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Thread Statistics | Show CCP posts - 16 post(s) |
Lorhak Gannarsein
Nos Nothi
4299
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Posted - 2015.02.18 14:16:00 -
[1] - Quote
Breakin Stuff wrote:Tesfa Alem wrote:Breakin Stuff wrote:Oh I found out you can't interrupt shield boosters. they only get one pulse for the listed amount.
if you take damage, it just eats part (or all) of that benefit entirely.
so instead of 5 pulses that result in say 1950 HP repped to shields it just does it all at once, rather than spacing it out over 10-15 seconds.
So I dunno what people are thinking when you say you can "interrupt" the regen. Its because when you take hits while you've activated the booster, the booster cuts out. This usually happens under blaster fire, when the shields are under continuous damage. You wouldn't notice it as AV infantry attacking with a forge or swarms, as that break in between shots is long enough for the entire pulse to go off and raise shields. Its one of those tank v tank nuances. Easy enough for anyone to verify, take a base sica that comes with a default shield booster, and get a red blaster installation to shot at you. You can't boost through incoming damage. you sure it's just not eating the booster damage?I mean if you're eating fire it's not going to top you off while ignoring the incoming and then retroactively apply the damage. If you're running a booster and during that second you eat 7 proto blaster shots, that's well over 700 damage. Which comes right off the top of the regained HP.So yeah it's going to appear to "interrupt" now if you're running a complex heavy booster for 1950 and you take the 800 ish damage but you only rep 300 in that time then yeah I can see a problem. No, shield boosters actually force a regen pulse for 1950; they can be cancelled.
They are garbage against everything except missiles.
Well, here goes nothing!!!
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Lorhak Gannarsein
Nos Nothi
4299
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Posted - 2015.02.18 14:40:00 -
[2] - Quote
right, so I've just built a Cv.0 with just under 5k shields, a hardener, a nitrous (I used to swear by the thing back in Uprising) and a proto railgun. I didn't require any CPU or PG modules like I do right now; instead I've got a complex light plate and an ammo mod.
Now, as a tanker this seems almost too good to be true; my fitting is pretty balanced and manoeuvrable (and therefore hella fun) but the forge-gunner in me is weeping in agony.
How am I expected to deal with a monster like that? 8k shield EHP plus a nitrous and a damage mod?
And hell, True's 7500 base shield behemoth? 12500 EHP of shields; slow, I admit, but impenetrable with or without shields up.
The only thing capable of taking down an HAV will be another HAV. This isn't Uprising anymore, and I don't see the value in that meta anymore; too much has changed since then.
Well, here goes nothing!!!
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Lorhak Gannarsein
Nos Nothi
4300
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Posted - 2015.02.18 14:54:00 -
[3] - Quote
DeathwindRising wrote:if fitting mods are so great, then howcome no one used them on maddys when they had no fitting capacity? its because maddy had other modules that were "better" in terms of use. shield tanks have no other modules that are functionally "better" than fitting mods. thats your fault not ours. if we had something of greater use then we wouldnt be filling our low slot with fitting mods. Just wanted to comment on this; to what point in time are you referring?
If I remember correctly the best Scattered Ion Madrugar fitting in Uprising had two PG modules.
Well, here goes nothing!!!
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Lorhak Gannarsein
Nos Nothi
4300
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Posted - 2015.02.18 15:20:00 -
[4] - Quote
Sgt Kirk wrote:Lorhak Gannarsein wrote:DeathwindRising wrote:if fitting mods are so great, then howcome no one used them on maddys when they had no fitting capacity? its because maddy had other modules that were "better" in terms of use. shield tanks have no other modules that are functionally "better" than fitting mods. thats your fault not ours. if we had something of greater use then we wouldnt be filling our low slot with fitting mods. Just wanted to comment on this; to what point in time are you referring? If I remember correctly the best Scattered Ion Madrugar fitting in Uprising had two PG modules. Lol what!? When, I've must have missed that fitting? Although to the previous post, that's why I want Power diagnostic units to come back so badly. Shield vehicles are suffering from the same issue armor dropsuits have. Lack of diverse modules in the opposite slot. Besides armor modules what modules do shields have? Ammo increase, and PG/CPU enhancers.... #BringbackPDUs Also damage control units for low slots.... Maybe I'm misremembering :{ it was a long time ago. There was definitely one.
Well, here goes nothing!!!
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Lorhak Gannarsein
Nos Nothi
4326
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Posted - 2015.02.24 07:54:00 -
[5] - Quote
Doc DDD wrote:For one large boost to work, try to program it as 10 small boosts over 1 second ( 1/10th sec each ) would work around damage bug.
maybe the problem there is that every single repair source in the game runs on a per-second basis i'm assuming that it isn't possible to change that. It may be possible for the booster to momentarily set the amount of damage required to break shield regen to some arbitrarily high number, to make it impossible to deal enough damage to break the regen before the booster fires.
(so, for the sake of argument it takes 50 damage to break regen now; make a booster change that number to 5000 for one second, which would be just long enough to force the regen to take place).
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Lorhak Gannarsein
Nos Nothi
4341
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Posted - 2015.02.25 14:54:00 -
[6] - Quote
Takahiro Kashuken wrote:True Adamance wrote:I've basically be using the two common Gunnlogi fits since their inception.....half the reason the 5300 one works as well as it does is that it has enough hardened and unhardened tank to survive until you could get your shield regen to kick in.
It was basically a passive tank for all intents and purposes but with significantly higher rep values than it should have had. I don't think it is unreasonable to suggest that a passive shield rep rate take 90 seconds without imput from boosters. The 5300 HP Gunnlogi was never used in a PC and never will be because frankly it is useless. It is a pub fit at best and also the regen can be stopped and the only way you escape is by hiding in the redline or having AV save you. hate to agree with him, but he's right; a combination of damage mods, plates and hardeners tends to be most effective in terms of both raw eHP vs DPS and in terms of regeneration; the 5300 shield fitting can absorb a first strike before you activate hardeners, true, but it prevents you from taking damage mods and complex extenders are extremely resource-intensive and prevent you using your low slots for tank.
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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Lorhak Gannarsein
Nos Nothi
4354
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Posted - 2015.03.02 14:13:00 -
[7] - Quote
True Adamance wrote:Even four seconds boggles the mind. That's a more than a total of 2230 DPS or 9000 damage in Alpha!
Not many things can achieve this. I simply want to know how you suffered this kind of catastrophic damage within your established parameters (strikes me that JLAV are not likely used in PC).
Also while the redline certainly is a useful tool as a safe zone for redeployment, resupply, and to gain a little bit of battlefield perspective I've long been wishing for a no fire zone in the redline. Deliberately hiding in there because you are unwilling to deploy to the battlefield is somewhat shameful....but I can't begrudge the people who do it...that's their prerogative but it marks the battlefield as MINE if they are unwilling to come down onto it. Well, one Cx damage modded IAFG deals about 700 DPS before proficiency/bonuses; it's hardly uncommon to be attacked by multiple AV users, and a single Wiyrkomi MinMando will kill an unhardened Madrugar in seven seconds (assuming two damage mods and maxed proficiency we have one second between volleys and three seconds to reload. First volley strips shields, second and third take the HAV down to about 800 HP fourth volley kills the HAV. I'm also assuming two repairers, because plates are garbage). Hardened, that increases to eight seconds - the fifth volley will kill the HAV. Eight seconds is a long time; it's usually long enough to escape. The MinMando will gain some 3-400 WP out of this. If he has a friend, or he's firing invisibly, you die. One or both of these things are frequent.
It is also perfectly doable to solo a Gunnlogi as a forge-gunner; four shots from a damage-modded IAFG and two Lai-Dai Packed AV grenades will kill pretty much anything, assuming you've already forced the triggering of the hardener (if you didn't why are you bothering?).
Essentially, what's happened is that the only way to survive as a tanker is to either stay in the redline and only come out while hardeners are up and you're certain you won't be ganked upon leaving, or to be so much more skilled and prepared than the AV player that there's nothing he can do (like the idiots who insist on firing swarms at my hardened shield tank, versus the times when I dance around blasters in the street in my Sentinel to score an easy kill). In the meantime the AV player is making bank, and you're making a loss.
Guys, we need to stop calling MU a 'matchmaker' when it's actually a 'teambuilder'.
And I want to play FE:A now. Damn.
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