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G Torq
ALTA B2O
120
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Posted - 2013.03.29 09:16:00 -
[1] - Quote
Thread in reaction to recent Devblog by CCP Wolfman - v1.0 (Disclaimer: Similar threads exists - this is meant as a clean-room discussion)
For deployable shields, Wolfman and CCP has proposed a bubble-shield, that can be deployed. The following is a look at these, both with suggestions and recapping some of what has been mentioned. Source for all of this is various forum posts, IRC and places without sunlight. Post may be edited as more ideas/information is put forward. Do not take any of the following as canon!
First, types of shields:
- Bubble Shield (per DevBlog)
- Wall Shield
Generally, for all shields will be that munition cannot penetrate the shield while it is up, or only partially penetrate it, in any direction. Shields can be passed through by any player from either team. The owner will not be able to fire through the shield in any form or fashion.
Bubble Shield Spherical shield deployed at a location, to protect anything inside the shield for anything outside the shield. Covers all directions. 2 subtypes:
- Instant Shield
- Configurable Shield
Instant Shield An instant shield is thrown down where the player is, and forms almost immediately. Strength: 1-3K HP, depending on type/level and skill Size: 3-5m diameter, depending on type/level Deployment Time: 80 ms Cost: ?? Transparency: 40-80%, depending on type/level Number carried: 2-5, depending on type/level Skill(s) required: Bubble Shield
Configurable Shield A shield that is configured to a specific size at deployment time, with larger diameters resulting in weaker shields Strength: 0.5-2.5K HP, depending on size, type/level and skill (larger=weaker) Size: 0.5-9m diameter, depending on type/level and user-choice Deployment Time: 3000 ms Cost: ?? Transparency: 20-90%, depending on size and type/level (larger=more transparent) Number carried: 2-4, depending on type/level Skill(s) required: Bubble Shield
Wall Shield A shield formed between 2 Wall Shield Emitters. Always require 2 emitters to be deployed within distance of eachother, with emitters always connecting to the nearest available emitter. If different emitters are used, all values are based on the weaker type (size, strength, max-distance). This means that 2 players can work together to put up a wall, even if they carry different types Emitters can be either half-height (1m) or full height (2m). Emitters can be daisy-chained to allow a continuous wall, with all emitters able to connect to 2 other emitters; possible to create small triangles if 3 are placed close to eachother. Strength: 0.5-4K HP, depending on size and type/level (longer=weaker) Size: 0.1-6m horizontally, depending on type/level and distance between emitters, 1 or 2m vertically Deployment Time: 2000 ms Cost: ?? Transparency: 20-90%, depending on size and type/level (longer=more transparent) Skill(s) required: Wall Shield |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
267
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Posted - 2013.03.29 10:33:00 -
[2] - Quote
Meh, shields too weak. A single assault rifle unloading its clip will just decimate a shield with 2k health. Exile assault rifle: 31 damage x 60 bullets in the clip = 1860
Duvolle Assault rifle: 34.1 damage x 60 bullets in the clip = 2046
That's not including the damage skills that increase the above by 25%. That means: Exile assault rifle: 2325 damage for full clip
Duvolle assault rifle: 2557.5 damage for full clip
Now imagine if even two or three players fired at it. I think it should be 4k health at the minimum. |
G Torq
ALTA B2O
120
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Posted - 2013.03.29 11:04:00 -
[3] - Quote
Cat Merc wrote:Meh, shields too weak. A single assault rifle unloading its clip will just decimate a shield with 2k health. Exile assault rifle: 31 damage x 60 bullets in the clip = 1860
Duvolle Assault rifle: 34.1 damage x 60 bullets in the clip = 2046
I think it should be 4k health at the minimum. A single magasine of 60 bullets takes around 4.5 seconds to empty - how long do you want the shields to stay up?? |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
267
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Posted - 2013.03.29 11:09:00 -
[4] - Quote
G Torq wrote:Cat Merc wrote:Meh, shields too weak. A single assault rifle unloading its clip will just decimate a shield with 2k health. Exile assault rifle: 31 damage x 60 bullets in the clip = 1860
Duvolle Assault rifle: 34.1 damage x 60 bullets in the clip = 2046
I think it should be 4k health at the minimum. A single magasine of 60 bullets takes around 4.5 seconds to empty - how long do you want the shields to stay up?? Enough to reload and recharge shields. 4.5 is just the delay before the shields START recharging. Also, the damage skills boost it further, so it doesn't even take 60 bullets to break 2k. |
Hecarim Van Hohen
The Tritan Industries
16
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Posted - 2013.03.29 11:09:00 -
[5] - Quote
This has most likely been asked in some previous thread but, can vehicles pass through shields? |
Cat Merc
Planetary Response Organisation Test Friends Please Ignore
267
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Posted - 2013.03.29 11:13:00 -
[6] - Quote
Hecarim Van Hohen wrote:This has most likely been asked in some previous thread but, can vehicles pass through shields? I believe it said so in the dev blog. Though I'm not 100% sure since I read it when it was really late so I my memory of it is a bit fuzzy. |
G Torq
ALTA B2O
120
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Posted - 2013.03.29 11:16:00 -
[7] - Quote
Hecarim Van Hohen wrote:This has most likely been asked in some previous thread but, can vehicles pass through shields? According to design from CCP, players can pass through the shields - I would expect(!) this to include players in vehicles, but not seen a confirmation. |
Daedric Lothar
Onslaught Inc
35
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Posted - 2013.03.29 11:36:00 -
[8] - Quote
Yea, i'd kinda like to see shields last awhile also. I mean right now if its only got 1-3k then it would be useful if you were advancing from cover to cover and got caught out in the open to allow you a second or two to find new cover, but I'd like to see where it can be cover in and of itself so you can use it as a hard point to advance from. I'd like to see it be able to stand up to at least 2-3 people shooting at it for like 10 seconds. |
G Torq
ALTA B2O
121
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Posted - 2013.03.29 11:40:00 -
[9] - Quote
Daedric Lothar wrote:Yea, i'd kinda like to see shields last awhile also. I mean right now if its only got 1-3k then it would be useful if you were advancing from cover to cover and got caught out in the open to allow you a second or two to find new cover, but I'd like to see where it can be cover in and of itself so you can use it as a hard point to advance from. I'd like to see it be able to stand up to at least 2-3 people shooting at it for like 10 seconds. This is why I added the shield-wall, where you drop 1 emitter where you are and throw another in the direction you want to run in - it is also increased in strength up to 6 K, which should buy you 10 seconds. Weaker strengths (due to level and distance between emitters) kept to give low-level options in less-hot situations (e.g. cover from sniper-fire). |
Daedric Lothar
Onslaught Inc
35
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Posted - 2013.03.29 11:59:00 -
[10] - Quote
Having to throw two parts to make the wall though sounds like a hassle, because what if the enemy decides, oh hey this looks like fun and starts throwing out their own shield wall creator pieces. And then if it requires 2, what happens if your dumb and throw a third because of lag. Then we could wind up in Tron with shield wall pieces everywhere. And if you just only get 2 pieces then its not a very flexible solution, if its only 2 in general then you got like 1 shot at it. What if your second piece lands 2 far from the first?
The Domes do sound like good fun and the "easiest" way I can think of to implement. |
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Cat Merc
Planetary Response Organisation Test Friends Please Ignore
267
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Posted - 2013.03.29 12:15:00 -
[11] - Quote
The wall shield is really bad considering that you have to put down two pieces. It would be more useful to more from cover to cover with a squad, but the range is too low. I suggest increasing it to 10m. |
G Torq
ALTA B2O
123
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Posted - 2013.03.29 13:18:00 -
[12] - Quote
Daedric Lothar wrote:Having to throw two parts to make the wall though sounds like a hassle, because what if the enemy decides, oh hey this looks like fun and starts throwing out their own shield wall creator pieces. And then if it requires 2, what happens if your dumb and throw a third because of lag. Then we could wind up in Tron with shield wall pieces everywhere. And if you just only get 2 pieces then its not a very flexible solution, if its only 2 in general then you got like 1 shot at it. What if your second piece lands 2 far from the first?[quote=Cat Merc]The wall shield is really bad considering that you have to put down two pieces. It would be more useful to more from cover to cover with a squad, but the range is too low. I suggest increasing it to 10m. The Wall version is meant to be more of a hassle - instead it gains in strength and flexibility; It is not something you'd likely use in instant/public battles, but meant for more complex, team-based battles. If you mess up and throw out 3, you may end up with a small triangular shield (due to daisy-chain effect). If the enemy throws out some, we can expect that Shield Emitters only link up with other Emitters from the same team. Also, as people can move through them, you wont end up with a Tron-like setup
Cat_merc, you really think they need to extend up to 10 meters? I was thinking 6m should be enough, since it is a not-insignificant size. Might not be enough to brige a large gap, but gives you a place to stop, a chance to look out at the field, lay out another emitter, etc. Also enough to cover most passages against hostile fire. Will edit OP to include a larger size.
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slypie11
Planetary Response Organisation Test Friends Please Ignore
47
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Posted - 2013.03.29 13:25:00 -
[13] - Quote
sounds cool, although you may want to use the deployable cover in halo as an example and use one point of transmission for the wall shield. |
Brasidas Kriegen
The Southern Legion
2
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Posted - 2013.03.29 14:43:00 -
[14] - Quote
Yeah the wall shield idea can simply extend your 6m etc from the point it is placed; either extending in front of the person deploying it (as a means of determining direction) otherwise allow players to choose direction during some form of deployment action. That would temporarily put you at risk, but you are creating mobile cover so risk/reward could be worth it.
Anyone know the damage inflicted by the different OB strikes? Could any type of shield serve to protect a user in some way from this? Not sure if I want people to be immune to OB strikes, but just considering how that would work with the deployable shield system. |
slypie11
Planetary Response Organisation Test Friends Please Ignore
49
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Posted - 2013.03.29 15:02:00 -
[15] - Quote
Brasidas Kriegen wrote:Yeah the wall shield idea can simply extend your 6m etc from the point it is placed; either extending in front of the person deploying it (as a means of determining direction) otherwise allow players to choose direction during some form of deployment action. That would temporarily put you at risk, but you are creating mobile cover so risk/reward could be worth it.
Anyone know the damage inflicted by the different OB strikes? Could any type of shield serve to protect a user in some way from this? Not sure if I want people to be immune to OB strikes, but just considering how that would work with the deployable shield system. Maybe if 4 people combined their configurable shields |
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