Joseph Ridgeson
WarRavens D.E.F.I.A.N.C.E
4
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Posted - 2015.06.27 12:07:00 -
[1] - Quote
Why would you use it than?
Serious question: if it only makes Shields recharge slightly sooner, why use it over the WP factory that is also useful when the target is taking damage?
It is one of the problems of such a tool.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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Joseph Ridgeson
WarRavens D.E.F.I.A.N.C.E
4
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Posted - 2015.06.28 04:30:00 -
[2] - Quote
se7ensaints wrote:Joseph Ridgeson wrote:Why would you use it than?
Serious question: if it only makes Shields recharge slightly sooner, why use it over the WP factory that is also useful when the target is taking damage?
It is one of the problems of such a tool. well obviously there would be WP rewards implemented to reward users of the tool. for my proposition i would much prefer it to implemented to existing rep tool e.g the core repair tool, so you get all existing points and additional for regulating shields. e.g 10 points for shield regulation every 2 seconds that you are regulating the individual The issue is this though, assuming all WP rewards are consistent:
Would you rather use a set of equipment that restored health really fast to a stat that doesn't heal on it's own , even while the target was getting beat on, and that stat also is capable of getting higher EHP than the other side
or
Would you rather give the ability of Shields to restore their natural regeneration a little sooner?
Even worse is that if the Shield Tool literally is just a reduction on the target's stats, it requires people to work together in more ways than the Armor Tool does. The target no only has to have a fair amount of HP in their Shields, but they also have to have good Shield Regeneration stats which lowers their Shield HP. The Armor Tool has no such requirement; some targets are better than others but the Logistics person can just look at HP and go "300 Armor? Pass. 800 Armor? Let's go!"
Trying to figure something out to get Shield Tool to work and be worth using is difficult. I fail to see how "It just recharges Shields like a Repair Tool" is fine for the guys who do it with Armor but not for Shields. An Armor suit that runs out of Armor dies instantly. A Shield Suit that runs out of Shields dies almost instantly. With Shields naturally less HP than Armor, I don't see how having a slight HP buffer before dying when the Shields drop is an issue.
el OPERATOR wrote:Shield repair tool as described already exists: Its called cover. Its everywhere, get in some. So one side HAS to utilize cover and the other side may utilize cover?
Nirwanda Vaughns wrote:,Shields arn't supposed to be repped. shield suits are designed, not for prolonged fights. but rather quick 'pop up shoot/duck n recharge' kinda fights. maybe if people used them correctly instead of thinking every suit has to be a full on GRRRR!! suit they might have a bit more luck. So one suit has the ability to fight at close range, long range (use a long range weapon), has support of multiple different equipment, can utilize cover, and can also decide to give up EHP for the ability to Repair faster
The other is supposed to always fight at long range and use cover.
Do you see the problem here? Even with Shields "being used right!" they still don't end up being better than Armor "being used wrong!"
The concepts of Shields and Armor in this game are different than in EVE, more or less. Shields are meant to be "restores fast, lower EHP" and Armor "restores slow, higher EHP." This could work but there are currently too many balancing factors. Shields have no outside assistance from equipment while Armor does. Shields have multiple kinds of stats, skill points, and items to help them while armor only has HP and Repair, which makes Armor easier to utilize over all. Shield suits usually don't have that amazing of base Shield stats (depleted, recharge, HP/S.)
There are a lot of problems and it is a sticky thing to try to fix.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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