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Boot Booter
Dead Man's Game
1
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Posted - 2015.06.27 18:15:00 -
[1] - Quote
Tldr : What if we made shield rechargers and energizers increase shield threshold (percentage based with stacking penalties). Example numbers below.
So I have been thinking about the shield threshold that is soon to come. I've been a huge advocate for the threshold for a long time and it's great to see it make its way in. Also I'd like to see how the value of 6 plays out.
However, what if we could take this a bit further. A set value is nice and all but the issue is that in a way it (almost) buffs armor suits or poorly fitted shield suits all the same. Also there has been some talk of buffing rechargers. Overall I think the threshold is a good step but not enough to balance shields vs armor. Instead of a set and locked value I'd be interested in the possibility of making shield rechargers and energizers increase shield threshold.
Some numbers I've been thinking of...
Shield Energizers basic/adv/comp + 15%/25%/30% to shield threshold (base value 6)
Shield Rechargers basic/adv/comp + 10%/15%/20% to shields threshold (base value 6)
These are based on two things, i didn't want to possibly exceed the lowest possible damage of a bullet within its range, an unmodified basic hmg with no skills (16 * 0.85 = 13.6). Also I assumed the highest number of shield energizers you can stack are 5 complex (which would give a shield threshold of 12.9 hp after stacking penalties).
What do you think? Obviously numbers and ideas are welcome. Thanks for reading. |
Cat Merc
Negative-Feedback. Negative-Feedback
17
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Posted - 2015.06.27 19:31:00 -
[2] - Quote
I believe that within the effective range of a given weapon, it should be able to stop shield recharge, otherwise it's no longer effective.
HMG at max effective range does 5.28, so it wouldn't stop shield recharge. Increasing it any further could really mess with low alpha high DPS weapons, among them being SMG's and Assault Combat Rifles.
However, this could act as interesting balance mechanic, and I'm not ruling it out. Just making sure people are aware of the effects.
"To find out if they consent, poke the giant boobs. If they jiggle once, that means no. If twice, that means yes" - Anon
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Sicerly Yaw
Quantum times
404
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Posted - 2015.06.27 19:41:00 -
[3] - Quote
you realize that it doesnt matter if the Hmg does not pass the threshold as it can deplete shiled so fast that the regen would not even matter? even if you had say 100+ shield regen per second the HMG in its effective range even a slightly past that would easily tear apart the shield user
Ill give you an example with armor as people think it really matters more then it does
whenever I am using an HMG heavy I always go with Caldari, I am a shield user and proud of it I go up against armor tanked proto heavies being rpped by min logis all the time using my shield advantage I can go right up to them and tear them to pieces even while they are being repped as long as I keep my aim to their head and move around a little so they miss a couple of shots as every shot counts
I do not stack shield mods other then regulators instead I use complex precision enhancers to give me the upper hand so I can engage first and not get sneaked up on so easily 26db with precision skill maxed using 3 complex precision mods on a Cal heavy I use the adv HMG not the assault just regular adv HMG and I carry flux nades so I can take out their shileds and get right to their armor straight away, which I only get two of these and I cant carry nano hives so most encounters I have to do without them, but its good for clearing rooms out
anyway a lot of these armor tanker just stand in one spot as they usually don't have to worry about dying while being repped but I come in aiming right for the head as I have enough precision to know exactly where they are and how many threats there are, I tend not to bother with the logis as I know they don't matter much as long as there is only one of them, it only takes about 2-3 seconds to shred trough the shields and armor when aiming for the head, this is if they have over 1.5k hp takes less time if they are under, while they aim at my body and it takes them 4-5 seconds usually to take me down and even then I usually just go in do some damage back out for a few seconds after my shields have been depleted to get my buffer back up slightly and go back in to finish them off, the logis usually just stand around only repping if they stop their heavy is in big trouble as it takes me less time to finish them off, and if they decide to try to shoot me I take them out first, I went up against a min logi gal sent combo and killed the gal sent while he was being repped the logi turned his attention to me as his heavy died I just stood there while he tried to kill me and shot him only enough to have him at half health as he saw that I wasnt going to kill him he went to pick up his heavy I waited till he was back up then proceeded to take them both out in under a second as they were both low on health, that is the power of a smart HMG user going up against scrubs that have had it so easy that they don't know what real fights are like
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Sicerly Yaw
Quantum times
404
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Posted - 2015.06.27 19:48:00 -
[4] - Quote
also if you have access to shield tanks, just the std gunlogi will do
go up to an enemy blaster turret from about 70m away and start shooting it, you will notice that the damage it does is not enough to keep you shields from having to wait for a delay
but if there were say 3 of these shooting you it would not matter as your shield recharge would not out rep the damage being taken
the threshold needs to be made higher to make shield tanking more effective at its intended range while still keeping it relative in balance as a good armor heavy or any CQC specialist will certainly take any shield heavy out, aim for the head it takes no longer then a few seconds even if the shield heavy is tanked out, an AR shreds shields as well as the ScR and the CR has enough sustained damage with increased clip on a Min assault that the heavy will go down eventually even at range
basically any smart shield tanker will be able to survive longer but a dumb shield heavy will go down just as fast as those armor tanker that I have mentioned
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Cat Merc
Negative-Feedback. Negative-Feedback
17
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Posted - 2015.06.27 20:06:00 -
[5] - Quote
Alright, then it shouldn't matter that what you're shooting at has a repair tool on it, right? Oh wait, it does, it makes a huge different.
Even a standard repair tool makes a big difference, and a Cal Assault + Shield Recharger is slightly stronger than a standard repair tool.
"To find out if they consent, poke the giant boobs. If they jiggle once, that means no. If twice, that means yes" - Anon
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LUGMOS
Corrosive Synergy No Context
4
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Posted - 2015.06.27 20:23:00 -
[6] - Quote
Hell no
*spits on ground*
Sniper Rifles are for Nitrogenous Dioxide Borons
I am the Anti-FoTM
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Boot Booter
Dead Man's Game
1
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Posted - 2015.06.27 23:26:00 -
[7] - Quote
Cat Merc wrote:I believe that within the effective range of a given weapon, it should be able to stop shield recharge, otherwise it's no longer effective.
HMG at max effective range does 5.28, so it wouldn't stop shield recharge. Increasing it any further could really mess with low alpha high DPS weapons, among them being SMG's and Assault Combat Rifles.
However, this could act as interesting balance mechanic, and I'm not ruling it out. Just making sure people are aware of the effects.
Yeah that's a good point.
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Boot Booter
Dead Man's Game
1
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Posted - 2015.06.28 16:11:00 -
[8] - Quote
@ sicerly
I really don't understand what your post has to do with the topic at hand.
The point of this idea is to increase the threshold of highly active shield tanks. |
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