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Galvan Nized
Deep Space Republic
994
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Posted - 2015.06.09 21:34:00 -
[1] - Quote
My emergency shielding idea:
-Goes in the grenade slot, activated via L2 -Upon activation grants 200,300,400 hp of emergency shield (STD/ADV/PRO.) -Lasts 15 secs or until depleted, takes 30 secs to recharge before it can be used again. -3 "charges" until resupply is needed (fits grenade style) -Treated as a separate shield vs what we have now (think of it as a 3rd level of EHP, it however is the primary level and takes the damage first.) -Does not interfere with shield regen of original shield but itself does not regenerate nor can it be repaired(it's a flat burst hp buff albeit in another layer)
My thinking:
-Benefits shield users since it still allows the regeneration and gives protection during the delays. Plus it provides a good threshold against stray bullets interrupting the regen. -Benefits armor users as they potentially have extra protection against the damage of explosive weapons. Might even make a difference against that nade or MD. Plus all the benefits of their armor repair/shield regen. -Potentially limits Core grenade spam, or at least provides an alternative. -Reaction based, does't use the cumbersome equipment wheel. Plus I wanted Heavies to have access to it. -Is pretty open to strategic use: do I use early as extra ehp, or use it later to cover my escape? |
emm kay
Direct Action Resources
319
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Posted - 2015.06.10 03:16:00 -
[2] - Quote
Charges or timeout. Pick one. Not both. no need for 3rd level of ehp. No interference is meh. Rethink that one. You're onto something that could be better. l2 activation is meh. Auto-activation would be better. You say heavies have acess to it, but only 2 would bother going above basic, and one to proto. it would prevent spam, and that's good. is it visible?
There is a reason you never see me in battle.
it's because I see you first.
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Coincidental Jones
Krullefor Organization Minmatar Republic
6
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Posted - 2015.06.10 08:46:00 -
[3] - Quote
Emergency shields? My first thought would be far simpler, just have a piece of gear that would immediately kick your regen back into play. I'd rather see it as equipment with a cooldown cycle than a limited-charge option in the grenade slot, though. Commandos get it bad enough as it is,
Plus, you could make an external version for the fabled "shield logi" using the rep tool in-game assets. Would allow Sentinels to get in on the fun as well. |
Z Vatican
Hentai Federation
18
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Posted - 2015.06.10 16:58:00 -
[4] - Quote
I honestly don't see the point of having emergency shield. I mean if you're talking about a shield booster on a Cal assault... I guess that could be great.... or you could seriously play with Cal fittings and get a good fit.
I have a CK.0 Assault and it has about 500 shields and has a 123 shield recharge with a 2 second delay...
Caldari is Life-
State Peacekeeper-
Enemies of the Gallente
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Galvan Nized
Deep Space Republic
994
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Posted - 2015.06.10 18:36:00 -
[5] - Quote
Coincidental Jones wrote:Emergency shields? My first thought would be far simpler, just have a piece of gear that would immediately kick your regen back into play. I'd rather see it as equipment with a cooldown cycle than a limited-charge option in the grenade slot, though. Commandos get it bad enough as it is,
Plus, you could make an external version for the fabled "shield logi" using the rep tool in-game assets. Would allow Sentinels to get in on the fun as well.
Issue with regen is the low damage stops it even if you had a way to bypass the delay. A damage threshold is one approach but this emergency shield gives a lot more room for error.
I'd rather not see it as equipment simply because I like needing to trade offense (grenades) for defense. Plus a quick activation allows for lots of creative uses, equipment wheel is slow and cumbersome. Sorry to the Mandos but I always imagined them more as the offense guy.
Rather it be charge (use) based rather than merely tied to cooldowns so it remains as a strategic use tool rather than seeming like a perma buff to hp. That could bring back the slayer scout. Remember perma cloaks? Cloaks had to be nerfed to near uselessness because the mechanics weren't very good. |
Lynn Beck
Delta Vanguard 6
2
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Posted - 2015.06.10 18:42:00 -
[6] - Quote
Add in a native deterioration to the health pool over time and it would make more sense.
As it is what's to stop someone from "Throwing" all 3, then going to a supply depot to restock?
I would suggest something more along the lines of 250/300/350 with a flat 2HP/s deterioration
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation'
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Galvan Nized
Deep Space Republic
994
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Posted - 2015.06.10 18:48:00 -
[7] - Quote
Z Vatican wrote:I honestly don't see the point of having emergency shield. I mean if you're talking about a shield booster on a Cal assault... I guess that could be great.... or you could seriously play with Cal fittings and get a good fit.
I have a CK.0 Assault and it has about 500 shields and has a 123 shield recharge with a 2 second delay...
A shield "booster" meaning hp (like 400) to your shield pool upon activation? Interesting idea. Actually really interesting.
My issue is that such a mod benefits armor tankers just as much as shield tankers only limited by their total shield hp. Pretty much putting us where we are now where regen sucks partially because of delay and partially because ANY dmg stops it.
My emergency shielding idea would be useful to both types of tankers albeit for different reasons. It would really give defense so you could actually recharge your shields. Regenerating 123 hp is great but sucks when any damage throws you right back in delay, can't really even try to run away.
Plus I grow tired of grenades being the only item going in the L2 slot (partially because core spam sucks.) It's such an interesting slot that is open to so many creative mods.
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