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Cat Merc
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16259
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Posted - 2015.04.29 08:35:00 -
[1] - Quote
First, current coding has only a damage per shot thershold available, not DPS.
Second, if you are basing it off of DPS, you have to account for people missing. It's a strafe shooter, missing happens, and shield regen is quite strong. Caution is advised.
I would imagine a thershold of 250DPS would be absurd.
Ripley: "I sexually identify as a cappuccino machine."
Cat: "That's my fetish"
Ripley: Steams milk seductively
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Cat Merc
Negative-Feedback. Negative-Feedback
16259
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Posted - 2015.04.29 08:36:00 -
[2] - Quote
Pokey Dravon wrote:Actually I think making it be a function of the shield regen rate would likely be the best choice. It discourages brick tanking and also makes sense that the regen threshold be tied to the regen rate. It would also make the threshold far more prevalent on Caldari and Minmatar suits due to higher shield regen rates, and less prevalent on Gallente and Amarr.
As for actual numbers, well its too late for that. I'll have to sleep on it and think about it when I'm more awake. I like that.
Ripley: "I sexually identify as a cappuccino machine."
Cat: "That's my fetish"
Ripley: Steams milk seductively
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Cat Merc
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16259
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Posted - 2015.04.29 12:53:00 -
[3] - Quote
Aeon Amadi wrote:Cat Merc wrote:First, current coding has only a damage per shot thershold available, not DPS.
Second, if you are basing it off of DPS, you have to account for people missing. It's a strafe shooter, missing happens, and shield regen is quite strong. Caution is advised.
I would imagine a thershold of 250DPS would be absurd. Not so literal as straight DPS - just a round-abouts area of that damage range. Problem with basing it off damage alone though is that certain weapons get exempted because of RoF. 200 DPS on a basic assault rifle is like 15 damage per round, which is fine when you consider the Assault Rifle, doing that damage, would have to be 65m away.... but then you look over at the Assault Combat Rifle which does 16.87 damage (to shields) at it's optimal and suddenly it looks a lot less appealing. ACR would be completely ineffective at breaking the damage threshold at 65m which, I suppose is sort of the 'butter zone' by sheer coincidence. Albeit, that's a problem unique to projectile weapons because of their low shield damage so I suppose it works out. The main outlier I see here is that even at a 12 damage threshold the SMG gets gimped against shields pretty hardcore. 35m out (66% efficiency) and the SMG can't break the shield damage threshold, which pales in comparison to the Magsec SMG which extends out to 61m before it can't break the threshold. So I guess that's a -really- good buff for the Magsec SMG by consequence? It would certainly create a dynamic where projectile weaponry struggles in.
On another note, Mass Driver can't even deal splash DPS, so that would make it completely ineffective against shields.
Ripley: "I sexually identify as a cappuccino machine."
Cat: "That's my fetish"
Ripley: Steams milk seductively
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Cat Merc
Negative-Feedback. Negative-Feedback
16260
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Posted - 2015.04.29 13:17:00 -
[4] - Quote
Aeon Amadi wrote:Cat Merc wrote:Aeon Amadi wrote:Cat Merc wrote:First, current coding has only a damage per shot thershold available, not DPS.
Second, if you are basing it off of DPS, you have to account for people missing. It's a strafe shooter, missing happens, and shield regen is quite strong. Caution is advised.
I would imagine a thershold of 250DPS would be absurd. Not so literal as straight DPS - just a round-abouts area of that damage range. Problem with basing it off damage alone though is that certain weapons get exempted because of RoF. 200 DPS on a basic assault rifle is like 15 damage per round, which is fine when you consider the Assault Rifle, doing that damage, would have to be 65m away.... but then you look over at the Assault Combat Rifle which does 16.87 damage (to shields) at it's optimal and suddenly it looks a lot less appealing. ACR would be completely ineffective at breaking the damage threshold at 65m which, I suppose is sort of the 'butter zone' by sheer coincidence. Albeit, that's a problem unique to projectile weapons because of their low shield damage so I suppose it works out. The main outlier I see here is that even at a 12 damage threshold the SMG gets gimped against shields pretty hardcore. 35m out (66% efficiency) and the SMG can't break the shield damage threshold, which pales in comparison to the Magsec SMG which extends out to 61m before it can't break the threshold. So I guess that's a -really- good buff for the Magsec SMG by consequence? It would certainly create a dynamic where projectile weaponry struggles in. On another note, Mass Driver can't even deal splash DPS, so that would make it completely ineffective against shields. I just threw out DPS for an example of the bullet point which was 'what the minimum damage threshold' should be. I didn't mean to insinuate that DPS was the only option. Ah, I see.
Ripley: "I sexually identify as a cappuccino machine."
Cat: "That's my fetish"
Ripley: Steams milk seductively
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Cat Merc
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16260
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Posted - 2015.04.29 13:18:00 -
[5] - Quote
DeathwindRising wrote:shield damage threshhold is in the game already. its value is set to zero currently.
all it does is determine how much damage is rquired to stop your shields from regenerating.
setting the value equal to the lowest damage per shot by a weapon (ei. smg or hmg) at its OPTIMAL range would be a good start. what it means is that for most weapons, firing outside of your optimal range will mean you wont be able to break shield regen.
of course raising the threshold would give you shield regen aginst some weapons even while in optimal range. a value equal to an AR would mean combat rifles would not be able to stop your shield regen even while at their optimal ranges. is that desired? idk
another question is can the threshhold be set for each race differently? so caldari would have the best threshold, abd the other races would would iether have lower thresholds, or none at all. All weapons should be able to stop shield regen up to their effective range. If a weapon can't stop shield regen, it's not effective.
And yes, it can be set per race. It's a setting just like any other setting on a suit. Same as HP or speed.
Ripley: "I sexually identify as a cappuccino machine."
Cat: "That's my fetish"
Ripley: Steams milk seductively
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