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MINA Longstrike
Kirjuun Heiian
3
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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.
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Talos Vagheitan
Ancient Exiles.
2
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Posted - 2015.07.30 23:08:00 -
[2] - Quote
Really good idea
+1
CPM Platform
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.31 00:04:00 -
[3] - 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.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.31 00:27:00 -
[4] - Quote
Can't really argue against it until we see it in action but that's a ******* awesome Caldari Assault fit you could theoretically make.
Admittedly Protofits isn't the most reliable of sources but.....
Full Proto Weapon Loadout w/ Core Locus 613 Shields 52 Regen Per Second 1.6 Standard Delay 2.5 Depleted Delay 22.5 (x3 Complex Regs) required to break reps
That Cal Assault has more total HP than my Ak.0..... and hell it doesn't even need armour modules.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Sicerly Yaw
Corrosive Synergy No Context
727
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Posted - 2015.07.31 00:41:00 -
[5] - 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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Sicerly Yaw
Corrosive Synergy No Context
727
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Posted - 2015.07.31 00:48:00 -
[6] - Quote
True Adamance wrote:Can't really argue against it until we see it in action but that's a ******* awesome Caldari Assault fit you could theoretically make.
Admittedly Protofits isn't the most reliable of sources but.....
Full Proto Weapon Loadout w/ Core Locus 613 Shields 52 Regen Per Second 1.6 Standard Delay 2.5 Depleted Delay 22.5 (x3 Complex Regs) required to break reps
That Cal Assault has more total HP than my Ak.0..... and hell it doesn't even need armour modules.
more total HP then an AK.0? you can stack about 1k armor on an AK.0 and rep just as fast or faster trough use of triage hives or a logi
there's no worry for a delay or having to worry to stay at range so the threshold isn't broken, and the ScR can still take it out in under a second even at range
although I agree it would be interesting to see a competitive shiled suit demolish armor users but that's already possible the threshold doesn't change much
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.31 01:58:00 -
[7] - Quote
Sicerly Yaw wrote:True Adamance wrote:Can't really argue against it until we see it in action but that's a ******* awesome Caldari Assault fit you could theoretically make.
Admittedly Protofits isn't the most reliable of sources but.....
Full Proto Weapon Loadout w/ Core Locus 613 Shields 52 Regen Per Second 1.6 Standard Delay 2.5 Depleted Delay 22.5 (x3 Complex Regs) required to break reps
That Cal Assault has more total HP than my Ak.0..... and hell it doesn't even need armour modules.
more total HP then an AK.0? you can stack about 1k armor on an AK.0 and rep just as fast or faster trough use of triage hives or a logi there's no worry for a delay or having to worry to stay at range so the threshold isn't broken, and the ScR can still take it out in under a second even at range although I agree it would be interesting to see a competitive shiled suit demolish armor users but that's already possible the threshold doesn't change much
What moron stacks armour and then in incapable of rapidly moving around the map? Amarr Kiting > Amarr Raw Armour
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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Mobius Kaethis
Molon Labe. RUST415
2
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Posted - 2015.07.31 02:23:00 -
[8] - Quote
Mina Longstrike wrote: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?
For examples if we were to buff the inhibition value to 10 and allow regs to also modify it by the same percentage that they do delays we would get the following numbers
(assuming max skills for regs) Basic reg values : 16.50%, 14.34%, 9.41%, 4.67%, 1.75% Enh reg values: 27.50%, 23.90%, 15.69%, 7.78%, 2.91% Complex reg values: 38.50%, 33.46%, 21.97%, 10.89%, 4.08%
Modules stacking penalties are structured from highest to lowest base values (so 1 cplx, 1 adv and 1 basic would be 38.5, 23.9, 9.41, multiplicative)
Highest achievable on a cal assault with 3 complex mods would put shield inhibition up to about 22.55 points to break, the highest max possible on something like a logibro's would be ~26 points to stop recharge.
I don't know if I like this idea or not at this point.
It is true that sheilds definitely need something to even the playing field with armor but is this the right move? Couldn't this make shields too powerful by completely overcoming their largest weakness?
A prudent way of doing this would be to make a small change to either the base inhibition value of the suits or give a small inhibition boost to the regulators (something on the order of (5%/10%/15% for basic/advanced/proto respectively). These numbers can easily be tweeked server side once this change is put into effect.
Mina, you and I often (okay almost always) disagree but I'm not disagreeing with you here. I'd just like to see any change come with a lot of caution since we are in the best state of balance we have been in for a while and avoiding the buff/nerf cycle should be high on everyone's priority list.
One more question: How does this square with the EvE cannon with regards to shields vs armor? I feel like this may be breaking one of the mechanics that makes shields and armor unique though I could be wrong.
Now with more evil.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.07.31 02:37:00 -
[9] - Quote
Mobius Kaethis wrote:Mina Longstrike wrote: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?
For examples if we were to buff the inhibition value to 10 and allow regs to also modify it by the same percentage that they do delays we would get the following numbers
(assuming max skills for regs) Basic reg values : 16.50%, 14.34%, 9.41%, 4.67%, 1.75% Enh reg values: 27.50%, 23.90%, 15.69%, 7.78%, 2.91% Complex reg values: 38.50%, 33.46%, 21.97%, 10.89%, 4.08%
Modules stacking penalties are structured from highest to lowest base values (so 1 cplx, 1 adv and 1 basic would be 38.5, 23.9, 9.41, multiplicative)
Highest achievable on a cal assault with 3 complex mods would put shield inhibition up to about 22.55 points to break, the highest max possible on something like a logibro's would be ~26 points to stop recharge. I don't know if I like this idea or not at this point. It is true that sheilds definitely need something to even the playing field with armor but is this the right move? Couldn't this make shields too powerful by completely overcoming their largest weakness? A prudent way of doing this would be to make a small change to either the base inhibition value of the suits or give a small inhibition boost to the regulators (something on the order of (5%/10%/15% for basic/advanced/proto respectively). These numbers can easily be tweeked server side once this change is put into effect. Mina, you and I often (okay almost always) disagree but I'm not disagreeing with you here. I'd just like to see any change come with a lot of caution since we are in the best state of balance we have been in for a while and avoiding the buff/nerf cycle should be high on everyone's priority list. One more question: How does this square with the EvE cannon with regards to shields vs armor? I feel like this may be breaking one of the mechanics that makes shields and armor unique though I could be wrong.
In EVE Shields actually work more like armour an repair in small passive increments over long durations. Armour does not naturally self repair at all but typically receives more in the way of raw HP. Both come with penalties, Shields get Signature Radius penalties while Armour usually comes with inertia/mass modifiers.
Both however can attain roughly equal levels of eHP.
Disclaimer: This from my limited understanding of the technical side of EVE.
Em shah tey et naGÇÖemsaer ek rahvi, amarr osedah gasi ubday pahk. Ekin tey vahka ijed div ema ziel. Et tey vamatal em.
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MINA Longstrike
Kirjuun Heiian
3
|
Posted - 2015.07.31 04:10:00 -
[10] - 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.
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Alena Ventrallis
Commando Perkone Caldari State
3
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Posted - 2015.07.31 04:22:00 -
[11] - Quote
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.
Over thinking, over analyzing separates the body from the mind.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.31 04:28:00 -
[12] - 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.
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Mobius Kaethis
Molon Labe. RUST415
2
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Posted - 2015.07.31 05:51:00 -
[13] - Quote
Mina Longstrike wrote: Also lets not get terribly hung up over numbers at the moment, instead lets just look to see if things 'kind of work'.
Could you elaborate on that Mina as "getting hung up over numbers" is really all we can do. There is no way for us to test the idea in practice and if we suggest something too extreme that ends up being implemented we'll just end up in a renewed nerf/buff cycle.
Shouldn't proposals be modest in the interest of making incremental changes that respond to evidence we and devs collect with the ultimate goals being both balance and fun?
Now with more evil.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.07.31 05:59:00 -
[14] - 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.
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Sequal's Back
Dead Man's Game
774
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Posted - 2015.07.31 08:08:00 -
[15] - Quote
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.
WON'T YOU PLEASE TAKE ME HOME !
-Sequal Rise
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.01 16:46:00 -
[16] - 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.
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.01 16:57:00 -
[17] - Quote
True Adamance wrote:
What moron stacks armour and then in incapable of rapidly moving around the map? Amarr Kiting > Amarr Raw Armour
Not if you're used to running sentinel nonstop. I got my first few zero-death games running plates on an amssault.
And I was tearing faces off.
WoW has taught me that Purple means Legendary. This means Quafe suits are the optimal loadout for killing all of you.
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Cross Atu
OSG Planetary Operations Covert Intervention
5
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Posted - 2015.08.01 17:06:00 -
[18] - Quote
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.
CPM 1, reelection platform here.
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Mina Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.01 17:21:00 -
[19] - 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.
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Vesta Opalus
Rebels New Republic The Ditanian Alliance
950
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Posted - 2015.08.01 17:26:00 -
[20] - Quote
Raising the shield threshold is going to be tricky, since a few weapons have very low damage per bullet in the first place, even if they are at 100% effectiveness.
I think the shield threshold might need to be reworked to be damage per time instead of damage per bullet, otherwise it will be impossible to raise any higher than ~10 damage without breaking some weapons. |
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S0Lid 5N4K3
Random Gunz Rise Of Legion.
1
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Posted - 2015.08.01 19:19:00 -
[21] - 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? |
MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.01 19:35:00 -
[22] - 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.
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Mobius Kaethis
Molon Labe. RUST415
2
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Posted - 2015.08.01 19:45:00 -
[23] - 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.
This is a much better idea and wouldn't hamper the projectile weapons like the flat % boosts would.
As you've pointed out the code would be much more taxing on the servers but even so I would give that idea a plus one.
Now with more evil.
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S0Lid 5N4K3
Random Gunz Rise Of Legion.
2
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Posted - 2015.08.02 17:23:00 -
[24] - 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. |
MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.05 20:42:00 -
[25] - Quote
Bump
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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MINA Longstrike
Kirjuun Heiian
3
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Posted - 2015.08.10 01:59:00 -
[26] - Quote
bump
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Kinky Fat Bastard
74
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Posted - 2015.08.11 12:14:00 -
[27] - Quote
Maybe we just need shields to work more like those on installations?
Shoot rail turret at CRU depleting shields, watch shield regen between shots.
But... Meh... Would prefer to lose regs and lose the stacking penalty on extenders.
Why make this **** more complex than it has to be? |
Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.11 13:34:00 -
[28] - Quote
In my opinion, the whole inhibition thing is stupid. It's just an added complication to the game that makes little difference to gameplay. Buffing it is also potentially problematic.
There are plenty of ways to improve shield tanking without involving new mechanics.
Just buff energisers and give us shield rep tools/hives and have done with it.
In fact, shield rep tools could give great balance to logis too: Cal logi, shield rep and hive bonus. Gal logi, armour rep and scanner bonus. Am logi, uplink and armour rep bonus. Min logi, remote/proxi mine bonus and shield + armour rep bonus.
Shields sorted, logis sorted, thank you. |
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