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Tebu Gan
Capital Acquisitions LLC Bad Intention
1287
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Posted - 2015.03.01 00:59:00 -
[1] - Quote
So I've been playing with a new shield booster fit and have come to the same conclusion I had before. That they don't work the way you expect them to work.
I have noticed some talk from people claiming that perhaps you are taking so much damage that the booster is essentially canceled out. I can confirm that this IS NOT THE CASE.
For example, a standard blaster hitting you with a hardener up. Activating the booster quite literally does nothing. Same with a swarm user who would normally not do enough damage with one volley, yet active one as you are taking damage and nothing happens.
I do wonder though if these are working as intended. My guess isn't that it provides an injection of 1900 shields as it describes, but that it KICK starts your natural regen at a much higher rate until it reaches the "boosted" amount. So by this logic, any damage that would cancel the threshold for shield regen would also cancel the booster.
Another instance that makes me think this is when I had a swarmer hitting me in a pub match. It was near the end of the match and I was a bit curious on the amount of damage I could withstand from him. So I simply took the damage, got low and activated the booster.
This is where it got interesting. I hit the booster and started repping shields back but one volley hit me right as shields started regening. I did get my full boosted amount. But as the next 2 volleys came in and made contact, my natural regen did not stop though those volleys. I was repping at a rate of 300 - 400 shields rather quickly until I was back full again. After a short break for the swarmer to reload, I took damage as normal with no funny shield regen.
TL;DR So in short, the booster kickstarts regen, at a MUCH higher rate than normal. So since it's tied into shield regen, any damage that is over the threshold that stops shield regen also neutralizes the booster. This may be intended, and if so, the description should be changed to reflect this.
Tanks - Balancing Turrets
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Proto Annihilator
16 Vandals
461
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Posted - 2015.03.01 01:02:00 -
[2] - Quote
Double harden and use a light booster. Get back to me with your results. |
Tebu Gan
Capital Acquisitions LLC Bad Intention
1287
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Posted - 2015.03.01 01:08:00 -
[3] - Quote
Proto Annihilator wrote:Double harden and use a light booster. Get back to me with your results.
My experiences were with a double hardened gunnlogi and a heavy booster. I imagine a light booster follows the same principal.
Tanks - Balancing Turrets
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Edau Skir2
Corrosive Synergy RISE of LEGION
663
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Posted - 2015.03.01 01:23:00 -
[4] - Quote
I'd much prefer Shield Boosters to work like they do in eve. An activated cycle restoring small amounts of shield with each cycle and no cooldown.
Ofc, tanks don't have Capacitors, so they'd have to implement a penalty if it was ever implemented, such as movement speed, turret rotation speed, immobilisation, etc etc.
I too have noticed that getting hit by anything after activating the booster results in nothing happening. Seems like a ridiculous way to have them work.
Logistics mk.0 / Logibro's Modified Logistics mk.0
Scout gk.0/ Scotsman's Modified Scout gk.0
Commando gk.0
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DDx77
The Exemplars RISE of LEGION
159
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Posted - 2015.03.01 01:37:00 -
[5] - Quote
For them to work properly you have to wait until your shields are down and wait for the next swarms to hit, then turn it on
Militia Bolt Pistol - Cause that fourth shot is just a waste of time
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Proto Annihilator
16 Vandals
475
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Posted - 2015.03.01 02:25:00 -
[6] - Quote
Tebu Gan wrote:Proto Annihilator wrote:Double harden and use a light booster. Get back to me with your results. My experiences were with a double hardened gunnlogi and a heavy booster. I imagine a light booster follows the same principal. Saves pg you'll need for a plate. |
Patt MaCrotch
Capital Acquisitions LLC Bad Intention
85
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Posted - 2015.03.01 02:39:00 -
[7] - Quote
Come to me Tebu, my I.A. Forge Gun needs NOMS! |
duster 35000
Algintal Core Gallente Federation
311
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Posted - 2015.03.01 02:54:00 -
[8] - Quote
Edau Skir2 wrote:I'd much prefer Shield Boosters to work like they do in eve. An activated cycle restoring small amounts of shield with each cycle and no cooldown.
Ofc, tanks don't have Capacitors, so they'd have to implement a penalty if it was ever implemented, such as movement speed, turret rotation speed, immobilisation, etc etc.
I too have noticed that getting hit by anything after activating the booster results in nothing happening. Seems like a ridiculous way to have them work.
In eve, don't shields rep less, but slightly faster?
Molestia approved
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Edau Skir2
Corrosive Synergy RISE of LEGION
664
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Posted - 2015.03.01 03:06:00 -
[9] - Quote
duster 35000 wrote:Edau Skir2 wrote:I'd much prefer Shield Boosters to work like they do in eve. An activated cycle restoring small amounts of shield with each cycle and no cooldown.
Ofc, tanks don't have Capacitors, so they'd have to implement a penalty if it was ever implemented, such as movement speed, turret rotation speed, immobilisation, etc etc.
I too have noticed that getting hit by anything after activating the booster results in nothing happening. Seems like a ridiculous way to have them work.
In eve, don't shields rep less, but slightly faster? Yeah, a T1 Small Shield Booster reps 26 shield every 2s.
Logistics mk.0 / Logibro's Modified Logistics mk.0
Scout gk.0/ Scotsman's Modified Scout gk.0
Commando gk.0
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Chimichanga66605
Capital Acquisitions LLC Bad Intention
337
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Posted - 2015.03.01 03:17:00 -
[10] - Quote
Large/Small Turrets & AV weapons stop the booster. You need to get into cover then engage the booster. If you taking damage when you activate them it will stop the boost. This was implemented when they did the "Vehicle Overhaul" in Uprising 1.7.
Mk.0 Specialist, Republic Loyalist
"Badassery is not born, but often thrust upon you." -Franklin Delano Roosevelt
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duster 35000
Algintal Core Gallente Federation
311
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Posted - 2015.03.01 03:32:00 -
[11] - Quote
Chimichanga66605 wrote:Large/Small Turrets & AV weapons stop the booster. You need to get into cover then engage the booster. If you taking damage when you activate them it will stop the boost. This was implemented when they did the "Vehicle Overhaul" in Uprising 1.7. No, it was unintentionally put in when they reduced the damage cap on shield regen.
Molestia approved
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Reign Omega
T.H.I.R.D R.O.C.K RISE of LEGION
1286
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Posted - 2015.03.01 03:39:00 -
[12] - Quote
The point of the exercise is that they don't work as advertised, whether intended or not the description should be updated to reflect the actual operations, or vice versa.
Mark a$$ tricks, and bags of dicks....
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stickey willem
D3ATH C4RD
9
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Posted - 2015.03.01 08:18:00 -
[13] - Quote
Shield abd Armor fitting maxed out. Take a gunnlogi double hardened with a basic heavy shield booster. Put a conplex cpu or pg on that for more armor. Very usefull for blaster tankers. |
Proto Annihilator
16 Vandals
482
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Posted - 2015.03.01 09:16:00 -
[14] - Quote
Chimichanga66605 wrote:Large/Small Turrets & AV weapons stop the booster. You need to get into cover then engage the booster. If you taking damage when you activate them it will stop the boost. This was implemented when they did the "Vehicle Overhaul" in Uprising 1.7.
With two hardeners you will regen thru large blaster fire. |
True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17371
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Posted - 2015.03.01 10:11:00 -
[15] - Quote
Proto Annihilator wrote:Chimichanga66605 wrote:Large/Small Turrets & AV weapons stop the booster. You need to get into cover then engage the booster. If you taking damage when you activate them it will stop the boost. This was implemented when they did the "Vehicle Overhaul" in Uprising 1.7. With two hardeners you will regen thru large blaster fire.
That's still a poor mechanics that requires a very specific kind of fitting to even function correctly. It's like your shield regeneration only working if you fit a regulator in your low slot.
"This is the Usumgal boy, the exalted dragon, wreathed in the fires of heaven. He is a true symbol of God's majesty."
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Proto Annihilator
16 Vandals
483
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Posted - 2015.03.01 10:13:00 -
[16] - Quote
True Adamance wrote:Proto Annihilator wrote:Chimichanga66605 wrote:Large/Small Turrets & AV weapons stop the booster. You need to get into cover then engage the booster. If you taking damage when you activate them it will stop the boost. This was implemented when they did the "Vehicle Overhaul" in Uprising 1.7. With two hardeners you will regen thru large blaster fire. That's still a poor mechanics that requires a very specific kind of fitting to even function correctly. It's like your shield regeneration only working if you fit a regulator in your low slot. Sometimes one has to adapt to what is, while considering what should be. |
Mejt0
Dead Man's Game RUST415
913
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Posted - 2015.03.01 11:24:00 -
[17] - Quote
Boosters are good to fight with Rail, Missiles tanks and AV.
You have to activate it between Rail/Fg shots, Swarms/Missiles volleys.
Versus blasters it's difficult but you can still manage to make it work.
Overall booster is good. Not only it restores 1900 shields but also brings back regenaration. So you get more than 1900 during 1sec.
Loyal to State
https://forums.dust514.com/default.aspx?g=posts&m=2629870#post2629870
- Mejto's trade/sale list
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Proto Annihilator
16 Vandals
490
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Posted - 2015.03.01 11:29:00 -
[18] - Quote
Mejt0 wrote:Boosters are good to fight with Rail, Missiles tanks and AV.
You have to activate it between Rail/Fg shots, Swarms/Missiles volleys.
Versus blasters it's difficult but you can still manage to make it work.
Overall booster is good. Not only it restores 1900 shields but also brings back regenaration. So you get more than 1900 during 1sec. I mostly agree. The jump is nice but the fitting on the heavy booster is too expensive. You won't survive an extra rail shot so there isn't a point fitting more than a light shield booster. Use the fitting for something else. |
Mejt0
Dead Man's Game RUST415
913
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Posted - 2015.03.01 12:03:00 -
[19] - Quote
Proto Annihilator wrote:Mejt0 wrote:Boosters are good to fight with Rail, Missiles tanks and AV.
You have to activate it between Rail/Fg shots, Swarms/Missiles volleys.
Versus blasters it's difficult but you can still manage to make it work.
Overall booster is good. Not only it restores 1900 shields but also brings back regenaration. So you get more than 1900 during 1sec. I mostly agree. The jump is nice but the fitting on the heavy booster is too expensive. You won't survive an extra rail shot so there isn't a point fitting more than a light shield booster. Use the fitting for something else.
You can activate it right after rail shot and you'll restore 2k+ shields before another shot. Saving pg on booster will only give you ability to fit one plate.
Loyal to State
https://forums.dust514.com/default.aspx?g=posts&m=2629870#post2629870
- Mejto's trade/sale list
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Stefan Stahl
Seituoda Taskforce Command
1004
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Posted - 2015.03.01 12:12:00 -
[20] - Quote
Tebu Gan wrote:I do wonder though if these are working as intended. My guess isn't that it provides an injection of 1900 shields as it describes, but that it KICK starts your natural regen at a much higher rate until it reaches the "boosted" amount. So by this logic, any damage that would cancel the threshold for shield regen would also cancel the booster. This is exactly how it works.
Boosters set shield regen to the advertised injection amount and shield recharge delay to 0 for the duration of 1 second. However, since shield regeneration works in 1 second cycles this recharge can be aborted if damage larger than the threshold value is received before the next recharge cycle is due.
Actually I believe the booster duration is a tiny bit larger than 1 second. I've once in a while noticed that small shield boosters give their bonus twice. I assume that, back when the first reports of boosters not working came in, somebody tried to fix it by extending the shield booster duration to 1.001 seconds instead of actually understanding the problem. |
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CommanderBolt
KILL-EM-QUICK RISE of LEGION
3161
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Posted - 2015.03.01 12:33:00 -
[21] - Quote
Interesting.
Honestly in all the years of playing this game, I think I have spent the least amount of time by far in a Shield tank. I really don't know that much about them. I do know I like to see them over armour tanks on the field (PLC )
Vitantur Nothus wrote: Why hide a solution under frothy pile of derpa?
MY LIFE FOR AIUR!
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Chimichanga66605
Capital Acquisitions LLC Bad Intention
338
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Posted - 2015.03.01 13:25:00 -
[22] - Quote
Proto Annihilator wrote:Chimichanga66605 wrote:Large/Small Turrets & AV weapons stop the booster. You need to get into cover then engage the booster. If you taking damage when you activate them it will stop the boost. This was implemented when they did the "Vehicle Overhaul" in Uprising 1.7. With two hardeners you will regen thru large blaster fire.
Yeah, I was talking Booster regen, not passive shield regen. I could have sworn it was a feature into the boosters that was added to the boosters during the reworking of vehicles. Oh well, to many nerf/buffs, lets fix this & break this phases to keep track of anymore.
Mk.0 Specialist, Republic Loyalist
"Badassery is not born, but often thrust upon you." -Franklin Delano Roosevelt
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1289
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Posted - 2015.03.01 18:58:00 -
[23] - Quote
Reign Omega wrote:The point of the exercise is that they don't work as advertised, whether intended or not the description should be updated to reflect the actual operations, or vice versa.
This was my intention. Let me just throw out the description provided on the module.
Quote:Once activated, this module instantly recharges a portion of your shield HP.
From this description it would seem that it is a module to activate while under fire that restores a portion of your shields. Hence, "instantly recharges a portion of your shield HP". As I described earlier, this is not how they work. If it was instant, then you would recharge the portion provided in the description, 1950 for heavy or 900 for light, regardless of incoming damage.
No where in this description does it indicate that it kickstarts natural shield regen up to the amount listed. With the given description it would seem to be an instant heal, not a module to start regen.
A better description of how they work is as follows.
Quote:Once activated, this module instantly starts shield regen and accelerates the regen amount, up to the amount listed. Incoming damage though will cancel the effect.
This is a much better description for how they actually work. But I suspect that (or hope) this was not how they intended them to work. As with previous active reppers, the regen occurred separate of your natural regen. So naturally, given the description, this is how I thought they would work.
Not tied into natural shield regen, that can be canceled by going above a certain damage threshold. For as resource intensive as they are, I'm not sure I could say they are worth it over some other options available. I mean they are one of the most expensive (PG/CPU wise) modules available, and it seems rather cheap that they can only work when not taking damage.
As many have said here, using a light booster in place of the heavy will save resources to spend on filling your low slots with better armor, and still provide nearly exactly the same thing that a heavy will, due to the main advantage of kickstarting regen and not actually providing a quick injection of shields.
Tanks - Balancing Turrets
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