Sicerly Yaw
Corrosive Synergy No Context
727
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Posted - 2015.07.31 00:41:00 -
[1] - Quote
I like the idea but what premise are you basing this off of? many weapons at range will not be able to deal enough if at all any damage to compete, a good thing for shield users but bothersome when it comes to balance and it will inevitably be seen as OP
one concern will be camping, per usual not many methods will be able to rid of these practices
in close quarters it will not make much if at all any difference
I would like to give shield users the advantage of ranged engagement, but as it stands things that can kill shield users at range will still deal enough damage to stop shield recharge, whereas those that cannot usually aren't a problem to begin with
I think the highest shield inhibition stat just to prevent plinking would be about 10 anything over that and we may start to see issues especially on heavy frames (that can stack rechargers without losing out on hp much) or light frames that have a naturally high recharge rate
something to consider is the rate at which armor suits can rep per second without interruption, if I can stack an armor suit with reps and stick to a range oriented weapon I can easily out rep and sustain damage without having to worry about waiting on recharge if anything goes over that rate
there needs to be a balance between "safe" engagement range along with the range of weapons and the ability for armor suits to sustain damge at range
currently armor suits can beat out any type of shield tank, while shields become more oriented towards solo play styles due to their ability to rep up quickly without the need of support from a teammate and the actual inability to rely on allies for such help
one thing that I have considered is removing shield depleted recharge delay, to me it seems weird that a cal sent has a depleted delay of 1 second while having a normal delay of about 4 seconds and a commando having 6 seconds depleted and 4 normal, instead heavy frames should have low delays (1 or 2 seconds) with low recharge ( the current values of 20 and 30 seem fair) while scouts and assaults/logies should have high recharge and moderate delays (3 for the light frames and 4 or 5 for medium frames) with the recharge rates of about 50 for medium frames and 60-70 for light frames (or 40 and 60)
having these numbers instead of the current ones would justify the fitting cost of shield mods and overall lower health bonus that armor gets, this is only my opinion of course and there are many other paths we could take to make shields favorable for certain roles that currently armor can do better, in CQC shield suits with lower hp and inability to recharge while under fire would still be at a severe disadvantage as they are now but at range or as hit and run suits they would perform very well, now these changes would be marginal mostly affecting shiled suits (caldari and minmatar) with the values favoring the primary shiled users in the following order Caldari, Minmatar, Gallente, Amarr
each faction would add on a few seconds (1-2) and decrease in recharge rate by 10-15 points
so in case for medium frames the numbers would be as follows (roughly) (alternatives following the "/" cal-50 recharge rate 4 second recharge delay min-40 recharge 5 second recharge delay/ 35 recharge 6 delay gal-30 recharge 6 seond recharge delay/ 20 recharge 8 delay am-20 recharge 7 second delay/ 10 recharge 10 delay
these numbers would make armor suits buffer be down for most engagements mainly having to rely on their armor along with changing the shield numbers I would suggest to give all suits reasonable passive repair rates the following order gal-min-am-cal
gal-8 reps/second min-6 reps/second am-4 reps/second cal-2 reps/second
have the shield threshold set at 10 and I think that makes everything fairly balanced
this is only one simple suggestion that I have and may not be favorable to many but I think it would work better then to simply give shields the ability to completely shrug off significant damge, it also allows for shields to be able to stack hp without having to worry too much for recharge rates or have better recharge rates if preferred over raw hp while simultaneously making armor rely more on raw armor and have less of a shield buffer (they would take more direct armor damge)
it also puts the min in an interesting spot better shields and better armor but neither as good as cal shields or amarr/gal armor
I would like to know if you would prefer something such as this instead of say a buff to shiled mods
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