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Aderek
Made in Poland... E-R-A
201
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Posted - 2015.08.02 08:23:00 -
[1] - Quote
Hello. So, we have shield boosters to hav, lav, ds, why we cant have it for dropsuit? What you think about it? Rember, we dont have shield repair tool. Good day;)
dust514.pl, wcogram.pl, i-play24.net
MM proto logi
80 kk SP and growing
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.08.02 08:31:00 -
[2] - Quote
Why not just a Shield Recharge Tool?
Pokey Dravon for CPM2
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Aderek
Made in Poland... E-R-A
201
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Posted - 2015.08.02 08:37:00 -
[3] - Quote
Pokey Dravon wrote:Why not just a Shield Recharge Tool?
You cannot heal himself :)
dust514.pl, wcogram.pl, i-play24.net
MM proto logi
80 kk SP and growing
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.08.02 10:02:00 -
[4] - Quote
Aderek wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? You cannot heal himself :)
Nor can an armor user.....?
But really, shield tools need to be a thing.
Pokey Dravon for CPM2
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Coincidental Jones
Skullbreakers
23
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Posted - 2015.08.02 10:27:00 -
[5] - Quote
My favoured concept for a Shield Recharge Tool would be one that acts as a remote Shield Booster. Simply put, it would fire a single pulse, granting an immediate number of Shields and restarting the target suit's natural regen. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.08.02 10:54:00 -
[6] - Quote
Pokey Dravon wrote:Why not just a Shield Recharge Tool?
i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible? |
Cavani1EE7
Negative-Feedback.
1
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Posted - 2015.08.02 13:44:00 -
[7] - Quote
DeathwindRising wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible? This. What I would like to see as a shield tanker is pretty much a regen rate booster-delay annulling tool/nanohive
10100111001
Shield tanking is hard mode /period.
10100111001
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.08.02 18:51:00 -
[8] - Quote
DeathwindRising wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible?
How is that any different from being repped by 2 armor repair tools at the same time? HP per second is just HP per second.
Pokey Dravon for CPM2
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
12
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Posted - 2015.08.02 19:10:00 -
[9] - Quote
A shield booster equipment activated like the cloak would be cool.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.03 06:14:00 -
[10] - Quote
DeathwindRising wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible?
When we say shield rep tool we aren't suggesting that said tool rep armor at all.
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 - 2015.08.03 06:36:00 -
[11] - Quote
KAGEHOSHI Horned Wolf wrote:A shield booster equipment activated like the cloak would be cool. I believe Zaria has a whole suggestion along those lines, perhaps she'll see this thread and elaborate
CPM 1, reelection platform here.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.08.03 06:49:00 -
[12] - Quote
Breakin Stuff wrote:DeathwindRising wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible? When we say shield rep tool we aren't suggesting that said tool rep armor at all.
No I mean one guy with two separate logis. Each logi repping either shields or armor using either a shield repper or armor repper.
Cal assault with 600+ shields and 600+ armor for example. One logi would rep his shields, while the other reps his armor.
And what about dropsuit shield regen stacking with shield reps? Or the potential issue of a shield repper overriding shield delays and kick starting shield regen?
Those are issues that need to be addressed, yes?
I do have one idea that could solve those problems though. You can only be shield or armor repped, not both at the same time. Which ever repper is used first locks out the other type.
So you can use multiple shield reppers on the same guy, but you can't have two shield reppers and one armor repper activated on the same guy.
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.08.03 07:01:00 -
[13] - Quote
Pokey Dravon wrote:DeathwindRising wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible? How is that any different from being repped by 2 armor repair tools at the same time? HP per second is just HP per second.
It's not though. It's dropsuit shield regen + shield rep tool regen. And then also whatever armor reps are applied.
I can get dropsuit shield regen on cal assault over 100 hp/s already. And because of how shield mechanics work, if you applied a shield rep, you kick start shield regen. There wouldn't be a shield delay anymore, and you'd end up with 100 hp/s + whatever the shield repper gives you.
So either shield rep tool would have to be inferior to balance out dropsuit shield regen fits or it would risk being OP. |
DeathwindRising
ROGUE RELICS
1
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Posted - 2015.08.03 07:06:00 -
[14] - Quote
The shield logi LAV reps were OP as hell when you got the reps on you.
The reason they weren't a problem was because of the vehicle handling and rep tool shared controls. You couldn't do both at the same time. The driver usually got killed or lost his lock try to stay alive. It was a clumsy design |
Tesfa Alem
Death by Disassociation
1
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Posted - 2015.08.03 07:50:00 -
[15] - Quote
The difference between overwhleming a shield rep tool and a armor rep tool is by the time you knock down armor the clone is dead. And there are high alpha ways to overwhelm any rep tool.
Knocking down shields in only half the battle, the clone is still alive and shooting.
Sheild recharge is already high enough on shield suits. The initial delay is where sheild suits suffer the most.
My cal assault has 70+ regen and a two second delay. In four seconds thats 140 hp back. Comaper to my gallente assault, whcih has a respectable 20 reps per second. In four seconds i've gotten back 80 hp.
The down side is that my caldari assault is exposed for the first two seconds, and has a smaller HP pool than my gallente assault.
Gallente assault can brawl in a crowded room because high HP but low regen, so has to hide or wait on a rep tool.
The upside is that i can re engage single targets faster with the caldari, but dont dare take on multiple targets with my lower HP.
Instead of a carry all rep tool, how about a shield nanohive, specific to the caldari logi.
- Cal logi specific bonus. - Deployable means its for fixed positions like caldari lore. - Doesnt need a new asset to be rendered, just stat adjustment - Can be countered with a flux nade. - Make available only as a PROTO tier nanohive to avoid spam.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
vote Tesfa for CPM2
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.03 09:42:00 -
[16] - Quote
DeathwindRising wrote:Breakin Stuff wrote:DeathwindRising wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible? When we say shield rep tool we aren't suggesting that said tool rep armor at all. No I mean one guy with two separate logis. Each logi repping either shields or armor using either a shield repper or armor repper. Cal assault with 600+ shields and 600+ armor for example. One logi would rep his shields, while the other reps his armor. And what about dropsuit shield regen stacking with shield reps? Or the potential issue of a shield repper overriding shield delays and kick starting shield regen? Those are issues that need to be addressed, yes?
I do have one idea that could solve those problems though. You can only be shield or armor repped, not both at the same time. Which ever repper is used first locks out the other type. So you can use multiple shield reppers on the same guy, but you can't have two shield reppers and one armor repper activated on the same guy.
There is absolutely no functional difference between a shield rep + armor rep and 2 armor reps.
Except the shield rep is likely to do less hp/s
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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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.08.03 10:54:00 -
[17] - Quote
Breakin Stuff wrote:DeathwindRising wrote:Breakin Stuff wrote:DeathwindRising wrote:Pokey Dravon wrote:Why not just a Shield Recharge Tool? i thought we couldnt have one because people would dual tank and get shield and armor repped at the same time and be invincible? When we say shield rep tool we aren't suggesting that said tool rep armor at all. No I mean one guy with two separate logis. Each logi repping either shields or armor using either a shield repper or armor repper. Cal assault with 600+ shields and 600+ armor for example. One logi would rep his shields, while the other reps his armor. And what about dropsuit shield regen stacking with shield reps? Or the potential issue of a shield repper overriding shield delays and kick starting shield regen? Those are issues that need to be addressed, yes?
I do have one idea that could solve those problems though. You can only be shield or armor repped, not both at the same time. Which ever repper is used first locks out the other type. So you can use multiple shield reppers on the same guy, but you can't have two shield reppers and one armor repper activated on the same guy. There is absolutely no functional difference between a shield rep + armor rep and 2 armor reps. Except the shield rep is likely to do less hp/s
i get that.
im also saying that it would not be balanced to allow both shields and armor to be repped at the same time. |
Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.03 13:45:00 -
[18] - Quote
Then make it so only one rep tool can affect a target at a time.
But that means you need to eliminate the ability to stack fire armor reps.
Either you can have multiple logi reps or you can't.
The ability to have multiple reps on armor has to be removed from the game in order for your statement to be valid.
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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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
699
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Posted - 2015.08.03 14:29:00 -
[19] - Quote
It would be interesting if shielding was complicated and armor was simple.
Basically, having active abilities (e.g. shield booster) for the shields, which would mean that a shield tanker would need to actively manage their shields to get the most out of their tank. You could get arbitrarily simple or complex with this. An external tool - equivalent to the armor repper, but very different in mechanics, to keep the differences between the tanking styles interesting - could fit that niche, by resetting the countdown on shield boosters or just removing shield regen delay. It could also be a placed equipment, but that might be seen as stealing from Planetside 2's shield regeneration bubble. Removing shield delay on a targetted suit makes sense in the customization department, as it would mean that squad layouts would be very different from solo layouts - Solo, you need a lower delay, but in squads you would profit more from pure regeneration speeds. Obviously, the modules would need to be balanced around that.
Meanwhile, armor could be the "simple" brother of shields. It regenerates at all times, but more slowly and tanks with higher HP, but at cost of mobility and the repair tool is both easier to understand and more of a hassle/less time efficient. |
Spkr4theDead
Red Star.
3
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Posted - 2015.08.03 20:39:00 -
[20] - Quote
Infantry juggle an active module? lol
PS3 is back in its box.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
20
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Posted - 2015.08.03 20:57:00 -
[21] - Quote
KAGEHOSHI Horned Wolf wrote:A shield booster equipment activated like the cloak would be cool.
You mean Ancillary Armour Repairers that function like that.
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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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.08.03 22:22:00 -
[22] - Quote
Breakin Stuff wrote:Then make it so only one rep tool can affect a target at a time.
But that means you need to eliminate the ability to stack fire armor reps.
Either you can have multiple logi reps or you can't.
The ability to have multiple reps on armor has to be removed from the game in order for your statement to be valid.
Couldn't we limit rep use by type? Either way is fine, but what about being able to stack either shield reps or armor reps only but not both? |
Thokk Nightshade
Montana Militia
1
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Posted - 2015.08.03 23:55:00 -
[23] - Quote
Tesfa Alem wrote:
Instead of a carry all rep tool, how about a shield nanohive, specific to the caldari logi.
- Cal logi specific bonus. - Deployable means its for fixed positions like caldari lore. - Doesnt need a new asset to be rendered, just stat adjustment - Can be countered with a flux nade. - Make available only as a PROTO tier nanohive to avoid spam.
I mentioned this in another thread. If Nanohives are Caldari tech and they get the bonuses, wouldn't it behoove them to have a nanohive that repairs shields instead of armor. The notion seems kind of counter-intuitive.
Thokk Kill. Thokk Crush. Thokk Smash.
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Tesfa Alem
Death by Disassociation
1
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Posted - 2015.08.04 06:26:00 -
[24] - Quote
Thokk Nightshade wrote:Tesfa Alem wrote:
Instead of a carry all rep tool, how about a shield nanohive, specific to the caldari logi.
- Cal logi specific bonus. - Deployable means its for fixed positions like caldari lore. - Doesnt need a new asset to be rendered, just stat adjustment - Can be countered with a flux nade. - Make available only as a PROTO tier nanohive to avoid spam.
I mentioned this in another thread. If Nanohives are Caldari tech and they get the bonuses, wouldn't it behoove them to have a nanohive that repairs shields instead of armor. The notion seems kind of counter-intuitive. I disagree on the last part though of only being proto. Make it at every level just make the lower tiers have minimal repair (like 5 - 10 HP/ sec.) I think it would be better if, instead of actual HP, it shortened the shield regen time by 25-50-75%. You get the shield regen on your suit, not more, but you get to restart it much quicker. A Cal Assault with energizers/rechargers will have almost instant regen. A Calmando will have their regen time start much quicker, making it more viable in multiple enemy engagements, etc. *edit 2* I also have never understood why we couldn't have both. Make a whole new skill tree for it to require SP, and have a Shield HP nanohive and a shield regen time nanohive.
I proposed it as a nanohive to be as simple as possible. The simpler it is for the devs to implement, the more likely it will be that they actually do.
A proto one would be nice to start with, easier to tweak one to increase or reduce its effectivness than to fix three across tiers. I really want it to be logi specific, not readily used on an assault, commando, scout. And it were only unlockable at level 3 cal logi, that would be perfect.
Makes cal logi super relevant, and very uniuqe as well as helping out shield suits. win win for me.
Redline for Thee, but no Redline for Me.
"I sometimes wonder why I share stuff "- CCP Rattati
vote Tesfa for CPM2
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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
700
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Posted - 2015.08.04 10:53:00 -
[25] - Quote
Spkr4theDead wrote:Infantry juggle an active module? lol The only thing speaking against it is the current implementation of the equipment wheel.
Other than that, it makes perfect sense. I basically already do this as a Caldari Logi, but with equipment/my gun instead of active modules, which amounts to about the same thing.
Just having a shield repair nanohive should be the simplest and most efficient implementation to fix the lack of shield repair tool and nothing else, though. |
Sequal's Back
Dead Man's Game
802
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Posted - 2015.08.04 15:05:00 -
[26] - Quote
+1
An instant shield booster would be a great buff to caldaris without beeing OP because of their lower HP and them not having shield rep tools.
Could be easily implemented in the low slots (add these to reg's stats and limit the amount of reg to 1 per suit just like myos). They already have the code to activate modules on tank, and it's basically the same thing here !
WON'T YOU PLEASE TAKE ME HOME !
-Sequal Rise
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Breakin Stuff
Goonfeet Special Planetary Emergency Response Group
10
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Posted - 2015.08.04 15:17:00 -
[27] - Quote
DeathwindRising wrote:Breakin Stuff wrote:Then make it so only one rep tool can affect a target at a time.
But that means you need to eliminate the ability to stack fire armor reps.
Either you can have multiple logi reps or you can't.
The ability to have multiple reps on armor has to be removed from the game in order for your statement to be valid. Couldn't we limit rep use by type? Either way is fine, but what about being able to stack either shield reps or armor reps only but not both?
Because there's no functional, mid firefight difference between two shield reps, two armor reps or a shield plus an armor..
Saying there is kinda reminds me of people who argue that a law is illegal because it wasn't included in their nation's founding document.
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 - 2015.08.04 15:42:00 -
[28] - Quote
Breakin Stuff wrote:DeathwindRising wrote:Breakin Stuff wrote:Then make it so only one rep tool can affect a target at a time.
But that means you need to eliminate the ability to stack fire armor reps.
Either you can have multiple logi reps or you can't.
The ability to have multiple reps on armor has to be removed from the game in order for your statement to be valid. Couldn't we limit rep use by type? Either way is fine, but what about being able to stack either shield reps or armor reps only but not both? Because there's no functional, mid firefight difference between two shield reps, two armor reps or a shield plus an armor.. Saying there is kinda reminds me of people who argue that a law is illegal because it wasn't included in their nation's founding document. There is one difference, or possible difference depending the literal mechanics for the shield reps, the 1xarmor + 1xshield is likely to be the weakest combination in such situations because it cannot apply its full value simultaneously. At it's most potent possible iteration it will be, just as you say, no more powerful than things that exist in game already. I'm just noting that it could also be functionally weaker (repping the armor of someone who still has shields left is not providing direct impact on their status in the gunfight, it's only after those shields are gone that the armor reps start to matter in a fire fight).
CPM 1, reelection platform here.
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Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.08.04 22:34:00 -
[29] - Quote
Besides as Cross and I have discussed before it may be more appriate if Shield Transporters operated significantly different from armor repairers.
Pokey Dravon for CPM2
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Sequal's Back
Dead Man's Game
805
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Posted - 2015.08.04 22:55:00 -
[30] - Quote
I just had a better idea than my previous one IMO:
Let's create a new variant of shield rechargers so no need of more SP to have it. This shield recharger would have a 30 sec delay (no matter if it's basic or proto) and would automatically give 250/350/500 shield back (according to its tier) when your shield is depleted. The passive bonus of recharger would apply to bring these numbers a little higher.
So you could chose between faster recharge overtime, or a slow regen with a big tic available every 30 sec whenever your shield is depleted.
A good solution for duels, but maybe not that good for a hit and run slayer gameplay who gets hit constantly.
If you want both fast regen and instant regen, you'll have to sacrifice 2 highs which means less HP or damage.
Thoughts?
WON'T YOU PLEASE TAKE ME HOME !
-Sequal Rise
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DeathwindRising
ROGUE RELICS
1
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Posted - 2015.08.04 22:56:00 -
[31] - Quote
Cross Atu wrote:Breakin Stuff wrote:DeathwindRising wrote:Breakin Stuff wrote:Then make it so only one rep tool can affect a target at a time.
But that means you need to eliminate the ability to stack fire armor reps.
Either you can have multiple logi reps or you can't.
The ability to have multiple reps on armor has to be removed from the game in order for your statement to be valid. Couldn't we limit rep use by type? Either way is fine, but what about being able to stack either shield reps or armor reps only but not both? Because there's no functional, mid firefight difference between two shield reps, two armor reps or a shield plus an armor.. Saying there is kinda reminds me of people who argue that a law is illegal because it wasn't included in their nation's founding document. There is one difference, or possible difference depending the literal mechanics for the shield reps, the 1xarmor + 1xshield is likely to be the weakest combination in such situations because it cannot apply its full value simultaneously. At it's most potent possible iteration it will be, just as you say, no more powerful than things that exist in game already. I'm just noting that it could also be functionally weaker (repping the armor of someone who still has shields left is not providing direct impact on their status in the gunfight, it's only after those shields are gone that the armor reps start to matter in a fire fight).
I'm thinking of what would happen if this was allowed. Dual brick tanked cal and min assaults mostly because their shield regen would stack with the reps better. And also because there's minimal use of low slots to field total eHP, which means higher overall movement and sprint speeds. In the case of cal assault, they gain three plates and use shield reps to negate shield delays. I'll remind you that shield delays were introduced solely because hp stacking is discouraged.
The thing I'm not sure you guys are thinking of is that when speaking of rep hp/s, it's not simply hp/s. It's actually hp/s modified by damage profiles and resistances. A combat is -15/+15, and shields aren't an issue because 75% of dropsuits are shield based entirely. But when you look at projectiles as a whole and include their range, you'll see that they don't have enough damage to break shields. I'm talking about the +70m range where rail rifles are dominating. Projectiles lose too much damage even before -15% reduction.
How do you balance a shield rep anyways? If armor regen + rep tool tops out around 150hp/s, then we want shield total regen to be comparable right? That means a shield rep would need to give less than 50hp/s, to compensate for high dropsuits shield regen.
There's so many variables that would need to be looked at between weapon profile and resists, dropsuits native regen, shield mechanics and delays. Even a shield rep rate of 1 hp/s would remove the only real weakness of shield tanking.
But if you guys already thought through it all and still think it's ok. By all means, let's have a shield rep tool. |
Pokey Dravon
OSG Planetary Operations Covert Intervention
6
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Posted - 2015.08.05 01:55:00 -
[32] - Quote
Sequal's Back wrote:I just had a better idea than my previous one IMO:
Let's create a new variant of shield rechargers so no need of more SP to have it. This shield recharger would have a 30 sec delay (no matter if it's basic or proto) and would automatically give 250/350/500 shield back (according to its tier) when your shield is depleted. The passive bonus of recharger would apply to bring these numbers a little higher.
So you could chose between faster recharge overtime, or a slow regen with a big tic available every 30 sec whenever your shield is depleted.
A good solution for duels, but maybe not that good for a hit and run slayer gameplay who gets hit constantly.
If you want both fast regen and instant regen, you'll have to sacrifice 2 highs which means less HP or damage.
Thoughts?
I worry that this would basically be basically a huge shield extender that works every 30 seconds. I mean if it goes off when your shields deplete, that basically increases your total shield HP by whatever that boosted amount is right? Granted its not 'always on' like a shield extender but I do have some concerns in terms of balance.
DeathwindRising wrote: But if you guys already thought through it all and still think it's ok. By all means, let's have a shield rep tool.
No need to sound aggravated.
As I said before (apologies, was on my phone and the boss came around so I had to cut it short), it might be worth exploring other options for external shield support that is not the traditional "lock on and rep" like we see with the repair tool. I know when Cross and I were speaking about it, one though of a more AoE effect that forcefully starts the shield regen of allies in the area of effect, kinda think like an active scanner but it starts shield recharge in the direction you fire it. Just food for thought.
And while it's not a terribly good example, I experimented heavily with vehicle reps back when we had them and on several occasions attempted repping with both a Remote Armor Rep and a Shield Transporter simultaneously. The effect was fairly lackluster as I found most of the time it was more efficient to double up on the same type of rep than split between shields and armor. Now obviously that's a very very loose comparison but really the only practical example we can have in using both rep types simultaneously.
Pokey Dravon for CPM2
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Sequal's Back
Dead Man's Game
805
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Posted - 2015.08.05 06:16:00 -
[33] - Quote
Pokey Dravon wrote:I worry that this would basically be a huge shield extender that works every 30 seconds. I mean if it goes off when your shields deplete, that basically increases your total shield HP by whatever that boosted amount is right? Granted its not 'always on' like a shield extender but I do have some concerns in terms of balance. And what if it reduces the regen by say 10/20/30% ? It'll be like using your regen all at once but then.. well.. you're screwed ! A lot can happen in 30 seconds of battle so I don't think this would OP. Look at vehicle shield boosters, they do exactly the same thing and are not OP ^^
WON'T YOU PLEASE TAKE ME HOME !
-Sequal Rise
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Aderek
Made in Poland... E-R-A
204
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Posted - 2015.08.05 06:50:00 -
[34] - Quote
Sequal's Back wrote:Pokey Dravon wrote:I worry that this would basically be a huge shield extender that works every 30 seconds. I mean if it goes off when your shields deplete, that basically increases your total shield HP by whatever that boosted amount is right? Granted its not 'always on' like a shield extender but I do have some concerns in terms of balance. And what if it reduces the regen by say 10/20/30% ? It'll be like using your regen all at once but then.. well.. you're screwed ! A lot can happen in 30 seconds of battle so I don't think this would OP. Look at vehicle shield boosters, they do exactly the same thing and are not OP ^^
And in Havs/lavs stil broken. If you turn on booster and some one shoot to you (ex. by rifle) boster stops....
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MM proto logi
80 kk SP and growing
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Sequal's Back
Dead Man's Game
807
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Posted - 2015.08.05 07:23:00 -
[35] - Quote
Aderek wrote:Sequal's Back wrote:Pokey Dravon wrote:I worry that this would basically be a huge shield extender that works every 30 seconds. I mean if it goes off when your shields deplete, that basically increases your total shield HP by whatever that boosted amount is right? Granted its not 'always on' like a shield extender but I do have some concerns in terms of balance. And what if it reduces the regen by say 10/20/30% ? It'll be like using your regen all at once but then.. well.. you're screwed ! A lot can happen in 30 seconds of battle so I don't think this would OP. Look at vehicle shield boosters, they do exactly the same thing and are not OP ^^ And in Havs/lavs stil broken. If you turn on booster and some one shoot to you (ex. by rifle) boster stops.... Well that's another problem.. The instant shield recharger I'm talking about would be instant and unstoppable or it would be useless.
It would really go alongside the shield mentality and would bring a nice concept to the shield vs armor meta.
WON'T YOU PLEASE TAKE ME HOME !
-Sequal Rise
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DeathwindRising
ROGUE RELICS
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Posted - 2015.08.05 09:10:00 -
[36] - Quote
Pokey Dravon wrote:Sequal's Back wrote:I just had a better idea than my previous one IMO:
Let's create a new variant of shield rechargers so no need of more SP to have it. This shield recharger would have a 30 sec delay (no matter if it's basic or proto) and would automatically give 250/350/500 shield back (according to its tier) when your shield is depleted. The passive bonus of recharger would apply to bring these numbers a little higher.
So you could chose between faster recharge overtime, or a slow regen with a big tic available every 30 sec whenever your shield is depleted.
A good solution for duels, but maybe not that good for a hit and run slayer gameplay who gets hit constantly.
If you want both fast regen and instant regen, you'll have to sacrifice 2 highs which means less HP or damage.
Thoughts? I worry that this would basically be basically a huge shield extender that works every 30 seconds. I mean if it goes off when your shields deplete, that basically increases your total shield HP by whatever that boosted amount is right? Granted its not 'always on' like a shield extender but I do have some concerns in terms of balance. DeathwindRising wrote: But if you guys already thought through it all and still think it's ok. By all means, let's have a shield rep tool.
No need to sound aggravated. As I said before (apologies, was on my phone and the boss came around so I had to cut it short), it might be worth exploring other options for external shield support that is not the traditional "lock on and rep" like we see with the repair tool. I know when Cross and I were speaking about it, one though of a more AoE effect that forcefully starts the shield regen of allies in the area of effect, kinda think like an active scanner but it starts shield recharge in the direction you fire it. Just food for thought. And while it's not a terribly good example, I experimented heavily with vehicle reps back when we had them and on several occasions attempted repping with both a Remote Armor Rep and a Shield Transporter simultaneously. The effect was fairly lackluster as I found most of the time it was more efficient to double up on the same type of rep than split between shields and armor. Now obviously that's a very very loose comparison but really the only practical example we can have in using both rep types simultaneously.
Well I wouldn't suggest that anyone try repair both shields and armor. I mean that I would be done in a three person scenario. One shield, one armor, and the guys getting the reps.
The idea sequal mentioned sounds similar to the shield pilon from mass effect 3. It was just this piece of equipment that would give a big boost of shield hp every few seconds to anyone near it and also jump start shield regen.
I'd love to see some shield support equipment |
DeathwindRising
ROGUE RELICS
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Posted - 2015.08.05 09:15:00 -
[37] - Quote
Sequal's Back wrote:Aderek wrote:Sequal's Back wrote:Pokey Dravon wrote:I worry that this would basically be a huge shield extender that works every 30 seconds. I mean if it goes off when your shields deplete, that basically increases your total shield HP by whatever that boosted amount is right? Granted its not 'always on' like a shield extender but I do have some concerns in terms of balance. And what if it reduces the regen by say 10/20/30% ? It'll be like using your regen all at once but then.. well.. you're screwed ! A lot can happen in 30 seconds of battle so I don't think this would OP. Look at vehicle shield boosters, they do exactly the same thing and are not OP ^^ And in Havs/lavs stil broken. If you turn on booster and some one shoot to you (ex. by rifle) boster stops.... Well that's another problem.. The instant shield recharger I'm talking about would be instant and unstoppable or it would be useless. It would really go alongside the shield mentality and would bring a nice concept to the shield vs armor meta.
You'd need to manipulate the threshold for the modules duration. Either with a temporary damage reduction or a temporarily raising the damage threshold so that the amount of damage taken during the modules duration is less that the damage threshold |
Sequal's Back
Dead Man's Game
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Posted - 2015.08.05 09:51:00 -
[38] - Quote
DeathwindRising wrote:Sequal's Back wrote:Aderek wrote:Sequal's Back wrote:Pokey Dravon wrote:I worry that this would basically be a huge shield extender that works every 30 seconds. I mean if it goes off when your shields deplete, that basically increases your total shield HP by whatever that boosted amount is right? Granted its not 'always on' like a shield extender but I do have some concerns in terms of balance. And what if it reduces the regen by say 10/20/30% ? It'll be like using your regen all at once but then.. well.. you're screwed ! A lot can happen in 30 seconds of battle so I don't think this would OP. Look at vehicle shield boosters, they do exactly the same thing and are not OP ^^ And in Havs/lavs stil broken. If you turn on booster and some one shoot to you (ex. by rifle) boster stops.... Well that's another problem.. The instant shield recharger I'm talking about would be instant and unstoppable or it would be useless. It would really go alongside the shield mentality and would bring a nice concept to the shield vs armor meta. You'd need to manipulate the threshold for the modules duration. Either with a temporary damage reduction or a temporarily raising the damage threshold so that the amount of damage taken during the modules duration is less that the damage threshold Yeah that's what I was thinking about actually ^^ Whenever the instant shield activates, the treshold is brought to like 500 so nothing (or almost nothing) can stop it. It only last .5 sec or less so the instant shield have the time to activate ^^
OR
Getting shot make you lose HP but you still recharge through the shots. This is way better IMO.
WON'T YOU PLEASE TAKE ME HOME !
- Sequal Rise
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