.02.15 05:17:00 -
[3] - Quote
Atiim wrote:A Shield Extender on an Assault will raise your regen to 40HP/s (maybe 50HP/s on the CalAssault), so you would be negating at most 10% Weapon DPS.
It would be a buff to those who quickly shift between cover and would make Shield suits difficult to destroy if you're not a a good shot and keep missing but beyond that I don't see it causing many problems. It might also give the Cal/MinSents an advantage over the Gal/AmSents if there in a place with cover to get behind.
Could possibly become a problem if someone decides to stack Enegizers, but that will destroy your CPU to the point where you couldn't make a good fit, and it reduces your potential Shield HP along with reducing your actual HP thanks to the penalty so it wouldn't be viable outside of troll posts.
extenders don't affect regen rates atiim. Only rechargers and energizers do that.
Extenders penalize your depleted delay.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7206
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Posted - 2015.02.15 05:30:00 -
[4] - Quote
what HP/S level breaks the game do you think?
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7207
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Posted - 2015.02.15 05:58:00 -
[5] - Quote
so at two 25% mods that brings the regen of a calassault up to 50/s roughly.
this seems enough to mitigate some fire from a scram if you're not getting hit 100%
Given the much deeper HP pools or armor, I'm willing to bet 50-60 regen won't break a lot.
this is to see where the sweet spot lies.
because there's got to be a way to do this.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7207
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Posted - 2015.02.15 06:09:00 -
[6] - Quote
gustavo acosta wrote:Breakin Stuff wrote:so at two 25% mods that brings the regen of a calassault up to 50/s roughly.
this seems enough to mitigate some fire from a scram if you're not getting hit 100%
Given the much deeper HP pools or armor, I'm willing to bet 50-60 regen won't break a lot.
this is to see where the sweet spot lies.
because there's got to be a way to do this. This is how an optimal shield tank suit is fit if it helps figure junk out. that's almost identical to the setup I was fiddling with
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7207
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Posted - 2015.02.15 06:25:00 -
[7] - Quote
gustavo acosta wrote:Breakin Stuff wrote: that's almost identical to the setup I was fiddling with
Well this is how most shield tankers suggest fittings to others, it's also my main example to demonstrate that shield tanking isn't that bad. 540 shields you get almost all of it back in 10 seconds I don't see a problem with shield tanking, but maybe someone will point it out to me.
the problem most people have is the comparatively shallow potential EHP pool combined with the horrendous damage that a viziam laser rifle or scrambler will do to your suit.
plasma rifles are just as bad, as is getting caught in a PLC splash.
But the simple fact is shield suits can't take as much of a beating. this isn't a problem per se but for example, the base delay of a calassault (non-depleted) is 4 seconds of losing your cool, but if you get your shields completely dumped it's a base of 1 sec.
I was thinking if we simply changed the depletedon the suits to the higher values and eliminated the non-depleted somehow it would allow enough mitigation to allow them not to die instantly to a random shieldcracker
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7228
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Posted - 2015.02.16 15:10:00 -
[8] - Quote
The question is whether it can be made to work and if so, how?
You can safely assume I consider 123hp/s calsent broken without the delay.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
7232
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Posted - 2015.02.16 21:38:00 -
[9] - Quote
holy f*ck someone on this forum can READ!
FLEE WHILE YOU CAN JATHNIEL!!!
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