|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.07.30 16:59:00 -
[1] - Quote
Currently I'm finding on shield suits, that the shield inhibition value almost never actually comes into play. Is it possible that would get shield regulators to also increase the shield inhibition value (by the same amount the module affects delays, so 15 / 25 / 35%)
Or could we maybe get the base value buffed up to somewhere around 9-10?
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Mina Longstrike
Kirjuun Heiian
3
|
Posted - 2015.07.31 00:04:00 -
[2] - Quote
Talos Vagheitan wrote:Really good idea
+1
Thanks, I liked it too.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.07.31 04:10:00 -
[3] - Quote
Sicerly Yaw wrote:Wall of text critical hit
The notion occured to me because I largely don't ever see inhibition values kick in even when people are shooting me at well outside their optimal range, I mean even at 115 m (FOURTY METERS past optimal range) a rail rifle is still doing ~13.5 damage per shot to shields in fact even at 150 meters a rail rifle would still stop shield recharge because the inhibition value is 6 points (and the rail is still doing 9 damage).
The same is true of the assault rail rifle(72m optimal) at 115m & 150m It's also true of the scrambler rifle and assault scrambler at 115m & 150m It's also true of the ar(40m), breach ar(39m), tac ar(61m), and burst ar(50m) at 150m. It's also true of the combat rifle(66m optimal) out to 126m The standard scrambler pistol still stops shield recharge at 108m (despite its optimal being 31m). it cant break it at 109 but *meh* The bolt pistol also stops shield recharge out to 119m despite its 44m optimal.
Effective ranges for rr is 100m, arr is 97m, ascr is 88m, scr is 96m, ar 70m, brar 66, bur ar 78m, tacar 90m, cr 86m, bp 68m (max range 150m), scp 55m (absolute 120m). These numbers were all pulled from protofits, which wouldn't let me test ranges past 150m (out of the 250m absolute on most rifles)
In fact about the only weapons this 6 point value actually works against are ion pistols (don't do damage past ~39m), assault combat rifles, flaylocks, magsecs and smgs. Oh and nova knives because they can't be ****ing thrown.
In regards to camping remember that this will also be affecting armor suits though not as much cause they dont fit regs. I don't think there's much of an issue with heavy frames as most cannot shoot back, and light frames because stacking rechargers & regs ruins their already preciously low hp, causes them to give up damps and messes with their lower CPU values.
This is not meant to make a difference in close quarters (though it will affect some weapons like the std and burst hmg, which WILL still be able to plow through your shields fast enough for you to hit depleted values - if anything this could actually be a buff to the cal sent in hmg fights maybe)
In short this 'buff' hasn't actually stopped long range plinking from well outside optimals because even at extreme ranges 16% of 40 damage per bullet is still >6. in fact this buff has largely done almost nothing and is so small that it really seems to be operating entirely off of placebo. It is a fact that armor reps never turn off and due to this fact even at extreme ranges well outside weapon optimals... armor STILL has the advantage over shields with long range weaponry, armor can also be augmented with remote reps & healing hives too.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.07.31 04:28:00 -
[4] - Quote
Alena Ventrallis wrote:I disagree. These numbers are far, far too high. This makes shields regen through certain weapons within their optimal, like almost all the kinetic damage weapons (CR, HMG, etc.) That should never, never happen. The purpose of the threshold is to stop people from resetting your regen way outside of their optimals. To that end, I think the threshold needs to be brought up to a solid 10-11, but those values make shields all but impervious to Minmatar projectile weaponry.
Only at the extreme end of giving up all lows for regs which prevents armor from being fitted and still does a number on your CPU for other stuffs.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.07.31 05:59:00 -
[5] - Quote
^In short if the current numbers don't work well, they can be adjusted.
I'm willing to accept feedback on well reasoned numbers.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.08.01 16:46:00 -
[6] - Quote
Sequal's Back wrote:Good idea ! I don't think it would be OP. Armor is constently repping and it doesn't make it OP.
Armor regen in some suits (gal heavy, gal assault and amarr assault mostly) can go up to 30-40hp/s which is close to what a shield regen can be and it doesn't make them OP.
That reg/treshold buff is a good idea. I'd also increase the efficiency of regs like 25%/35%/50% and reduce the insane PG/CPU cost of complex shield extenders. This with a 10% bonus on base shield HP for all caldari suits and shield would get competitive against armor.
Eh, I don't think there would be a big need to buff regs, and in fact there MIGHT be some problems associated with these numbers versus stuff like combat rifles, but I do think it puts things in a better place.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
Mina Longstrike
Kirjuun Heiian
3
|
Posted - 2015.08.01 17:21:00 -
[7] - Quote
Cross Atu wrote:An Assault or two armor brick tanked with a logi behind them can actually do quite well. Had a squad like that a while back where a fire team of 2 (one logi one AmAss) split off and held a point on their own because of the tank/reps synergy. High enough armor health = rep utility regardless of the frame sporting those numbers.
But I suppose all of that is pretty much a sidebar to the main conversation.
Well, that's kind of what I'm talking about. I mean I know it happens because I was playing matches yesterday where I had someone rep me while I was in a rasetsu and I was fighting someone that was 120m out with a combat rifle, he wasn't hurting my armor (my shields were still permanently down), I was hurting him, the logi on my side was getting free points.
I also had a FW match on an alt where I died to a SCR at 140m because it was still stopping my reps and in fact was cutting through my reactive plate powered rep even at that range.
I think that making these changes has the potential to bring some more fitting diversity (more cal & min actually fitting shield regs) and a little bit more balance to the game. It won't fix every problem, but it will get inhibition values to a state where they work a bit better - maybe, I'd need to look at the damage over range for weapons like SCR / RR / TAR again, especially with damage mods involved.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.08.01 19:35:00 -
[8] - Quote
S0Lid 5N4K3 wrote:Alena Ventrallis wrote:I disagree. These numbers are far, far too high. This makes shields regen through certain weapons within their optimal, like almost all the kinetic damage weapons (CR, HMG, etc.) That should never, never happen. The purpose of the threshold is to stop people from resetting your regen way outside of their optimals. To that end, I think the threshold needs to be brought up to a solid 10-11, but those values make shields all but impervious to Minmatar projectile weaponry. Maybe we are going about this all wrong: What if we used a rolling dps threshold instead of a flat amount of damage per hit?
That doesn't really do much different than the inhibition values... 16% of 600 dps at 140m is still ~100 dps, so the DPS threshold would have to be quite high.
I also heard a suggestion from someone else when I was discussing this idea, and they mentioned shields "storing" damage somehow, and it not being applied until it broke [x] amount in [time] value and if it never hit that amount in [time] it would just be disregarded. So, say minimum 50 damage in 1 second, if player a only does 40 damage then player b never actually takes damage... obviously that's a lot more work to code.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.08.05 20:42:00 -
[9] - Quote
Bump
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.08.10 01:59:00 -
[10] - Quote
bump
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
|
|
|
|
|