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Tebu Gan
Capital Acquisitions LLC Bad Intention
1287
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Posted - 2015.03.01 01:09:00 -
[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.
Fit: 2 shield hardener - Heavy booster
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1289
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Posted - 2015.03.01 19:11:00 -
[2] - Quote
Pokey Dravon wrote:
Honestly I think the intention was to simply inject x-HP and start the regen at the same time. Obviously it's not working quite that way.
What if at least on the backend it was changed to
For Duration (1 second) of boosting: Decrease Recharge Delay to 0 seconds (Starts recharge) Increases Recharge Rate by X-HP/s (Injects X-HP into shields over 1 second period) Increase Recharge Threshold to 100% (Prevents incoming damage from breaking recharge)
then obviously after the 1 second period, everything reverts back to normal. I think this would give the properly intended effect.
Sure this could work in actually making them work the way most think they should. I'm a little hesitant on increasing the recharge threshold to 100% though.
Honestly I don't think they need to start regen. It should work like a heal, healing your shields by the listed amount. With shield recharge remaining separate. It provides one pulse for the listed amount then it's done.
I mean they did this once, before the major vehicle overhaul, with the shield reppers. Each pulse provided x amount of shield for x amount of seconds. When they came out with these I really expected them to work just like that but at one pulse rather than several.
In either case, intentional or not, I would like to see the description updated to reflect actual operations. And another small thing to note, given the how resource intensive the heavy mod is, it would be best to use a small. As it would provide nearly identical results since you have to break damage to begin with.
I'll be testing a small to see if it works any better.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1289
|
Posted - 2015.03.01 19:36:00 -
[3] - Quote
Stefan Stahl wrote:Tebu Gan wrote:I'll be testing a small to see if it works any better. It doesn't. Small boosters are very important when fitting a Myron and I've been doing that a lot. However DS much more seldomly find themselves under blaster fire, so it isn't as much of a problem.
The main point though is that I can free up PG/CPU to run additional armor mods in my lows. For example a complex plate and repper or enhanced plate and basic plate large.
Tanks - Balancing Turrets
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Tebu Gan
Capital Acquisitions LLC Bad Intention
1291
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Posted - 2015.03.02 16:39:00 -
[4] - Quote
Pokey Dravon wrote:Tebu Gan wrote: Sure this could work in actually making them work the way most think they should. I'm a little hesitant on increasing the recharge threshold to 100% though.
Honestly I don't think they need to start regen. It should work like a heal, healing your shields by the listed amount. With shield recharge remaining separate. It provides one pulse for the listed amount then it's done.
I mean they did this once, before the major vehicle overhaul, with the shield reppers. Each pulse provided x amount of shield for x amount of seconds. When they came out with these I really expected them to work just like that but at one pulse rather than several.
In either case, intentional or not, I would like to see the description updated to reflect actual operations. And another small thing to note, given the how resource intensive the heavy mod is, it would be best to use a small. As it would provide nearly identical results since you have to break damage to begin with.
I'll be testing a small to see if it works any better.
Well if passive recharge remains the primary means for regeneration of shield vehicles....I absolutely think it should start recharge immediately. If we get a proper shield booster like we used to have...then I'd reconsider. As for the damage threshold.... from what it looks like the system isn't actually injecting HP, it's just boosting the recharge rate. If the module advertises that it boosts the HP by a certain amount....it better damn well boost it by that amount. If it achieves this through an increased recharge rate....well that that recharge has to be uninterruped, so I dont think a threshold of 100% for 1 second is really going to have a negative impact on the gameplay. I mean they can still lose HP while that threshold is at 100%, it just won't stop the recharge for than 1 second.
So yesterday, I made up a fit.
Double hardeners (one complex one enhanced) Light shield booster (enchanced) Heavy plate (enhanced) Armor repper Light (complex)
My previous fit used a heavy booster and a Pg booster. So dropping down to a light really opened up some fitting options. And the light booster is actually stronger in my opinion. Why? Cause it provides like the same benefit the large does.
The main thing though is how inconsistent it seems to be. I've already established that it kickstarts regen at a much higher rate. So really it should stop the regen once it reaches 900 HP and switch over to normal shield regen rate. And I noticed this several times.
But I also noted many times that it just took off and full repped my shields from 0 to 2650, at the accelerated rate. And the strangest things was how taking something like swarm damage once the repper started seemed to take damage off but continue repping at the accelerated rate until I was full.
I wonder if it doesn't already set the threshold to 100% but maybe the codes buggy, working at times and not at others. In any case a light booster is by far the most anyone should ever use, as it provides the same or similar benefits as a heavy at a 1/3 of the cost.
These most certainly need to be looked at with upcoming tank changes as they are in my estimation broken and buggy as hell.
Tanks - Balancing Turrets
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