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DeathwindRising
ROGUE RELICS
1013
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Posted - 2015.04.30 09:16:00 -
[31] - Quote
Pokey Dravon wrote: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.
Std weapons vs proto? Yes. |
DJINN Jecture
Templar of the Glowing Blade
364
|
Posted - 2015.04.30 12:45:00 -
[32] - Quote
Imp Smash wrote:DJINN Jecture wrote:Pokey Dravon wrote: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. I think everyone who responded missed the point I was trying to make. Shields also repair whether repaired or not, given built in shield recharge. Given how quickly shields regen in comparison to armor this seems kind of unfair, favoring even one race over another for damage thresholds, not to mention the fact that even shield tankers have armor, you all (for damage threshold changes) seem to think that there is something broken. I do not believe this is the case for the above stated reasons. I see what point you are trying to make. It's just completely wrong. I've highlighted the point that completely refutes the point you were trying to make but you are seeming to ignore. Jecture, do you think that shields are the equal of armor? What is your opinion on the balance currently? Well considering I have been running my Cal Assault a great deal lately, I would have to say they are still UP from armor. This leaves me with the feeling that you guys are pushing for something not really needed. The problem with that point is highlighted above as well.
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DJINN Jecture
Templar of the Glowing Blade
364
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Posted - 2015.04.30 13:02:00 -
[33] - Quote
My favorite shield tanking fit is slightly different: Dragonfly Assault Krins Damage Application Stick x3 Toxin AR Toxin SMG Militia Locus Grenade [BPO] Militia Uplink [BPO] Militia Armor Repairer [BPO]
This suit actually has survived longer on some maps than my All Pro Fat Suit just because it (the fitting described) has a shield tank.
My pro fat suit is a Turbo Turtle in case anyone is interested.
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9868
|
Posted - 2015.04.30 14:11:00 -
[34] - Quote
DJINN Jecture wrote:Imp Smash wrote:DJINN Jecture wrote:Pokey Dravon wrote: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. I think everyone who responded missed the point I was trying to make. Shields also repair whether repaired or not, given built in shield recharge. Given how quickly shields regen in comparison to armor this seems kind of unfair, favoring even one race over another for damage thresholds, not to mention the fact that even shield tankers have armor, you all (for damage threshold changes) seem to think that there is something broken. I do not believe this is the case for the above stated reasons. I see what point you are trying to make. It's just completely wrong. I've highlighted the point that completely refutes the point you were trying to make but you are seeming to ignore. Jecture, do you think that shields are the equal of armor? What is your opinion on the balance currently? Well considering I have been running my Cal Assault a great deal lately, I would have to say they are still UP from armor. This leaves me with the feeling that you guys are pushing for something not really needed. The problem with that point is highlighted above as well. For a loadout that works very well. Std Cal Assault: Energizer, Recharger, Damage mod, Any Pea shooter, Nades for spam, Uplink, Armor repairer. Basic rules of engagement state that finding cover from enemy bullets is preferable to standing in front of them. Finding cover allows shields to regenerate. Play to cover and exploit the armor tanker's weakness by regenerating all your health before he can find you and continue nibbling off his giblets until they are all gone.
Bearing in mind that there is a problem with this logic in that shield extenders increase shield recharge delay, which means that unless you fit a hefty amount of shield regulators the time you'll need to be in cover isn't practical.
Consider this situation:
A Cal Assault using a Rail Rifle against a Gallente Assault with an Assault Rifle.
They start firing at one another and at 70m or so the Rail Rifle is doing it's job at doing damage - but the problem is that the entire time the Gallente Assault is recovering from at least some of the damage. Whereas, the Caldari Assault is incapable of recovering from the damage, so as long as the Gallente Assault stays mobile, diving in and out of cover to abuse the Rail Rifle's charge-up time, and fires he can at least drop the Cal Assault's shields enough that he'll be vulnerable at close range where his playstyle excels.
The Cal Assault dives into cover to regain some shields, but because he has an 8-10 second shield recharge delay, the Gallente Assault can use this opportunity to rush him. Sprinting at 7m/s or so, he can cover anywhere from 56-70 meters, putting him -WELL- within optimal range of his Assault Rifle. That whole time he's been regenerating armor and has a substantial advantage in this fight.
Whereas, if we had damage threshold, perhaps the Caldari Assault wouldn't have had to choose between dying and diving into cover. Perhaps, at that range, the Gallente Assault can't break his damage threshold and can't advance because he'll lose too much HP in the process.
Just a theory.
You guys are like a broken record with this "CPM material" business xD Let it go
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DJINN Jecture
Templar of the Glowing Blade
365
|
Posted - 2015.04.30 14:30:00 -
[35] - Quote
Aeon Amadi wrote:
Bearing in mind that there is a problem with this logic in that shield extenders increase shield recharge delay, which means that unless you fit a hefty amount of shield regulators the time you'll need to be in cover isn't practical.
Consider this situation:
A Cal Assault using a Rail Rifle against a Gallente Assault with an Assault Rifle.
They start firing at one another and at 70m or so the Rail Rifle is doing it's job at doing damage - but the problem is that the entire time the Gallente Assault is recovering from at least some of the damage. Whereas, the Caldari Assault is incapable of recovering from the damage, so as long as the Gallente Assault stays mobile, diving in and out of cover to abuse the Rail Rifle's charge-up time, and fires he can at least drop the Cal Assault's shields enough that he'll be vulnerable at close range where his playstyle excels.
The Cal Assault dives into cover to regain some shields, but because he has an 8-10 second shield recharge delay, the Gallente Assault can use this opportunity to rush him. Sprinting at 7m/s or so, he can cover anywhere from 56-70 meters, putting him -WELL- within optimal range of his Assault Rifle. That whole time he's been regenerating armor and has a substantial advantage in this fight.
Whereas, if we had damage threshold, perhaps the Caldari Assault wouldn't have had to choose between dying and diving into cover. Perhaps, at that range, the Gallente Assault can't break his damage threshold and can't advance because he'll lose too much HP in the process.
Just a theory.
Terrible example, mostly due to your use of a terribad AR. Secondly RR are still op vs armor/shield so..,.dive for cover and git gud. Here's a good example: Dragonfly Assault Tactical Sniper walks up to Pro Gal Logi Sniper and point blank shoots him 2x for a kill...Tru story. The point is that we're all diving for cover, no one is immune to the damage or better able to tank, its damaged or not damaged thats all.
I understand your point but fail to accept that it is indeed an issue due to running both shield tanked as well as armor tanked suits. My example happened in a match I fought not 5 minutes ago. I was literally clubbing the other sniper with my tip of my rifle. No I did not have an armor plate fit. The reality of the game is that there are few one v one engagements, most are tank v infantry or ASCRs (multiple) vs one target. This is blobby warfare Aeon, not the lone gunman vs the lone gunman.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6118
|
Posted - 2015.04.30 15:00:00 -
[36] - 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
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9869
|
Posted - 2015.04.30 15:50:00 -
[37] - Quote
DJINN Jecture wrote:Aeon Amadi wrote:
Bearing in mind that there is a problem with this logic in that shield extenders increase shield recharge delay, which means that unless you fit a hefty amount of shield regulators the time you'll need to be in cover isn't practical.
Consider this situation:
A Cal Assault using a Rail Rifle against a Gallente Assault with an Assault Rifle.
They start firing at one another and at 70m or so the Rail Rifle is doing it's job at doing damage - but the problem is that the entire time the Gallente Assault is recovering from at least some of the damage. Whereas, the Caldari Assault is incapable of recovering from the damage, so as long as the Gallente Assault stays mobile, diving in and out of cover to abuse the Rail Rifle's charge-up time, and fires he can at least drop the Cal Assault's shields enough that he'll be vulnerable at close range where his playstyle excels.
The Cal Assault dives into cover to regain some shields, but because he has an 8-10 second shield recharge delay, the Gallente Assault can use this opportunity to rush him. Sprinting at 7m/s or so, he can cover anywhere from 56-70 meters, putting him -WELL- within optimal range of his Assault Rifle. That whole time he's been regenerating armor and has a substantial advantage in this fight.
Whereas, if we had damage threshold, perhaps the Caldari Assault wouldn't have had to choose between dying and diving into cover. Perhaps, at that range, the Gallente Assault can't break his damage threshold and can't advance because he'll lose too much HP in the process.
Just a theory.
Terrible example, mostly due to your use of a terribad AR. Secondly RR are still op vs armor/shield so..,.dive for cover and git gud. Here's a good example: Dragonfly Assault Tactical Sniper walks up to Pro Gal Logi Sniper and point blank shoots him 2x for a kill...Tru story. The point is that we're all diving for cover, no one is immune to the damage or better able to tank, its damaged or not damaged thats all. I understand your point but fail to accept that it is indeed an issue due to running both shield tanked as well as armor tanked suits. My example happened in a match I fought not 5 minutes ago. I was literally clubbing the other sniper with my tip of my rifle. No I did not have an armor plate fit. The reality of the game is that there are few one v one engagements, most are tank v infantry or ASCRs (multiple) vs one target. This is blobby warfare Aeon, not the lone gunman vs the lone gunman.
It's all good, that was a terrible enough rebuttal.
You guys are like a broken record with this "CPM material" business xD Let it go
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DJINN Jecture
Templar of the Glowing Blade
365
|
Posted - 2015.04.30 16:45:00 -
[38] - Quote
Aeon Amadi wrote:DJINN Jecture wrote:Aeon Amadi wrote:
Bearing in mind that there is a problem with this logic in that shield extenders increase shield recharge delay, which means that unless you fit a hefty amount of shield regulators the time you'll need to be in cover isn't practical.
Consider this situation:
A Cal Assault using a Rail Rifle against a Gallente Assault with an Assault Rifle.
They start firing at one another and at 70m or so the Rail Rifle is doing it's job at doing damage - but the problem is that the entire time the Gallente Assault is recovering from at least some of the damage. Whereas, the Caldari Assault is incapable of recovering from the damage, so as long as the Gallente Assault stays mobile, diving in and out of cover to abuse the Rail Rifle's charge-up time, and fires he can at least drop the Cal Assault's shields enough that he'll be vulnerable at close range where his playstyle excels.
The Cal Assault dives into cover to regain some shields, but because he has an 8-10 second shield recharge delay, the Gallente Assault can use this opportunity to rush him. Sprinting at 7m/s or so, he can cover anywhere from 56-70 meters, putting him -WELL- within optimal range of his Assault Rifle. That whole time he's been regenerating armor and has a substantial advantage in this fight.
Whereas, if we had damage threshold, perhaps the Caldari Assault wouldn't have had to choose between dying and diving into cover. Perhaps, at that range, the Gallente Assault can't break his damage threshold and can't advance because he'll lose too much HP in the process.
Just a theory.
Terrible example, mostly due to your use of a terribad AR. Secondly RR are still op vs armor/shield so..,.dive for cover and git gud. Here's a good example: Dragonfly Assault Tactical Sniper walks up to Pro Gal Logi Sniper and point blank shoots him 2x for a kill...Tru story. The point is that we're all diving for cover, no one is immune to the damage or better able to tank, its damaged or not damaged thats all. I understand your point but fail to accept that it is indeed an issue due to running both shield tanked as well as armor tanked suits. My example happened in a match I fought not 5 minutes ago. I was literally clubbing the other sniper with my tip of my rifle. No I did not have an armor plate fit. The reality of the game is that there are few one v one engagements, most are tank v infantry or ASCRs (multiple) vs one target. This is blobby warfare Aeon, not the lone gunman vs the lone gunman. It's all good, that was a terrible enough rebuttal. You're right, armor regenerates (if repped) and shields already do so if not taking fire. All in all though I think if we had more cover on maps in random places so people don't need to dive for cover but could rather step into it, you would see a marked difference in the game.
To use something from GRP, cover stops bullets, shooting from cover stops some bullets and shooting at the targets instead of beside them works better.
The reason I bring this up is that a while back (CB) someone suggested being able to shoot from cover, others have suggested being able to go prone, all of these things seem like good parts of gunplay but are absent from DUST, and would make marked improvements in how players move and can avoid getting OHKed as regularly (maybe) as they do now. It also may improve tactics on maps with a good deal of open space.
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DeathwindRising
ROGUE RELICS
1014
|
Posted - 2015.05.01 02:43:00 -
[39] - Quote
DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:Ok so shield damage threshold gets implemented, we putting an armor damage threshold on too? It only seems fair. The shield damage threshold come from following eve. Armor doesn't have one Please cite the source, I am pretty sure I would have noticed this sometime over the last 4-5 years.
https://wiki.eveonline.com/en/wiki/Passive_shield_tanking
when i said damage threshold i was loosely referring to shield peak regen rate. which of course is the amount of incoming dps you can take. every ship in eve has a native peak regen value. armor does not |
DeathwindRising
ROGUE RELICS
1014
|
Posted - 2015.05.01 02:46:00 -
[40] - Quote
Pokey Dravon wrote: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.
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 |
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DJINN Jecture
Templar of the Glowing Blade
365
|
Posted - 2015.05.01 03:29:00 -
[41] - Quote
DeathwindRising wrote:DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:Ok so shield damage threshold gets implemented, we putting an armor damage threshold on too? It only seems fair. The shield damage threshold come from following eve. Armor doesn't have one Please cite the source, I am pretty sure I would have noticed this sometime over the last 4-5 years. https://wiki.eveonline.com/en/wiki/Passive_shield_tankingwhen i said damage threshold i was loosely referring to shield peak regen rate. which of course is the amount of incoming dps you can take. every ship in eve has a native peak regen value. armor does not Why not remove the ping to stop shield regen then and modify shield recharge rates to a much much lower value. This would also make sense because this would not make shields OP, unfortunately what has been proposed in here would.
It would mean there would need to be more DPS incoming than X amount to affect shields when in actuality, what you describe as being from Eve, is Passive Regen mitigating a portion of incoming DPS. The DPS still affects the shield level, but is regenerated passively over the time needed to regenerate it rather than being ignored.
There is absolutely no reason a player should be able to stand in a storm of bullets on open ground and survive. Logi Reps being the exception, and they work on shield tankers too btw, so long as the rep rate is high enough to mitigate incoming DPS.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6130
|
Posted - 2015.05.01 07:42:00 -
[42] - 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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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9873
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Posted - 2015.05.01 08:40:00 -
[43] - Quote
DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:Ok so shield damage threshold gets implemented, we putting an armor damage threshold on too? It only seems fair. The shield damage threshold come from following eve. Armor doesn't have one Please cite the source, I am pretty sure I would have noticed this sometime over the last 4-5 years. https://wiki.eveonline.com/en/wiki/Passive_shield_tankingwhen i said damage threshold i was loosely referring to shield peak regen rate. which of course is the amount of incoming dps you can take. every ship in eve has a native peak regen value. armor does not Why not remove the ping to stop shield regen then and modify shield recharge rates to a much much lower value. This would also make sense because this would not make shields OP, unfortunately what has been proposed in here would. It would mean there would need to be more DPS incoming than X amount to affect shields when in actuality, what you describe as being from Eve, is Passive Regen mitigating a portion of incoming DPS. The DPS still affects the shield level, but is regenerated passively over the time needed to regenerate it rather than being ignored. There is absolutely no reason a player should be able to stand in a storm of bullets on open ground and survive. Logi Reps being the exception, and they work on shield tankers too btw, so long as the rep rate is high enough to mitigate incoming DPS.
Sooooo basically make it like exactly like armor? That seems redundant and boring. It also completely invalidates things like shield regulators and Caldari Sentinel low recharge delay.
And I still fail to see how this proposal would make shields OP besides this hilarious logic:
"Terrible example, mostly due to your use of a terribad AR. Secondly RR are still op vs armor/shield so..,.dive for cover and git gud."
"The reality of the game is that there are few one v one engagements, most are tank v infantry or ASCRs (multiple) vs one target. This is blobby warfare Aeon, not the lone gunman vs the lone gunman."
Which, in that case, we might as well balance for 1v10 and call it a day - but that's not how this works. We balance this game in a way that it's possible to do the 1v1 fight and the blob warfare is a circumstance of heavily encouraged squad/team-play. Which isn't necessarily bad but it's a ****** justification for not making something better as a result. Adding more cover isn't an option because we -already- have framerate issues without. Adding in stuff like going prone or some 'shoot from cover' mechanic also isn't practical because of how dev intensive it'd be.
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
You guys are like a broken record with this "CPM material" business xD Let it go
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DeathwindRising
ROGUE RELICS
1015
|
Posted - 2015.05.01 09:25:00 -
[44] - Quote
well you could do this....
change the shield delays to kick in after shield hp drops to a certain level.
say maybe 50%? so shields constantly regen until they fall below 50% of total shield hp.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8323
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Posted - 2015.05.01 10:06:00 -
[45] - Quote
The hilarious thing you all forget is that damage mods negate the disadvantage of regen not breaking outside optimal. Skills also would affect this.
Shield regen should break when the shields hace lost more than 20-25% capacity.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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DeathwindRising
ROGUE RELICS
1015
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Posted - 2015.05.01 15:37:00 -
[46] - Quote
Breakin Stuff wrote:The hilarious thing you all forget is that damage mods negate the disadvantage of regen not breaking outside optimal. Skills also would affect this.
Shield regen should break when the shields hace lost more than 20-25% capacity.
no i mentioned it before but they mostly ignored it. skills would only help anit shield weapons. go figure lol.
so those guys have to drop their shield extenders for damage mods.... oh no, how horrible lol
on the 25%... that sounds reasonable.
you can add extenders to get a better buffer if needed too.
on 526 shield hp, you can take ~131.5 shield damage before shield regen stops
on 634 shield hp, it'd be ~158.5
on 707 shield hp, it's 176.75 before shields break.
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DJINN Jecture
Templar of the Glowing Blade
365
|
Posted - 2015.05.01 16:01:00 -
[47] - Quote
Aeon Amadi wrote:
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
If the reason is to make it "like eve" and you want the regen to continue while being pinged then yeah. Obviously I am not suggesting changing anything on the shields my response was in merely an illustration of how passive regen works in Eve not a description of how I want things to be. I personally don't like sniffing glue either though.
No we shouldn't balance for 1v1, there are rare 1v1s in this game unless you go hide somewhere away from the objectives, then someone will find you. Oh but how about 5v5 lets balance for that or better yet 5v1. This game is more blobby than Eve and it makes no sense why you would want 5 ppl each getting tagged by one stray bullet from an smg at mid range to regenerate their shields as if it were nothing.
Incoming DPS on a lone gunman, would obliterate him rather quickly with any rifles. How about we look at a case where a sniper is keeping your squad pinned down and while separately the incoming dps at long range from your rifles will likely not be enough to take him down through his shields with your proposal, 6 people shooting, at range, at him likely wouldn't either.
You ask for arguments with 1v1? Player A is using an SMG Player B has an AR and the engagement is mid range at the edge of the SMG's engagement range. I think you know where I'm going with this but, Player A bullet hoses Player B, all shots land on target. Player B's shields don't dip at all. Player B line's up his shots, looks around for snipers then pulls the trigger sending a short burst into Player A's head. We all know who the winner in that engagement is.
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9877
|
Posted - 2015.05.01 17:48:00 -
[48] - Quote
DJINN Jecture wrote:Aeon Amadi wrote:
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
If the reason is to make it "like eve" and you want the regen to continue while being pinged then yeah. Obviously I am not suggesting changing anything on the shields my response was in merely an illustration of how passive regen works in Eve not a description of how I want things to be. I personally don't like sniffing glue either though. No we shouldn't balance for 1v1, there are rare 1v1s in this game unless you go hide somewhere away from the objectives, then someone will find you. Oh but how about 5v5 lets balance for that or better yet 5v1. This game is more blobby than Eve and it makes no sense why you would want 5 ppl each getting tagged by one stray bullet from an smg at mid range to regenerate their shields as if it were nothing. Incoming DPS on a lone gunman, would obliterate him rather quickly with any rifles. How about we look at a case where a sniper is keeping your squad pinned down and while separately the incoming dps at long range from your rifles will likely not be enough to take him down through his shields with your proposal, 6 people shooting, at range, at him likely wouldn't either. You ask for arguments with 1v1? Player A is using an SMG Player B has an AR and the engagement is mid range at the edge of the SMG's engagement range. I think you know where I'm going with this but, Player A bullet hoses Player B, all shots land on target. Player B's shields don't dip at all. Player B line's up his shots, looks around for snipers then pulls the trigger sending a short burst into Player A's head. We all know who the winner in that engagement is. I see no reason to change this, and btw you are asking them to bring back a CB feature that was tested and proved to be OP even with tuning. It was difficult to kill anyone using any sort of damage threshold, battles were lasting "too long" and there were not enough tears on the forums.
You must have forgotten that I was around during Closed Beta too and there was a hell of a lot more to it than damage threshold (which I don't remember ever being a thing) what with hit detection issues and lack of aim assist. I never once said that this should be "like Eve" although now that you bring it up I will say that there are a few things that we can borrow from a - brace for it - successful game that's had twelve years of experience with these sort of things.
You guys are like a broken record with this "CPM material" business xD Let it go
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Vyuru
Algintal Core Gallente Federation
172
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Posted - 2015.05.01 18:42:00 -
[49] - Quote
This might have been brought up already, but what if shield mechanics were changed to be like EVE?
Example:
In Eve, shields regen constantly, but at low amounts (EX 1, 2, 3, 4, 5) the speed of which can be varied by modules, and if the shield is under a certain threshold, I forget if it is 0% or 25%.
I think this would be alot better than the current Dust mechanics. |
DeathwindRising
ROGUE RELICS
1015
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Posted - 2015.05.02 07:55:00 -
[50] - Quote
DJINN Jecture wrote:Aeon Amadi wrote:
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
If the reason is to make it "like eve" and you want the regen to continue while being pinged then yeah. Obviously I am not suggesting changing anything on the shields my response was in merely an illustration of how passive regen works in Eve not a description of how I want things to be. I personally don't like sniffing glue either though. No we shouldn't balance for 1v1, there are rare 1v1s in this game unless you go hide somewhere away from the objectives, then someone will find you. Oh but how about 5v5 lets balance for that or better yet 5v1. This game is more blobby than Eve and it makes no sense why you would want 5 ppl each getting tagged by one stray bullet from an smg at mid range to regenerate their shields as if it were nothing. Incoming DPS on a lone gunman, would obliterate him rather quickly with any rifles. How about we look at a case where a sniper is keeping your squad pinned down and while separately the incoming dps at long range from your rifles will likely not be enough to take him down through his shields with your proposal, 6 people shooting, at range, at him likely wouldn't either. You ask for arguments with 1v1? Player A is using an SMG Player B has an AR and the engagement is mid range at the edge of the SMG's engagement range. I think you know where I'm going with this but, Player A bullet hoses Player B, all shots land on target. Player B's shields don't dip at all. Player B line's up his shots, looks around for snipers then pulls the trigger sending a short burst into Player A's head. We all know who the winner in that engagement is. I see no reason to change this, and btw you are asking them to bring back a CB feature that was tested and proved to be OP even with tuning. It was difficult to kill anyone using any sort of damage threshold, battles were lasting "too long" and there were not enough tears on the forums.
more blobby than eve +1000 man fleets? i think not |
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DeathwindRising
ROGUE RELICS
1015
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Posted - 2015.05.02 08:03:00 -
[51] - Quote
Vyuru wrote:This might have been brought up already, but what if shield mechanics were changed to be like EVE?
Example:
In Eve, shields regen constantly, but at low amounts (EX 1, 2, 3, 4, 5) the speed of which can be varied by modules, and if the shield is under a certain threshold, I forget if it is 0% or 25%.
I think this would be alot better than the current Dust mechanics.
you can't do it like in eve for a few reasons.
bad hit detection and lag would cause shots to not register, and your target wouldnt take any damage at all. even from multiple players.
you also wouldnt wouldnt want to set a threshold like that either. it means you'd need to deal 75% shield damage before his shield stop regen. which is bad for the reason i gave above.
a threshold of requiring only 2% damage might work since that's easier to accomplish and can also be done with high damage per shot weapons. |
DJINN Jecture
Templar of the Glowing Blade
365
|
Posted - 2015.05.02 16:16:00 -
[52] - Quote
DeathwindRising wrote:DJINN Jecture wrote:Aeon Amadi wrote:
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
If the reason is to make it "like eve" and you want the regen to continue while being pinged then yeah. Obviously I am not suggesting changing anything on the shields my response was in merely an illustration of how passive regen works in Eve not a description of how I want things to be. I personally don't like sniffing glue either though. No we shouldn't balance for 1v1, there are rare 1v1s in this game unless you go hide somewhere away from the objectives, then someone will find you. Oh but how about 5v5 lets balance for that or better yet 5v1. This game is more blobby than Eve and it makes no sense why you would want 5 ppl each getting tagged by one stray bullet from an smg at mid range to regenerate their shields as if it were nothing. Incoming DPS on a lone gunman, would obliterate him rather quickly with any rifles. How about we look at a case where a sniper is keeping your squad pinned down and while separately the incoming dps at long range from your rifles will likely not be enough to take him down through his shields with your proposal, 6 people shooting, at range, at him likely wouldn't either. You ask for arguments with 1v1? Player A is using an SMG Player B has an AR and the engagement is mid range at the edge of the SMG's engagement range. I think you know where I'm going with this but, Player A bullet hoses Player B, all shots land on target. Player B's shields don't dip at all. Player B line's up his shots, looks around for snipers then pulls the trigger sending a short burst into Player A's head. We all know who the winner in that engagement is. I see no reason to change this, and btw you are asking them to bring back a CB feature that was tested and proved to be OP even with tuning. It was difficult to kill anyone using any sort of damage threshold, battles were lasting "too long" and there were not enough tears on the forums. more blobby than eve +1000 man fleets? i think not You are arguing just to argue at this point. Sorry that we can't put 1000+vs 1000+ on field, still the effect is the same, horde of bodies running after a few or all of whomever spawns in and doesn't leave battle.
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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Aeon Amadi
Ahrendee Inc. Negative-Feedback
9911
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Posted - 2015.05.02 16:41:00 -
[53] - Quote
DJINN Jecture wrote:DeathwindRising wrote:DJINN Jecture wrote:Aeon Amadi wrote:
And please provide legitimate arguments other than 'you used an AR in your example' and 'we shouldn't balance for 1v1'.
If the reason is to make it "like eve" and you want the regen to continue while being pinged then yeah. Obviously I am not suggesting changing anything on the shields my response was in merely an illustration of how passive regen works in Eve not a description of how I want things to be. I personally don't like sniffing glue either though. No we shouldn't balance for 1v1, there are rare 1v1s in this game unless you go hide somewhere away from the objectives, then someone will find you. Oh but how about 5v5 lets balance for that or better yet 5v1. This game is more blobby than Eve and it makes no sense why you would want 5 ppl each getting tagged by one stray bullet from an smg at mid range to regenerate their shields as if it were nothing. Incoming DPS on a lone gunman, would obliterate him rather quickly with any rifles. How about we look at a case where a sniper is keeping your squad pinned down and while separately the incoming dps at long range from your rifles will likely not be enough to take him down through his shields with your proposal, 6 people shooting, at range, at him likely wouldn't either. You ask for arguments with 1v1? Player A is using an SMG Player B has an AR and the engagement is mid range at the edge of the SMG's engagement range. I think you know where I'm going with this but, Player A bullet hoses Player B, all shots land on target. Player B's shields don't dip at all. Player B line's up his shots, looks around for snipers then pulls the trigger sending a short burst into Player A's head. We all know who the winner in that engagement is. I see no reason to change this, and btw you are asking them to bring back a CB feature that was tested and proved to be OP even with tuning. It was difficult to kill anyone using any sort of damage threshold, battles were lasting "too long" and there were not enough tears on the forums. more blobby than eve +1000 man fleets? i think not You are arguing just to argue at this point. Sorry that we can't put 1000+vs 1000+ on field, still the effect is the same, horde of bodies running after a few or all of whomever spawns in and doesn't leave battle.
So, how on earth do you propose we balance anything at all..?
You guys are like a broken record with this "CPM material" business xD Let it go
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Kaeru Nayiri
Ready to Play
1071
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Posted - 2015.05.02 19:45:00 -
[54] - Quote
Solution was at the top of page 2.
Know what cannot be known.
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DJINN Jecture
Templar of the Glowing Blade
365
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Posted - 2015.05.02 20:21:00 -
[55] - Quote
Aeon Amadi wrote: You must have forgotten that I was around during Closed Beta too and there was a hell of a lot more to it than damage threshold (which I don't remember ever being a thing) what with hit detection issues and lack of aim assist. I never once said that this should be "like Eve" although now that you bring it up I will say that there are a few things that we can borrow from a - brace for it - successful game that's had twelve years of experience with these sort of things.
I haven't forgotten, but I don't think that this is the "fix" you are looking for, otherwise I would say sure why not.
Others have said this is a fix from Eve, I just don't see this as anything like an Eve fix, and I have indicated why. Your fix, if you want it to be like Eve would need to be x amount of base regen per tick (however long a tick is) and remove the burst ticks of the percentage of shield (because this behaviour is a Dust specific system that would overlap on the changes). Then your shield recharge rate can be affected in a manner that actually reflects a shield recharger, and yes it would eliminate the usefulness of a regulator but this would provide your minimum threshold you are all talking about in here. It means you need x+ amount of base DPS to reduce a person's shields. This is how it would be an EVE based idea.
As for the rest, base amount of damage applied to a person's shield to negate recharge is a different idea. I have issues with this because every bullet needs to have higher DPS to affect the shield if this were the case even if they are good solid hits in rapid succession.
The Eve based fix is even more of an issue IMO for "fixing shields" which I don't believe have issues because there would need to be a significant reduction in the base shield recharge rate, mostly causing all shield tankers to have a bunch of issues. It would reduce the number of people straight up buffer tanking though so not altogether bad but its a question of which numbers are the right ones...
-ç +æ+Ä ß+¦ß¦+Gé¦ß+¡ !!!
ߦäߦâ-à
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DJINN Jecture
Templar of the Glowing Blade
365
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Posted - 2015.05.02 20:31:00 -
[56] - Quote
Aeon Amadi wrote: So, how on earth do you propose we balance anything at all..?
How about giving Logis another tool specifically for shield repair? This has been brought up in a number of threads and with borrowing from Eve to fix an issue I think this is the best option. It fills the missing role of shield logi and give caldari logis something useful specifically for the cal logi community as a whole that should help even things out as we see in Eve. This way there is a benefit to having a shield team or an armor team rather than just going armor because they have Logi.
This is what I call balance, not fixing the shields that are actually breakable just like armor is.
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ߦäߦâ-à
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
8352
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Posted - 2015.05.02 20:34:00 -
[57] - Quote
DeathwindRising wrote:Breakin Stuff wrote:The hilarious thing you all forget is that damage mods negate the disadvantage of regen not breaking outside optimal. Skills also would affect this.
Shield regen should break when the shields hace lost more than 20-25% capacity. no i mentioned it before but they mostly ignored it. skills would only help anit shield weapons. go figure lol. so those guys have to drop their shield extenders for damage mods.... oh no, how horrible lol
on the 25%... that sounds reasonable. you can add extenders to get a better buffer if needed too. on 526 shield hp, you can take ~131.5 shield damage before shield regen stops on 634 shield hp, it'd be ~158.5 on 707 shield hp, it's 176.75 before shields break.
All ov which are possible with any rifle in less than one second, but a stray bullet isn't going to hose you. Which is the point.
There's never enough sh**posting going on, so let's add a few more teaspoons of the guy posting after me to the recipie!
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DeathwindRising
ROGUE RELICS
1018
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Posted - 2015.05.03 01:35:00 -
[58] - Quote
Kaeru Nayiri wrote:I certainly cannot claim to know how the game is coded, however I would like to point out that the check of efficiency rating between attacker and defender is already done after collision, and used for damage application. It would be a matter of using that % value to determine whether the hit deserves to shut off shield regen or not.
What I mean is that there is a very good chance that it won't add extra load, only ccp can answer for certain.
you are saying that if the rating is, idk, 75% or below, then you wouldnt be able to stop shield regen?
im sorry i clearly missed this |
Kaeru Nayiri
Ready to Play
1075
|
Posted - 2015.05.03 23:01:00 -
[59] - Quote
DeathwindRising wrote:Kaeru Nayiri wrote:I certainly cannot claim to know how the game is coded, however I would like to point out that the check of efficiency rating between attacker and defender is already done after collision, and used for damage application. It would be a matter of using that % value to determine whether the hit deserves to shut off shield regen or not.
What I mean is that there is a very good chance that it won't add extra load, only ccp can answer for certain. you are saying that if the rating is, idk, 75% or below, then you wouldnt be able to stop shield regen? im sorry i clearly missed this
I proposed 10%, but yea, you got the idea !
Know what cannot be known.
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