|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Pokey Dravon
OSG Planetary Operations Covert Intervention
5139
|
Posted - 2015.03.03 08:16:00 -
[1] - Quote
Ok so its late, and I may have recently discovered how awesome hard cider is. So forgive me if I'm totally blowing smoke out my ass.
So I've been derping around with Protofits a bit, specifically looking at the Gunnlogi as of late and I've noticed a couple things, but specifically wanted to talk about Shield Boosters. Now the typical Gunnlogi fit with the new hulls is basically "Put your hardener on and then stack and many shield extenders as you can" which is....kinda crappy, since stacking HP is boring. I figured this was kinda lame and probably due to the fact that passive regen is basically most of what we have and really the only viable means of regen available to vehicles, at least HAVs.
This kinda sucks. So not knowing what Rattati's plans are (if he has any) about introducing proper Active Shield Boosters/Armor Repairers, I turned to examine the only 'active' regen module we have, which is the Shield Booster.
So, I know it has issues with it being interrupted and not working quite right....assume that'll be fixed so I don't have to hear about in your response. Everything here is under the assumption that the booster gets fixed into working properly, keep that in mind.
For one, these things are stupid hard to fit, like nearly double the PG cost...that needs to be reduced to something more reasonable, like along the lines of a Shield Extender.
Secondly, these things cool down way too slow to be considered a valid means of active regeneration. So a Complex Booster cools down in 40 seconds, 30 after skills if memory serves. I was thinking of reducing that down to something like 20 seconds after skills.
That being said a Heavy Complex Booster would boost 1950HP every 20 seconds, which works out to be about 97.5 HP/s.
Stack that with the proposed reduction to a passive 126HP/s and you end up with an effective recharge rate of 223HP/s. Additionally if you wanted to sacrifice a second slot for another booster, you could alternate boosters every 10 seconds for an even higher regen rate. For reference, a single Complex Armor Repairer on a Madrugar yields a total regen rate of 167HP/s.
The obvious difference being that the Shield Booster has a higher effective recharge rate, and gets its HP nearly all at once, but natural shield recharge can be interrupted after the boost happens. Armor is a lower regen, but is more reliable. Obviously these values are just what I initially thought up, so dont focus too much on them...honestly I might even say make it 25s cooldown which after skills would put it at 18.75s which would push the effective regen a little over 100HP/s....but regardless, gimme your thoughts on the general idea.
tl;dr -Make Boosters much easier to fit (Similar to equivalent shield hardener) -Drastically Decrease Cooldown of Shield Boosters (18-20 seconds after skills, currently ~30s) -Keep Current Shield Recharge Rate
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5151
|
Posted - 2015.03.03 17:20:00 -
[2] - Quote
MINA Longstrike wrote:I have large frustrations with vehicles currently, and it has a lot to do with the fact that you never *ever* see a tank with 'half' hp.
You either see a tank that's alive and fine, or a tank that is probably about to be dead in the next half second.
I feel that the current repair styles promote pilot 'laziness' or playstyles that can only be described as incredibly risk averse (oh no I got shot once, time to drive back to my red line and wait for all of my cooldowns to come back up so I can feel 'safe' poking my tank 10 meters out of it again).
I'm all in favor of much slower passive reps on both shield and armor (to the tune of say, 80-100s to rep up passively, but with a decent pool of hp so one was unlikely to feel immediately at threat of death unless their hp was full) so that pilots had to gauge situations and leave the field somewhat pre-emptively. This would of course also mean that tanks would have to be slightly slower so that someone who 'overestimated it' might be able to hit their hardeners and stuff but wouldn't have an immediate get out of jail free card.
Trust me I totally agree. I would much prefer a higher HP, lower regen system than we currently have with active modules for those very rough times. I suppose at the very least with this idea I was trying to do SOMETHING to bring a more active element to the current tanking with minimal effort on CCP's part....but yes I totally agree with you.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5155
|
Posted - 2015.03.03 21:30:00 -
[3] - Quote
Wow good for you for acting like an ass for no good reason.
The reason I would prefer the higher HP, lower regen is because its frustrating for AV users when a tank runs away and comes back at full health 30 seconds later. Additionally as a tank pilot I dont like feeling like I pretty much have to run once I start taking AV damage, because I'm more reliant on reps than I am on a more sizable buffer. I think a model like that would make it more enjoyable for both me an a pilot as well as an AV user.
This thread was asking for a freaking buff to Shield Boosters and you come flying in complaining like I just killed your dog.
Like seriously, did you even read what I said? At all?
I'm literally saying "MAKE THIS ELEMENT OF VEHICLES BETTER!" and you reach the conclusion that I'm some AV nut that's trying to nerf them? Are you even in the right thread?
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5157
|
Posted - 2015.03.03 23:08:00 -
[4] - Quote
Doc DDD wrote:As far as I know the new hulls all get passive armor reps.. are you adding these passive reps to the armor tanks reps per second with one module?
yes. Complex Armor Repper after skills is 137.5 HP/s, Madrugar has base 30 for a total of 167.5HP/s
And if we can get a proper 5 second booster like we USED to, I'd prefer that over this.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
Pokey Dravon
OSG Planetary Operations Covert Intervention
5157
|
Posted - 2015.03.03 23:51:00 -
[5] - Quote
Doc DDD wrote:Pokey Dravon wrote:Doc DDD wrote:As far as I know the new hulls all get passive armor reps.. are you adding these passive reps to the armor tanks reps per second with one module? yes. Complex Armor Repper after skills is 137.5 HP/s, Madrugar has base 30 for a total of 167.5HP/s And if we can get a proper 5 second booster like we USED to, I'd prefer that over this. Yeah both classes should have active reps.. shield= higher for shorter duration armor = lower for longer durarion
Yep that would be ideal, assuming Rattati isn't married to the idea of maintaining the same sort of passive reps we have now.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast
www.biomassed.net
|
|
|
|