Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
228
|
Posted - 2015.06.25 12:44:00 -
[1] - Quote
CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks.
Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente.
I've trying to create a great Shield fitting for my Caldari Character, but since they're weak it's hard trying to maintain them, but with this Shield Interruption Threshold it is a good start, but 6 isn't really enough unless you're getting hit by an SMG 50m+ away.
It's just an Idea, but, Thought? |
Bright Cloud
Namtar Elite Gallente Federation
1
|
Posted - 2015.06.25 12:46:00 -
[2] - Quote
ThePlayerkyle13 wrote:CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks. Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente. I've trying to create a great Shield fitting for my Caldari Character, but since they're weak it's hard trying to maintain them, but with this Shield Interruption Threshold it is a good start, but 6 isn't really enough unless you're getting hit by an SMG 50m+ away. It's just an Idea, but, Thought? 6HP is usually enough cause all weapons with short range will do allmost no damage at all at range.
Rudimentary Mercs of scrubs and incompetence. You touch my mind, fumbling in Ignorance, incapable of understanding.
|
Interstellar Marine
Ishukone Nova Knives
45
|
Posted - 2015.06.25 12:54:00 -
[3] - Quote
ThePlayerkyle13 wrote:CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks. Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente. I've trying to create a great Shield fitting for my Caldari Character, but since they're weak it's hard trying to maintain them, but with this Shield Interruption Threshold it is a good start, but 6 isn't really enough unless you're getting hit by an SMG 50m+ away. It's just an Idea, but, Thought?
Its better to start low, adjust if needed, than start high and have fotm chasers jumping on the wagon if it's op.
As CCP Rattati said "The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks."
Totally agree with that statement.
¬!¬!
|
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
228
|
Posted - 2015.06.25 13:03:00 -
[4] - Quote
Interstellar Marine wrote:ThePlayerkyle13 wrote:CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks. Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente. I've trying to create a great Shield fitting for my Caldari Character, but since they're weak it's hard trying to maintain them, but with this Shield Interruption Threshold it is a good start, but 6 isn't really enough unless you're getting hit by an SMG 50m+ away. It's just an Idea, but, Thought? Its better to start low, adjust if needed, than start high and have fotm chasers jumping on the wagon if it's op. As CCP Rattati said "The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks." Totally agree with that statement.
If thats the case then they should remove armour repair modules because it's "OP", this threshold is just another armour repair i doubt it'll be that OP, I mean look at armour repairs even if you had 30hp armour reps per second it'll still wont save you in a CQC battle... |
Zan Azikuchi
G.R.A.V.E The Ditanian Alliance
124
|
Posted - 2015.06.25 14:56:00 -
[5] - Quote
I just want more shield HP and maybe a twix bar...
When there is light, shadow's lurk and fear reign's... Yet by the blade of knight's, mankind, was given hope.
|
Joel II X
Bacon with a bottle of Quafe
8
|
Posted - 2015.06.25 15:13:00 -
[6] - Quote
ThePlayerkyle13 wrote:Interstellar Marine wrote:ThePlayerkyle13 wrote:CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks. Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente. I've trying to create a great Shield fitting for my Caldari Character, but since they're weak it's hard trying to maintain them, but with this Shield Interruption Threshold it is a good start, but 6 isn't really enough unless you're getting hit by an SMG 50m+ away. It's just an Idea, but, Thought? Its better to start low, adjust if needed, than start high and have fotm chasers jumping on the wagon if it's op. As CCP Rattati said "The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks." Totally agree with that statement. If thats the case then they should remove armour repair modules because it's "OP", this threshold is just another armour repair i doubt it'll be that OP, I mean look at armour repairs even if you had 30hp armour reps per second it'll still wont save you in a CQC battle... >shield users get buffed >complains
Seriously? Rattati said he might give you guys a better number after observing changes. This is mostly so that stray bullets don't eff you over when you take 1 damage from anything and have to wait for your delays to start back up.
Scouts United
Gk.0s & Quafes all day.
|
Aeon Amadi
Negative-Feedback. Negative-Feedback
11
|
Posted - 2015.06.25 15:39:00 -
[7] - Quote
Bright Cloud wrote:ThePlayerkyle13 wrote:CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks. Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente. I've trying to create a great Shield fitting for my Caldari Character, but since they're weak it's hard trying to maintain them, but with this Shield Interruption Threshold it is a good start, but 6 isn't really enough unless you're getting hit by an SMG 50m+ away. It's just an Idea, but, Thought? 6HP is usually enough cause all weapons with short range will do allmost no damage at all at range.
I don't think so. An AR still does 7.27 damage to shields at 150m.
Vote #TeamGreen
Because if you don't, the Cow Dairy will be the next ones who are bias!
|
Chrome HD
Random Gunz Rise Of Legion.
47
|
Posted - 2015.06.25 15:42:00 -
[8] - Quote
ThePlayerkyle13 wrote:Interstellar Marine wrote:ThePlayerkyle13 wrote:CCP Rattati wrote:Dear players,
Shield Recharge Currently if you are running for cover and small arms fire keeps "plinking" away your health, you can't regenerate shields.
We will be adding a shield interruption threshold, much like vehicles have, to all Dropsuits. Damage less than that number will not interrupt shield recharge. This should be a big buff for shield users, and something that has been commonly requested in the past so I am happy to see it in-game.
The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks. Mr Rattati this is a great start on giving Shields users some love, I was thinking maybe like Armour Repairs we could use modules to increase the threshold, this would make the Caldari a viable force on the field & their knowledge of Shielding feared by many plus this would compete well against the Gallente. I've trying to create a great Shield fitting for my Caldari Character, but since they're weak it's hard trying to maintain them, but with this Shield Interruption Threshold it is a good start, but 6 isn't really enough unless you're getting hit by an SMG 50m+ away. It's just an Idea, but, Thought? Its better to start low, adjust if needed, than start high and have fotm chasers jumping on the wagon if it's op. As CCP Rattati said "The number is low to begin with, because this is a very dangerous variable, too high and shields become invincible, so we went with 6. We will monitor this change very carefully over the next weeks." Totally agree with that statement. If thats the case then they should remove armour repair modules because it's "OP", this threshold is just another armour repair i doubt it'll be that OP, I mean look at armour repairs even if you had 30hp armour reps per second it'll still wont save you in a CQC battle...
Seriously dude? save your complaints till after you give it a try, complaining before hand has no purpose and even without this buff many of us still managed to run caldari even with all the other SCR and Amarr users out there. I personally believe that this will only make me harder to be dealt with even in a CQC and in my BPO suit. Get your mind right bruh. |
Daddrobit
You Can Call Me Daddy
1
|
Posted - 2015.06.25 16:04:00 -
[9] - Quote
Aeon Amadi wrote:Bright Cloud wrote:
6HP is usually enough cause all weapons with short range will do allmost no damage at all at range.
I don't think so. An AR still does 7.27 damage to shields at 150m.
Yep, the AR, RR, ScR, AScR, and presumably a decently charged LR even at basic still will stop your recharge at minimum efficiency. The basic AR does exactly 6.01 base damage at 150-250 meters.
However the CR is in an awkward position at not dealing enough per shot past 126m. I wonder if it will still stop a charge because the combined burst will do more than 6, or if it will be like how vehicles used to charge through swarmers because the individual missiles didn't pass the damage threshold?
Ah well, it's still at 126m, you generally don't have meaningful engagements at that range anyways.
(Fun Fact! The bolt pistol will stop a charge out to 120m! TMYK!)
O.G. Pink Fluffy Bunny
|
Tebu Gan
Capital Acquisitions LLC
1
|
Posted - 2015.06.25 16:45:00 -
[10] - Quote
I have a big question here.
Do you guys honestly think that damage threshold for shield recharge is really the sole cause for shield disparity in comparison to armor.
I've seen it toted as the main reason shields suck, but I personally, being dominantly a shield user, have RARELY noticed that as any sort of problem. If I want to utilize my shield recharge, I break combat totally by breaking LOS. I only need a few seconds to get it kicked in and a few more seconds to bring it back full.
I see it toted as a fix all, but in my honest opinion, I don't see it as THE problem, but a minor fix that won't dynamically change shield based suits in the way people expect. It just seems so insane to me that THIS is the biggest problem.
I've noted a few of these discrepancy in another post, namely that shield must utilize all slots for tank where armor does not, or cannot. Very little opportunity to utilize utility for shields.
Tanks - Balancing Turrets
|
|
Leadfoot10
Molon Labe. RUST415
3
|
Posted - 2015.06.25 17:17:00 -
[11] - Quote
I think a change to address the inequality of armor and shield is necessary, however I'd go about it in a different and simplistic way:
Armor repairers should have a delay just like shield repair -- perhaps not as long due to the vastly different rates at which they repair. |
ThePlayerkyle13
The Unholy Legion Of DarkStar DARKSTAR ARMY
228
|
Posted - 2015.06.25 18:06:00 -
[12] - Quote
Chrome HD wrote:Seriously dude? save your complaints till after you give it a try, complaining before hand has no purpose and even without this buff many of us still managed to run caldari even with all the other SCR and Amarr users out there. I personally believe that this will only make me harder to be dealt with even in a CQC and in my BPO suit. Get your mind right bruh.
LoL I'm not complain about the feature, but towards this guy, that he says it'll be OP if it went any higher, like i said the Shield Recharge Threshold is like armour repair (Which let's be honest here it is) which is why i request it to be also a Module to improve the threshold just like the armour repairs.
LoL 6HP is not OP in fact it's not going to save your life at any range what's so ever... |
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |