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Sicerly Yaw
Corrosive Synergy No Context
917
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Posted - 2015.08.26 06:25:00 -
[1] - Quote
so I've been messing around with some cal sent fittings and I started stacking some complex energizers the outcome was about 140 reps per second and about 500 shiled hp remaining however my shiled skills aren't maxed so these numbers may be slightly better for some
now I was thinking if shiled thresholds were say about 20 points of damge every weapon would still basically destroy shields in CQC however the HMG's and other low damge weapons with the exception of the AHMG would not stop Shields from recharging and in fact this would work almost as a built in armor reper but for shields depleting the shields or doing significant damge would still as well as depleting them would still cause the delays to kick in but it makes things interesting in a 1 v 1 scenario with an armor sentinel vs a shield sentinel
it also makes it so that most any weapon beyond about 115 meters cant do significant damge to shields with a few exceptions including charged shots of an ScR a laser rifle, forge gun, plc, sniper rifles, ect
so I am curious who would be for it and who would be against it? perhaps I have an appeasing solution that would make it so you strictly cannot stack raw shiled HP and still benefit from the threshold simply implement an increase in shield threshold on energizers and recharges, who likes that idea better?
Edit: yes I am aware I misspelled shields in the title I was not paying attention Inb4 jokes are made
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.26 06:31:00 -
[2] - Quote
There is a fundamental problem with shields and balancing in general that requires screwing up previously balanced numbers. Ultimately they can try to balance shields around the current scenario or realize the issues. If they go with the former shields will never be balanced.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Sicerly Yaw
Corrosive Synergy No Context
918
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Posted - 2015.08.26 06:39:00 -
[3] - Quote
deezy dabest wrote:There is a fundamental problem with shields and balancing in general that requires screwing up previously balanced numbers. Ultimately they can try to balance shields around the current scenario or realize the issues. If they go with the former shields will never be balanced.
so you're saying we should go with 100 shield threshold instead? I like that idea make me a damge sponge
jokes aside you are completely correct, however I don't really care about discussing the balance such things can be dealt with easily by play/counter play rather then screwing up numbers
what do you think of the threshold idea tho, 6 points of damge helps in certain unlikely situations but it's noticeable enough however it really doesn't do anything even in most of those situations
do you think 20 is fair at least? I don't see anything wrong with improving an existing mechanism it benefits every suit not just shiled suits and makes things more interesting as well as giving shields some counter play to certain things that they should not be dying to and enforces their role as ranged fighters
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deezy dabest
IMPERIAL SPECIAL FORCES GROUP Evil Syndicate Alliance.
3
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Posted - 2015.08.26 06:52:00 -
[4] - Quote
Sicerly Yaw wrote:deezy dabest wrote:There is a fundamental problem with shields and balancing in general that requires screwing up previously balanced numbers. Ultimately they can try to balance shields around the current scenario or realize the issues. If they go with the former shields will never be balanced. so you're saying we should go with 100 shield threshold instead? I like that idea make me a damge sponge jokes aside you are completely correct, however I don't really care about discussing the balance such things can be dealt with easily by play/counter play rather then screwing up numbers what do you think of the threshold idea tho, 6 points of damge helps in certain unlikely situations but it's noticeable enough however it really doesn't do anything even in most of those situations do you think 20 is fair at least? I don't see anything wrong with improving an existing mechanism it benefits every suit not just shiled suits and makes things more interesting as well as giving shields some counter play to certain things that they should not be dying to and enforces their role as ranged fighters
You are only looking at middle sized picture items here. There is a bigger picture in play which if it were more obvious would lead to some amazing discussion.
++ Remove NPC orbitals from FW -- Fix orbital timers for Eve players assisting in Planetary Conquest ++
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Larkson Crazy Eye
warravens Imperium Eden
248
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Posted - 2015.08.26 06:55:00 -
[5] - Quote
I think shields are permanently broken unless they do something drastic to how they fundamentally work in Dust. I am not saying they can't adjust them, just any real adjustment would probably just break shields the other way and be too powerful again. Just like they used to be with shot gun/flaylock scouts running the map and never really dying. It was crazy how they could blitz threw an entire squad of people, take minimal dmg and be fully healed again in half a second. Compared to armor in where you either need a logi or a ton of armor reppers (which takes away your armor) to get anything approaching a decent recovery time.
I am also weary of a higher shield thresh hold. Even 20 sounds fair until you consider that some weapons do less than 20 dmg per shot, especially if you consider the dmg penalty some weapons suffer vs shields. How long is the threshold good for? Is it dmg over a period of one second, per shot or what?
Shields have always had the huge advantage of a quick recovery time with little investment required in terms of rechargers and regulators at the cost of over all HP and no way for a logi to really help them recover. I don't think the real problem are shields per say just how many more anti shields weapons exist now than before.
What we really need is some new value for defense, some new kind of mod or skill to increase EHP values. Or something above proto/officer level in gear. We have had too many new weapons, war barge upgrades etc to increase player dmg and our defenses are suffering for it.
Ib Halfheart, Goblin Tactician: "Everybody but me--CHARGE!"
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Sicerly Yaw
Corrosive Synergy No Context
918
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Posted - 2015.08.26 07:18:00 -
[6] - Quote
deezy dabest wrote:
You are only looking at middle sized picture items here. There is a bigger picture in play which if it were more obvious would lead to some amazing discussion.
yes however I have already gotten into discussions about shields in general and the amount of things I have to say would simply overwhelm any one thread
I have already made some suggestions in the features and ideas discussion page where in I went into detail about each aspect of shields and how they could be improved and or tweaked
this thread however seeks to discuss what the possibilities of shiled thresholds could bring, some people have issues with certain weapons only doing minimal damge to shields that would not disrupt the recharge cycle however that was intended in that scenario as an HMG can easily rip trough 500 shiled ehp in a second and most of the low damge weapons have very high RoF which means giving up HP for reps would only help in certain situations and only be effective if you use it wisely
I am not looking at the big picture on purpose many people miss the point of the shiled threshold and some don't even know how it works, for those people it should be known that it is a per hit basis but even with the maximum amount of recharge shields are still worse compared to armor logi combos as a logi can easily rep above 100 hp with armor users being able to stack well over 1k armor hp
I do not seek to talk about balance in this thread you have mentioned yourself how hard it can be to balance things in this game this thread can be used to seek out information to understand how the threshold works and how it could be theoretically improved or built upon to improve shiled game play, this is all of course all in theory not in practice however you can try using a cal sent with energizers to see for yourself what it can and cant do and what it could possibly be capable of is something were to be done to improve shiled thresholds
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Varoth Drac
Dead Man's Game
1
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Posted - 2015.08.26 07:18:00 -
[7] - Quote
There's not really any point in the threshold. The whole point of shield tanking in Dust is that you hide in cover until your shields regen.
To offset this disadvantage, the regen rate must be significantly higher than the regen rate for armour.
Now, if shield tanking is underpowered, I suggest it's the regen rate that isn't fast enough to compensate. In which case rechargers and energisers need a buff. |
JARREL THOMAS
Dead Man's Game
851
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Posted - 2015.08.26 07:24:00 -
[8] - Quote
Varoth Drac wrote:There's not really any point in the threshold. The whole point of shield tanking in Dust is that you hide in cover until your shields regen.
To offset this disadvantage, the regen rate must be significantly higher than the regen rate for armour.
Now, if shield tanking is underpowered, I suggest it's the regen rate that isn't fast enough to compensate. In which case rechargers and energisers need a buff. I wouldn't say the rate is bad but the length of the depletion time.
Caldari Loyalist. ( -í° -£-û -í°) No.
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Sicerly Yaw
Corrosive Synergy No Context
920
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Posted - 2015.08.26 07:25:00 -
[9] - Quote
Larkson Crazy Eye wrote:I think shields are permanently broken unless they do something drastic to how they fundamentally work in Dust. I am not saying they can't adjust them, just any real adjustment would probably just break shields the other way and be too powerful again. Just like they used to be with shot gun/flaylock scouts running the map and never really dying. It was crazy how they could blitz threw an entire squad of people, take minimal dmg and be fully healed again in half a second. Compared to armor in where you either need a logi or a ton of armor reppers (which takes away your armor) to get anything approaching a decent recovery time.
I am also weary of a higher shield thresh hold. Even 20 sounds fair until you consider that some weapons do less than 20 dmg per shot, especially if you consider the dmg penalty some weapons suffer vs shields. How long is the threshold good for? Is it dmg over a period of one second, per shot or what?
Shields have always had the huge advantage of a quick recovery time with little investment required in terms of rechargers and regulators at the cost of over all HP and no way for a logi to really help them recover. I don't think the real problem are shields per say just how many more anti shields weapons exist now than before.
What we really need is some new value for defense, some new kind of mod or skill to increase EHP values. Or something above proto/officer level in gear. We have had too many new weapons, war barge upgrades etc to increase player dmg and our defenses are suffering for it.
it works on a per hit basis, yes considering some weapons do less then 20 damge it could be OP in certain aspects but that doesn't mean it cant easily be taken out even by these low damge weapons for example the assault smg
it does about 18 damge per shot with a 10% reduction for shields and a possible added 10-15% for certain armor sentinels so at its worst say a 25% damge reduction it would do about 13.5 damge per shot a little more actually but with a RoF of 1.2k its still doing well over 270 damge per second way over what any one suit can stack in terms of regen for shields so it still does a reasonable amount of damge and that's one of the worst case scenarios at that range you can easily pop its shields with a flux nade or even melee it to prevent it from recharging
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Sicerly Yaw
Corrosive Synergy No Context
920
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Posted - 2015.08.26 07:36:00 -
[10] - Quote
Varoth Drac wrote:There's not really any point in the threshold. The whole point of shield tanking in Dust is that you hide in cover until your shields regen.
To offset this disadvantage, the regen rate must be significantly higher than the regen rate for armour.
Now, if shield tanking is underpowered, I suggest it's the regen rate that isn't fast enough to compensate. In which case rechargers and energisers need a buff.
I understand your mindset however shields as represented by the Caldari and Minmatar are usually given a ranged engagement role seeking to improve the threshold would be an easy fix to emphasize this while not completely making shields impossible to destroy as even the AR would do more then enough damage up to its effective range (70m) to do more dps then a shiled suit could recharge at
many weapons especially those that are specifically made to be more powerful against shields would completely bypass the threshold until ranges at which that shield user becomes almost useless not to mention that they give up a lot of hp to stack significant recharge rates
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Sicerly Yaw
Corrosive Synergy No Context
920
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Posted - 2015.08.26 07:45:00 -
[11] - Quote
JARREL THOMAS wrote:Varoth Drac wrote:There's not really any point in the threshold. The whole point of shield tanking in Dust is that you hide in cover until your shields regen.
To offset this disadvantage, the regen rate must be significantly higher than the regen rate for armour.
Now, if shield tanking is underpowered, I suggest it's the regen rate that isn't fast enough to compensate. In which case rechargers and energisers need a buff. I wouldn't say the rate is bad but the length of the depletion time.
I believe it is a mixture of both since shields suffer from not being able to recover while under fire, that's the whole reason the threshold was implemented in the first place but it was meant only for plinking from none but the lowest damge sources so shields could recover and not be constantly interrupted by even an smg at its lowest damge potential
slightly improving both could be a good thing but even something like the cal sentinel that has the lowest recharge delays and good enough hp to be able to stack rechargers effectively suffers from the delays having to stand back and take cover when taking significant damge that can easily be done by something like a charged shot of an ScR or a laser rifle at high heat and everything else in close range
my point is that the threshold could improve ranged and CQC engagement but only in certain situations allowing it to fulfill specific roles and be vary strong against certain things while remaining weak against things that are meant to destroy shields
or at least in theory this is why I like to discuss things that I cant test myself before offering any real proposals or suggestions
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Dreis ShadowWeaver
Negative-Feedback. Negative-Feedback
6
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Posted - 2015.08.26 07:56:00 -
[12] - Quote
Sicerly Yaw wrote:it also makes it so that most any weapon beyond about 115 meters cant do significant damge to shields with a few exceptions including charged shots of an ScR a laser rifle, forge gun, plc, sniper rifles, ect/ Yep, a Forge Gun will most certainly stop your shield regen.
Creator of the 'Nova Knifers United' channel
My Minja Blog
Caldari blood, Matari heart <3
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Sicerly Yaw
Corrosive Synergy No Context
921
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Posted - 2015.08.26 08:22:00 -
[13] - Quote
let me present to you this Protofits - OP shiled stats http://disq.us/8oepeq
if the link doesn't work for you make sure to log in if its still not working after that then you will just have to make it for yourself to see
I will list the items used here: 3x complex shiled energizers 1x complex shiled extender 2x complex shiled regulator sb-39 rail rifle ADV N-7 magsec ADV 1x std nanohive
207 shields and a recharge rate of 205 depleted delay of 1.75 seconds and recharge delay of 1.23 seconds
this is the best recharge rate you can achieve without losing more shields then you can regen
only using rechargers you get 163 recharge rate with 163 shields, slightly better depleted recharge delay but not enough to justify 40 points of hp lost with the difference only being .11 seconds at 1.64 depleted delay
4x complex rechargers everything else the same is overall worse then 3x energizers and 1x shiled extender
however neither of these have enough hp to be viable in almost any situation but with improved shiled thresholds they could be devastating ranged fighters while still dying to a simple charged shot so still not OP in my opinion
I would suggest 5 points of extended threshold for rechargers and 4 points for energizers flat bonuses with no penalties that would add up with the highest possible threshold being on a cal assault with a whopping 31 shiled threshold 6 +25
that would give a cal assault 103 shiled recharge rate with a 31 point threshold and its base hp at 344 shiled hp or 161 shiled recharge rate with 26 points of threshold and a reduced health at 253 shiled hp
do keep in mind that both modules are cpu intensive and you are not likely to be able to fit them without using CPU upgrades as well as in some cases not being able to fit multiple of these mods if you don't have the proper skill investment
a single complex cpu mod is enough in most cases allowing the capability to still fit shiled regulators Protofits - OP shiled stats http://disq.us/8oepkv - this is the mentioned energizer fitting for the ck.0 assault decent stats with low makes it only viable at range but even then its still not going to perform that well but could be improved with the threshold increase
the numbers stated are all very real with the exception of the threshold which are only in theory and can be adjusted to fit certain standard or needs
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Sicerly Yaw
Corrosive Synergy No Context
921
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Posted - 2015.08.26 08:27:00 -
[14] - Quote
Dreis ShadowWeaver wrote:Sicerly Yaw wrote:it also makes it so that most any weapon beyond about 115 meters cant do significant damge to shields with a few exceptions including charged shots of an ScR a laser rifle, forge gun, plc, sniper rifles, ect/ Yep, a Forge Gun will most certainly stop your shield regen.
no what I meant is the splash damge that the assault forge does but of course 1k+ damge will defiantly stop shiled recharge and end your life in the process
but I thank you for bringing up the FG again, the assault variant suffers a lot due to the inability of the user to move without hoping around, now hoping around can be a good way to avoid being an easy target for things like snipers or precision weapons but leaving yourself exposed for so long 4+ seconds is enough time for even something like a combat rifle to finish you off at range the threshold would make it so they have to at least get closer in order to deal a significant amount of damge to be a threat effectively making the Breach forge gun viable in some cases that is
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Joel II X
Bacon with a bottle of Quafe
8
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Posted - 2015.08.26 14:18:00 -
[15] - Quote
Reason why shields and armor are different in passive and active reps, is because armor can only reach up to the 40s in terms of reps, while shields can go up so much more.
Just throwing this out there.
I personally think that shields are fine (except for the Caldari Commando).
What would really be awesome, though, is having two Extender variants. Light and Heavy.
Light would be 33/44/55 and heavy would be 55/77/99. Light would receive a much smaller penalty (if any) than we have currently, and Heavy would have a bit more. I think this would make the Sentinel much more of a Sentinel instead of simply a gank type and be able to reach 1k shields like the Amarr.
Also, change shield depleted penalty to profile penalty pl0x.
Scouts United
Gk.0s & Quafes all day.
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WyrmHero1945
Finesse Soldiers
578
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Posted - 2015.08.26 14:38:00 -
[16] - Quote
I played CalAssault with 5 shield extenders and no rechargers (30HP/s default recharge). In the field it was too low, too much time waiting in cover for full health again. Then I switch 1 extender for a energizer, gave me 42 HP/s. The difference was noticeable and I really felt that I had good shield regen while staying at high HP (480 HP).
This is all on a basic fit though. On a proto fit with 4 complex extenders 1 energizer (50 HP/s) works so-so. I'd sacrifice a extender for another energizer but +600 HP that I have is just too sweet. Probably works better though. |
Phalad Sahantun
Intaki Liberation Front Intaki Prosperity Initiative
27
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Posted - 2015.08.26 15:49:00 -
[17] - Quote
I still wish we could have shields that function like the ones in Eve, constant regeneration with threshholds where that regen rate is higher or lower. I do however understand that this would require a lot more coding and balancing we just don't have the resources for anymore. Besides the fact the servers would need to do even more calculations based on the constantly shifting numbers... Maybe a module that allows for such regen, higher rate of regen when shields are low, less when high, if the shields collapse, have a similar or longer delay than we have now? I'm sure this has been brought up before to be honest...
Intaki Secessionist - Logibro - All Logistics 5
About the ILF
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Sicerly Yaw
Corrosive Synergy No Context
929
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Posted - 2015.08.26 21:55:00 -
[18] - Quote
Phalad Sahantun wrote:I still wish we could have shields that function like the ones in Eve, constant regeneration with threshholds where that regen rate is higher or lower. I do however understand that this would require a lot more coding and balancing we just don't have the resources for anymore. Besides the fact the servers would need to do even more calculations based on the constantly shifting numbers... Maybe a module that allows for such regen, higher rate of regen when shields are low, less when high, if the shields collapse, have a similar or longer delay than we have now? I'm sure this has been brought up before to be honest...
the number could be percentage based in which case the number would be calculated off of reacharge rate or something similar
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Sicerly Yaw
Corrosive Synergy No Context
929
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Posted - 2015.08.26 22:01:00 -
[19] - Quote
Joel II X wrote:Reason why shields and armor are different in passive and active reps, is because armor can only reach up to the 40s in terms of reps, while shields can go up so much more.
Just throwing this out there.
I personally think that shields are fine (except for the Caldari Commando).
What would really be awesome, though, is having two Extender variants. Light and Heavy.
Light would be 33/44/55 and heavy would be 55/77/99. Light would receive a much smaller penalty (if any) than we have currently, and Heavy would have a bit more. I think this would make the Sentinel much more of a Sentinel instead of simply a gank type and be able to reach 1k shields like the Amarr.
Also, change shield depleted penalty to profile penalty pl0x.
this really has nothing to do with my post
what exactly do you mean change it to a profile penalty? scan profile you mean?
I'd love to have more variety in shiled mods but I don't think that's fixing anything
armor may only be able to rep close to 40 passively but they have to downtime and they also have access to logis with rep tools as well as triage nano hives, taking that into account it is more reasonable to think that an armor tanker can engage far batter as well as have far more eHP while maintaining the ability to rep back up very quickly
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