S0Lid 5N4K3
Random Gunz Rise Of Legion.
1
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Posted - 2015.08.01 19:19:00 -
[1] - 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.
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? |
S0Lid 5N4K3
Random Gunz Rise Of Legion.
2
|
Posted - 2015.08.02 17:23:00 -
[2] - Quote
Mina Longstrike wrote: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.
The difference would be that a damage-per-second threshold as opposed to damage-per-hit would be more consistent across varied weapon types, as opposed to favoring high-impact low rate-of-fire weapons so much. And it wouldnt be to terribly hard to code either. |