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demens grimwulff
Negative-Feedback. Negative-Feedback
425
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Posted - 2015.05.31 13:24:00 -
[1] - Quote
Before proceeding, please see my thread "Armor, Shield, and Dual tanking" for the discussion on why this is necessary. Link: https://forums.dust514.com/default.aspx?g=posts&t=204116&find=unread
Also, please note, for the effective and streamlined discussion of balancing shields, I am excluding the discussion of the effects to Amarr and Gallente shield at the beginning, as it will have a minimal impact to these racial suits.
Here is my proposal for fixing shields, and the steps required to do it.
Step 1) Adjust shields so that unless a minimum damage threshold is reached, they do not stop regenerating; for this, I propose a minimum threshold based on the averages I calculated for the BASE weapon damage of the 4 assault weapons. Based on some thought, I find that a "rejection" number of 5 to 10 damage acceptable without being to overpowered.
Step 2) Add a second value for shields, one that is labeled "Shield Regeneration Rate: under load", that will give the shield a much more diminished shield regeneration during the times in which the above threshold is reached. This value will be affected by Shield Energizers and Rechargers, but at a lower extent:
a) Caldari Assault Base shield regen rate is 30 HP/s; proposed 'Under Load' amounts will be 20 HP/s b) Minmatar Assault Base shield regen rate is 25 HP/s; proposed 'Under Load' amounts will be 16.67 HP/s c) Current Shield Energizer Effect is 35%/55%/65%; proposed 'Under Load' amounts: 20%/40%/50% d) Current Shield Recharger Effect is 25%/35%/45%; proposed 'Under Load' amounts: 10%/20%/30%
Despite the drops in effects not being 'drastic', this will not need to be due to the lower rate at which shields will be repairing. Even if, say, a Caldari Assault wanted to fill all high slots with prototype Shield Energizers, their base shields will be 253, they would regen at 52 shields/second (assuming max skill buy in) during combat (not much considering armor can easily go way past this with nanohive, repair tools, and base regen), and their CPU would be nearly 78% used (if at max supporting skills).
Step 3) Decrease shield recharge delays (both) to better assist the shield suits in taking on rapid fire engagements
a) Caldari Assault is currently at 5/6; proposed is 3.5/5 || Currently 2 Prototype Shield Regulators will get you a time of 2.05/2.46, this will put it to around 1.42/2.01 b) Minmatar Assault is currently at 6/8; proposed is 4.5/7 || Currently 2 Prototype Shield Regulators will get you a time of 2.46/3.27, this will put it to around 1.81/2.82
The next steps will be a pie-in-the-sky plan to fix load out characteristics between the two types of suits (armor vs shields) that I brought up in my other posts on the subject.
Step 4) Allow Damage Modifiers to be fit into either high or low slots, with the 'Caldari/Minmatar' variant being specific to low slots, and 'Amarr/Gallente' variant being specific to high slots; this will stabilize the damage game field.
alternate Step 4) Remove Damage Modifiers for field infantry from the game completely; this will increase overall TTK and will normalize the fittings a little more... despite armor still having advantages in eWar
Step 5) Give Armor Modules' negative effects a compounding effect vs linear.
a) Ferroscales give a base movement reduction of '0/0/0'; proposed - '0/1/2' b) Reactives give a base movement reduction of '0/1/1'; proposed - '1/2/3; c) Armor Plates give a base movement reduction of '3/4/5' and should stay the same d) for any armor plate put on, the wearer will endure the following decrease in movement speed (note: all plates need to be counted for this and the order is 1st/2nd/3rd/4th/5th plates): 0/1/2/3/4
ex: if a Gallente or Amarr feel like stacking 5 Prototype Armor plates, that will receive the base 25% reduction in movement and sprint speed, as well as a 'Bonus' 4% reduction in movement and sprint speed based off the multi-stacking reductions.
Step 6) [This will need to be discussed by the community, as this is a bone I am throwing out to help deter massive dual-tanking] Stacking multiple armor plates will decrease the 'in combat' shield regeneration of shields, mentioned in step 2 as 'Under Load' in the following manner: 0/2/4/6/8
Any ideas or thoughts?
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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demens grimwulff
Negative-Feedback. Negative-Feedback
428
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Posted - 2015.05.31 19:53:00 -
[2] - Quote
Any input is welcome... I know there is a lot of people out there who recognize that the current state of shields vs armor is most definitely against shields. Lets get some voices in this thread.
As the archeology of our thought easily shows, man is an invention of recent date. And one perhaps nearing its end
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.31 20:52:00 -
[3] - Quote
I completely agree with a shield damage threshold, and your numbers are spot on for balance.
The Under Load idea is very interesting, but I think that change would take far too much effort to balance. We'd have to rebalance weapons, modules, and suits around this new idea, so while i t certainly is a great out-of-the-box thinking, I'd leave this out.
Reducing delays is a great idea, part of the problem is dedicated shield suits are out of the fight too long once hit, meaning they are easily maneuvered on and killed.
Removing damage mods is a bad idea. High slots only have shield mods, damage mods, and precision enhancers. Removing damage mods means that armor tankers will only be able to dual tank or be decent at passive scans. I'm guessing they will almost always take dual tanking. Rather, move damage mods to lows, and move some low mods to highs. That is a topic all its own though.
As far as penalties for multiple plates and reducing shield Regan, I disagree. Buffing one thing and needing another has never once worked out in dust. Buff shields and see if anything else is needed.
Whirly gun make much thunder! - Victor
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Heimdallr69
Negative-Feedback.
5
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Posted - 2015.05.31 22:38:00 -
[4] - Quote
What if all cal suits had the recharge and delay of cal scouts? It'd essentially give us more hp as the recharge would start at 50 instead of losing 1-2 extenders to get the 50 recharge..and the delay is what 3 seconds on cal scout? A cal suit that has to wait 3-4 seconds before recharging is useless..
My proposal all caldari suits at proto come with 50 recharge and 3 delays , thought I'd just post that here..it's almost related
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.05.31 22:46:00 -
[5] - Quote
I think CalScout should remain as is, and hevaier suits have longer delays. But the difference in delay should be much tighter. Like CalScout has 3 second delays, and CalSentinel has the longest delays at 4 seconds.
Whirly gun make much thunder! - Victor
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Varoth Drac
Dead Man's Game
934
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Posted - 2015.05.31 23:08:00 -
[6] - Quote
Just increase the bonus from shield rechargers, it's all that's needed. Other suggested changes are not needed, and would probably result in shields being way overpowered. |
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