Ulysses Knapse
Nuevo Atlas Corporation
237
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Posted - 2013.04.14 03:36:00 -
[1] - Quote
Recharge times instead of recharge rates? Let me tell you why that is a bad idea.
Do you know what flux coils are? They are the most useless modules there ever were. Let me explain.
Take a Rokh from EVE, for example. Fully skilled for the purposes of this experiment. I'm not applying resistances because they might change the actual numbers, but not the ratio, thus the conclusion is the same.
Rokh Shield HP - 10,625 Passive Shield Regeneration - 14.2/second
Now, let's add a Shield Flux Coil II.
Rokh Shield HP - 9,031 Passive Shield Regeneration - 17.2/second
That increases shield regeneration by a three hitpoints. To make up for the lost hitpoints, the Rokh must stay alive for almost nine more minutes. Likely less, because shield regeneration.
Let's try with a single Shield Extender II, shall we?
Rokh Shield HP - 13,906 Passive Shield Regeneration - 18.5/second
Well, look at that. Not only did the Shield Extender greatly increase the buffer tank of the Rokh, it also increased the shield regeneration to higher-than-Flux Coil levels. And since shield tanking ships and vehicles have more medium slots (or high slots in Dust 514) than they do low slots, Shield Extenders are always the better option. Why is it this way? Because of Shield Regeneration Times instead of Shield Regeneration Rates. If it were rates instead of times, we would receive a different conclusion:
Rokh with Flux Coil - 18.46/second Rokh with Shield Extender - 14.2/second
Now, there are some of you that might say "we know that Flux Coils suck, but what about Shield Rechargers?", so I will do another experiment for you.
Rokh Shield HP - 10,625 Passive Shield Regeneration - 16.7/second
Yessir, that's right. Shield Extenders, modules intended to improve buffer, are more efficient at increasing recharge speeds than both Flux Coils and Shield Rechargers, modules that are INTENDED to increase shield regeneration. Does that seem fair to you? Does that seem right to you? Does that seem balanced to you? Now, you will argue that Shield Rechargers and Shield Flux Coils require less powergrid. That's true, but they use almost the same amount of CPU and the same number of slots. Slots, as we know, are a precious commodity in Dust. Point is, recharge times give both regeneration and buffer to those who choose buffer, but only give regeneration to those who choose regeneration.
Honestly, I'm not sure how any of you could think that regeneration times are better than regeneration rates. |
Ulysses Knapse
Nuevo Atlas Corporation
237
|
Posted - 2013.04.14 08:06:00 -
[2] - Quote
Harpyja wrote:But back to all seriousness. You had to use the Rokh as your example? I get my drake up to 150+ shield/s with decent resists on top of that. It's not like it matters, not the Drake nor the Rokh have any particular bonuses towards the modules in question.
Harpyja wrote:For real though. Shield power relays and flux coils are LOW slots while shield extenders are HIGH slots. Sure, you got shield rechargers in mids as well. Point is, you can stack extenders with shield power relays to furthermore increase recharge rate. I don't see where your argument is going. Why not? I made it quite clear. If you go with a shield buffer tank you also get a passive tank bonus, but if you go with a passive shield tank you don't get a buffer tank bonus.
Harpyja wrote:And to answer your question, YES, it seems right to have a recharge time as opposed to a recharge rate. Nobody wants to wait X times longer for shields to recharge if your shields are X times the base. Then fit a module designed to increase recharge rate. That's how it should work.
Harpyja wrote: But don't forget, kind sir, that active tanking will ALWAYS be able to tank more than passive tanking. Your point? I thought we were talking about buffer tanks and passive tanks, not active tanks. Either way, it doesn't change what I'm trying to say: shield extension modules provide the best of both worlds, shield regeneration modules don't. Why would you want to bring that faulty system into Dust? |
Ulysses Knapse
Nuevo Atlas Corporation
237
|
Posted - 2013.04.14 12:30:00 -
[3] - Quote
Honestly, I'm not worried about total balance here. I'm worried that modules designed for passive shield recharging will be neglected because shield extenders are more useful. Perhaps we can meet midway? For example:
Shielded Vehicle Shield HP - 2,000 Shield Regen - 20/s
Instead of a Shield Recharge Time, the Shield Recharge Rate could increase by a set value depending on how many additional shield hitpoints there are. If there is less than normal shield HP, the rate doesn't change.
Shielded Vehicle w/ 2,000HP Shield Extenders Shield HP - 4,000 Shield Regen - 30/s
You still get increased shield regeneration for having a larger buffer, but now passive shield tanking modules such as rechargers and flux coils are no longer obsolete. |