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[Veteran_UltraMind Regenersis]
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Posted - 2012.06.05 07:59:00 -
[1] - Quote
Tried searching for this as I am sure it had been mentioned but not in these terms.
Is the current shield recharge system a 'place holder' before implementing an Eve style one?
Dust has the rate as x hp/recharge which seems to be every few seconds.
Eve has a recharge time so total shield hp / reacharge time = base hp/sec recharge modified by a factor depending on current shield level (2.5 @ 50% shields)
On a side note in Eve you have to choose damage mods or armor tank for Loslots. In Dust its dam mods or shield tank in the Hi slots. This seems counter intuitive. If they are in the same universe why isnt the fit technology and ideology followed through. Playability may be an issue from the dev side?
I also notice that shield recharge is much better than armor rep currently. Will this be offset when damage types and resistances come into play? Armor regens slower but has higher resists making for better buffer tanking while doing higher damage to burn through recharge rate? mind you it may need to be this way as armor tankers potentially do higher damage. As always with CCP - checks, balances and trade-offs.
Its hard to see what will transpire here as we dont have 2 suit types from different races and none of them have racial bonuses. Will a Caldari advanced heavy suit have more His for shield tanking while an Amarr one has more Los for armor but only 1/2 His? |
[Veteran_Orin Fenris]
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Posted - 2012.06.05 11:37:00 -
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Well, I will take a stab at part of your post here. As far as High/Med/Low slots, I'm pretty sure your weapons in Dust are considered High slots, Shield/Damage mods are mediums, and armor reppers and such are Low, which would mean they are the same slots as in EVE.
However, If I am wrong, then 1. Where are the medium slots? and 2. I suppose it wouldn't be hard to argue that they are Dropsuits, not ships. a lot less PG/CPU, where as the modules are doing the same thing. So therefore whilst shield mods may be mere mid slots for a ship the size of a jumbo jet, On a man-sized suit, i'd imagine they'd be markedly more taxing.
But thats just a laymans explanation.
As far as damage types go, I'm almost certain all the things you mentioned will be implemented eventually, including racial dropsuits (bonuses uncertain) |
[Veteran_UltraMind Regenersis]
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Posted - 2012.06.05 21:22:00 -
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From the D514 manual
"Dropsuits can have the following slot types
-Hi module slots -Lo module slots -Weapon slots -Equipment slots -Grenade slots"
I wasnt driving at the slot arrangement per se - just querying why damage mods are lo slot in Eve and Hi slot in Dust. Meaning theres a different trade off. |
[Veteran_Cong Zilla]
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Posted - 2012.06.05 21:58:00 -
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I totally agree about passive recharge, it needs to be constant and not just when you stop being shot. Obviously the amount per cycle would need to be drastically reduced. This would also allow for a true shield boost type module to have a place. |
[Veteran_FatalFlaw V1]
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Posted - 2012.06.05 23:26:00 -
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I kinda like the way shields regen currently. Its very fast in a scout suit but only out of combat so it works very well with scouts movement speed. I would like to see the buffer a tad larger for the extenders though. Even with 2 complex extenders it just melts when you get shot. Shield may have no fitting penalty like armor but the fact that damage mods can only fit in the mids seems like quite a drawback to me. |
[Veteran_Big]
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Posted - 2012.06.06 06:43:00 -
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Damage mods on dropsuits occupy highslots presumably because armor tanking on dropsuits is gimp :P
I guess they haven't managed to make local repairers that work in any efficient manner on something as small as a dropsuit! LOL 6hp armor/s.
As much as you'd like to see 4 extender 3 damage mod fitted prototype caldari assault suit, I'd like to see some useful mods to equip in the low slots instead ^^
lows are currently boring as hell. |
[Veteran_Templar Two]
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Posted - 2012.06.06 08:45:00 -
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I once direct hit an heavy with a fixed cannon, which is very weak by the way, and have seen his 0% shields recharging completely in less then 10 seconds: ridiculous. It must take more time for shields to recharge and the more you shield is down the more it should take takes to rechage. |
[Veteran_Big]
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Posted - 2012.06.06 08:51:00 -
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Templar Two wrote:I propose a maximum value of 4 seconds for 25% shields; this way the shield woudl recharge recharge when completely depleted in 16 seconds. The more you shield is down the more it takes to rechage. I once direct hit an heavy with a fixed cannon and have seen his 0% shields recharging completely in less then 10 seconds = unacceptable.
Ummm there is a shield recharge stat. Scouts have the highest shield recharge, with the prototype suit having over 40 per second. Heavys have barely any shield at all, so at 13.0 shield per second it takes less than 10 seconds to recharge to full. What's wrong with that?
Also there seems to be a hidden shield recharge stat that I don't see anywhere, my heavy seems to take forever to start regenerating even a little shield, whereas on my scout i just have to stay out of fire for a few seconds and my shields start climbing like crazy. |
[Veteran_Templar Two]
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Posted - 2012.06.06 08:54:00 -
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I edited that because I realized that is not right right to propose anything precise yet.
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[Veteran_Trevak Shi]
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Posted - 2012.06.06 16:39:00 -
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Big wrote:Damage mods on dropsuits occupy highslots presumably because armor tanking on dropsuits is gimp :P
I guess they haven't managed to make local repairers that work in any efficient manner on something as small as a dropsuit! LOL 6hp armor/s.
As much as you'd like to see 4 extender 3 damage mod fitted prototype caldari assault suit, I'd like to see some useful mods to equip in the low slots instead ^^
lows are currently boring as hell.
I have to agree in one regard, this being towards the current available modules for the low slots. The current boosters are nice, but i would like to see some sensor fits or stabilizers for the weapons. And when the laser rifles come out, will the suits need capacitors like for the ships? And where will they occupy space? |
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