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Pokey Dravon
OSG Planetary Operations Covert Intervention
6103
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Posted - 2015.04.29 08:35:00 -
[1] - Quote
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.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6104
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Posted - 2015.04.29 18:29:00 -
[2] - 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.
Well you also run into an issue where lower damage per shot weapons would have a more difficult time stopping regen if threshold is on a per bullet. And it should never be "Oh well, the system should be only really effective against this race of weapon". The reason it works with vehicles is because damage from smallarms is greatly reduced so the difference in damage per bullet is effectively less pronounced.
Additionally DPS is a dangerous approach to, because as Cat pointed out, that assumes optimal conditions. A quick wiggle wiggle shield suit could effectively be regenerating constantly because the incoming DPS is never sustainable high enough to break regen. Additionally some lower DPS weapons like Mass Driver would likely be unable to break shield regen, even with perfect accuracy.
You might have the approach it more from a "the suit can take an amount of damage equal to f(shield_regen_rate) with a period of time equal to f(shield_recharge_delay) to break shield regen" which is more work and more core-gameplay, so likely not going to happen.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6104
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Posted - 2015.04.29 21:20:00 -
[3] - Quote
DeathwindRising wrote: What I meant is that if a smg is 20 damage per shot for example, then you set the threshold to 20 or 19 depending on how it actually works. So the only way to break shield regen is to:
Not ******* snipe with a smg from 100m away.
Sorry lol. But yea, really I'm looking to give caldari they place on the fields as the long range fighters. Between weapon falloff and a damage threshold, caldari wouldn't have to hug crates so much. It helps caldari more since their weapons have long optimal ranges and higher shield regen. But it doesn't give them any advantages in cqc, which is where they should be weaker
Breaking shield regen should be simple: get closer.
Well the point I'm making is that as an example, say damage per shot to break regen is 20.
Assault Combat Rifle does 22 per shot Assault Rail Rifle does 42 per shot
The combat rifle can barely go over its Optimal range before it stops being able to break regen. However the ARR can go well beyond its optimal to skill meet the minimum 20 damage per shot. So you end up with the ACR losing its ability to break shield regen just 2 meters past its optimal range (~64m) whereas the ARR loses its ability to break shield regen at 20 meters past its optimal (~92).
These are of course the more extreme cases, but because bullet damage varies so much, the higher the damage per bullet the more forgiving the system is, because high bullet damage allows for more falloff before it falls below the minimum threshold to break regen. If all weapons had the same bullet damage this would totally work, but sadly they do not.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6104
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Posted - 2015.04.29 21:23:00 -
[4] - Quote
DJINN Jecture wrote:Ok so shield damage threshold gets implemented, we putting an armor damage threshold on too? It only seems fair.
Armor already has a damage threshold of infinity, since it repairs while taking damage already, regardless of incoming DPS.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6114
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Posted - 2015.04.30 03:53:00 -
[5] - Quote
DeathwindRising wrote:Addressing the point of low damage per shot weapons not breaking shield regen:
A threshold of 20 was simply a number I pulled out of my head. It's more involved than I made it seem. Two thing that effect damage I didn't mention before are damage profiles, and damage mods.
If the lowest damage per shot is a smg at 17 damage per shot then I'd say make the threshold about that. But then you factor in projectile damage profile reducing the damage to shields by 15%. So it still wouldn't break shield regen.
But then we must also consider that a smg a cqc weapon, and also anti armor. Is it really unacceptable for it to struggle with breaking shield regen?
What about using damage mods to help break shield regen?
You're still going to run into issues where weapons with more damage per bullet effectively have a much larger range when it comes to breaking shield regen because they can afford more falloff and subsiquently more damage lost per shot, than a smaller damage round.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6118
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Posted - 2015.04.30 15:00:00 -
[6] - Quote
DeathwindRising wrote:
Std weapons vs proto? Yes.
EDIT:
im not sure which weapons you have issue with.
smg vs breach smg for example?
std smg vs proto smg?
smg vs rail rifle?
except for weapon tiers, all weapons and their variants have their own weapon optimal ranges anyways. an AR wouldnt break the shields of some using an RR +70m away because that outside the AR's range, but maybe not for the TAC AR.
im not sure which weapons you think would have superior range for breaking shield regen compared to other weapon of similar type besides std vs adv vs proto weapons of the same type.
I wrote a pretty lengthy explanation earlier in the thread outlining my concerns.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6130
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Posted - 2015.05.01 07:42:00 -
[7] - Quote
DeathwindRising wrote: i read it again and its worse than you think because you didnt factor in damage profile vs shields. youre range would be even less.
but im still asking why youre trying to fight a ARR at long range with a short range weapon? you compared a shorter range weapon to a long range weapon and then complained when the ACR had less effective range for breaking shield regen.
if it were a real siuation id be using the ACR on mim assault where i could simply run up to you if i could and kill you. even with no damage threshold i would sit at range and pepper you to death. there are other mechanics too that work here. you can not look at a damage threshold out of context.
the point of a damage threshold it to provide shield tankers with the ability to hold their own on open ground against remote rep armor tankers. that the only use i'd have for it besides blocking idiots 200m away pinging you with smg.
so perhaps theres something better than an absolute avalue for damage threshhold
No, you're misunderstanding. I'm not talking about the ABSOLUTE range, I'm saying that the Rail Rifle breaks regen at 127% its optimal range, Combat Rifle breaks regen at only 103% of its optimal range. Im not contesting the natural range difference, I'm saying that the Rail Rifle is effective at breaking shields at a far greater percentage past its optimal range than the Combat Rifle is.
I mean am I making any sense? Anyone else understand what I'm getting at? Honestly while not perfect, Ru's idea for efficiency is a cleaner solution since that's based more off of range rather than absolute bullet damage.
"That little s**t Pokey..." --CCP Rattati, Biomassed Episode 032
Dust514 // Podcast & Blog
www.biomassed.net
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