Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Kharga Lum
Seraphim Initiative. CRONOS.
62
|
Posted - 2013.05.25 22:37:00 -
[1] - Quote
This will be an Eve comparison since these modules are fairly useless in Dust at the moment.
In Eve shields regenerate at a fixed rate, based on time. Shields will regen from 0 to full in the same amount of time regardless of shield HP. This means that you can add a few shield extenders for more HP and the shields will regen from 0 to full in the same amount of time but, as a result, the HP/Sec increases. Adding a shield regenerator will reduce the amount of time required to recharge from 0 to full. Neither module changes the HP/Sec directly. This makes for some interesting tanking options, balancing HP with resist and regen.
In dust these modules directly affect HP/Sec. So a module of 19% increase means roughly 5hp/sec boost. With the damage other tanks and AV do (in the 2000's range) it doesn't work.
I'm not asking to be invincible, like the Vulture used to be (so full of lol's). I just want this module to be a valid fitting option.
If there's a tanker out there who has fit this module and found it worthwhile please post here. Personally I think it's a waste of time and it's unclear why we'd ever fit one of these. |
Ulysses Knapse
Bojo's School of the Trades
410
|
Posted - 2013.05.26 07:04:00 -
[2] - Quote
No. You should be forced to choose between passive and buffer tanking. |
Aerion Spiritus
The Southern Legion RISE of LEGION
13
|
Posted - 2013.05.26 09:03:00 -
[3] - Quote
+1 from me |
Kharga Lum
Seraphim Initiative. CRONOS.
64
|
Posted - 2013.05.27 22:05:00 -
[4] - Quote
Ulysses Knapse wrote:No. You should be forced to choose between passive and buffer tanking.
Currently, you can't do either since there isn't enough PG to fit more then 1 extender and the passive regen's provide such a small bonus they aren't worth fitting.
Passive or buffer tanking only work if you can do it together. Active tanking should be more reliable and stronger. With how short the active hardners last (10 seconds, off for 30) they're hard to manage. |
pegasis prime
The Shadow Cavalry Mercenaries DARKSTAR ARMY
221
|
Posted - 2013.05.31 16:57:00 -
[5] - Quote
The only time I use the regen modules is to fill a slot when iv maxed out my pg. All I can say about them is they let you get to the front line with full shields a little bit quicker than you would without them but its litterally only a matter of 20 to 30 seconds quicker and thats the ward regenarators |
Harpyja
DUST University Ivy League
64
|
Posted - 2013.05.31 18:24:00 -
[6] - Quote
Here's something interesting: making shields recharge based on time will make the shield recharge skills more useful, in addition to making passive tanking viable.
A base of 22 hp/s and a base of 3150 shields will be used.
The base recharge time will be 3150/22=143s.
A 25% bonus to shield recharge rate brings it up to 27.5.
A 25% reduction to shield recharge time brings it down to 107.4s.
This means that 3150/107.4=29.3hp/s.
Using base rates by themselves make training these recharge bonus skills worthwhile, as currently I only trained them to unlock modules and I could care less for 3% or 1% more recharge rate.
Now, add a shield extender of 2180 hp to bring your shields up to 5330.
Now your recharge rate is 5330/107.4=49.6hp/s.
Add one shield recharger to your fit and you get (5330)/(107.4*.81)=61.3hp/s.
Passive shield tanking has now become an option, and your passive recharge will be even more with a local power diagnostic system (+7% to shield hp and recharge).
*values used are as accurate as I can recall **assuming that all bonuses to recharge rate are changed to a reduction on recharge time ***I based off of 5% values to make it easier to understand and calculate, though I do suggest to make one skill only that increases recharge rate / reduce recharge time by 5%/level |
Kharga Lum
Seraphim Initiative. CRONOS.
70
|
Posted - 2013.05.31 21:54:00 -
[7] - Quote
Harpyja wrote:Here's something interesting: making shields recharge based on time will make the shield recharge skills more useful, in addition to making passive tanking viable.
A base of 22 hp/s and a base of 3150 shields will be used.
The base recharge time will be 3150/22=143s.
A 25% bonus to shield recharge rate brings it up to 27.5.
A 25% reduction to shield recharge time brings it down to 107.4s.
This means that 3150/107.4=29.3hp/s.
Using base rates by themselves make training these recharge bonus skills worthwhile, as currently I only trained them to unlock modules and I could care less for 3% or 1% more recharge rate.
Now, add a shield extender of 2180 hp to bring your shields up to 5330.
Now your recharge rate is 5330/107.4=49.6hp/s.
Add one shield recharger to your fit and you get (5330)/(107.4*.81)=61.3hp/s.
Passive shield tanking has now become an option, and your passive recharge will be even more with a local power diagnostic system (+7% to shield hp and recharge).
*values used are as accurate as I can recall **assuming that all bonuses to recharge rate are changed to a reduction on recharge time ***I based off of 5% values to make it easier to understand and calculate, though I do suggest to make one skill only that increases recharge rate / reduce recharge time by 5%/level
This is what I was hoping they'd do. It would help mitigate the use of militia AV against a high SP tanker. |
Harpyja
DUST University Ivy League
70
|
Posted - 2013.05.31 22:07:00 -
[8] - Quote
Kharga Lum wrote:Harpyja wrote:Here's something interesting: making shields recharge based on time will make the shield recharge skills more useful, in addition to making passive tanking viable.
A base of 22 hp/s and a base of 3150 shields will be used.
The base recharge time will be 3150/22=143s.
A 25% bonus to shield recharge rate brings it up to 27.5.
A 25% reduction to shield recharge time brings it down to 107.4s.
This means that 3150/107.4=29.3hp/s.
Using base rates by themselves make training these recharge bonus skills worthwhile, as currently I only trained them to unlock modules and I could care less for 3% or 1% more recharge rate.
Now, add a shield extender of 2180 hp to bring your shields up to 5330.
Now your recharge rate is 5330/107.4=49.6hp/s.
Add one shield recharger to your fit and you get (5330)/(107.4*.81)=61.3hp/s.
Passive shield tanking has now become an option, and your passive recharge will be even more with a local power diagnostic system (+7% to shield hp and recharge).
*values used are as accurate as I can recall **assuming that all bonuses to recharge rate are changed to a reduction on recharge time ***I based off of 5% values to make it easier to understand and calculate, though I do suggest to make one skill only that increases recharge rate / reduce recharge time by 5%/level This is what I was hoping they'd do. It would help mitigate the use of militia AV against a high SP tanker. Yes. I hate having to activate my shield booster just because there's one MLT swarm launcher.
|
Aerion Spiritus
The Southern Legion RISE of LEGION
20
|
Posted - 2013.06.01 03:06:00 -
[9] - Quote
+1 bring in the eve shield recharge system. I'm a passive tank in eve and dislike active tanking, but my dislike of active tanking isnt the reason i want the eve shield recharge system. I want the eve shield recharge system because passive shield tanking doesn't exist in eve. I also believe that Capacitor should be added to vehicles as it would be more fitting lore wise and i would love to see vehicles be either active or passive tanks (or the strange and difficult to do omni tank). |
Cosgar's Alt
Mikramurka Shock Troop Minmatar Republic
174
|
Posted - 2013.06.01 03:11:00 -
[10] - Quote
I want to say that they're probably saving these kind of tanking options for when vehicles get capacitors, but that's no excuse. Being left gimp for something that's still on the drawing boards isn't fair. |
|
Harpyja
DUST University Ivy League
71
|
Posted - 2013.06.01 04:00:00 -
[11] - Quote
Cosgar's Alt wrote:I want to say that they're probably saving these kind of tanking options for when vehicles get capacitors, but that's no excuse. Being left gimp for something that's still on the drawing boards isn't fair. As fair as giving ARs range because there currently aren't other weapons to take that range. Come on CCP, don't "buff" things because other things don't exist yet. |
ladwar
Dead Six Initiative Lokun Listamenn
535
|
Posted - 2013.06.01 07:47:00 -
[12] - Quote
Harpyja wrote:Here's something interesting: making shields recharge based on time will make the shield recharge skills more useful, in addition to making passive tanking viable.
A base of 22 hp/s and a base of 3150 shields will be used.
The base recharge time will be 3150/22=143s.
A 25% bonus to shield recharge rate brings it up to 27.5.
A 25% reduction to shield recharge time brings it down to 107.4s.
This means that 3150/107.4=29.3hp/s.
Using base rates by themselves make training these recharge bonus skills worthwhile, as currently I only trained them to unlock modules and I could care less for 3% or 1% more recharge rate.
Now, add a shield extender of 2180 hp to bring your shields up to 5330.
Now your recharge rate is 5330/107.4=49.6hp/s.
Add one shield recharger to your fit and you get (5330)/(107.4*.81)=61.3hp/s.
Passive shield tanking has now become an option, and your passive recharge will be even more with a local power diagnostic system (+7% to shield hp and recharge).
*values used are as accurate as I can recall **assuming that all bonuses to recharge rate are changed to a reduction on recharge time ***I based off of 5% values to make it easier to understand and calculate, though I do suggest to make one skill only that increases recharge rate / reduce recharge time by 5%/level 1+ |
EXASTRA INVICTAS
Crux Special Tasks Group Gallente Federation
47
|
Posted - 2013.06.01 07:58:00 -
[13] - Quote
Aerion Spiritus wrote:+1 bring in the eve shield recharge system. I'm a passive tank in eve and dislike active tanking, but my dislike of active tanking isnt the reason i want the eve shield recharge system. I want the eve shield recharge system because passive shield tanking doesn't exist in eve. I also believe that Capacitor should be added to vehicles as it would be more fitting lore wise and i would love to see vehicles be either active or passive tanks (or the strange and difficult to do omni tank). I think they're much better off leaving Capacitor out of DUST. Let's just assume that the vehicles have enough capacitor to be cap stable with whatever modules they can have fitted, and are designed that way.
EVE ships are designed to allow capsuleers to harness their raw power without worrying about capacitor. Because Capsuleers are awesome and we do what we want. For the sake of simplicity and FPS style gaming, capacitor should not be a factor. Improved options for passive shield tanking, however, I do agree with. It should not compare to an active tank, but be easier to fit and therefore allow for more damage projection. |
Kharga Lum
Seraphim Initiative. CRONOS.
71
|
Posted - 2013.06.01 14:10:00 -
[14] - Quote
EXASTRA INVICTAS wrote:Aerion Spiritus wrote:+1 bring in the eve shield recharge system. I'm a passive tank in eve and dislike active tanking, but my dislike of active tanking isnt the reason i want the eve shield recharge system. I want the eve shield recharge system because passive shield tanking doesn't exist in eve. I also believe that Capacitor should be added to vehicles as it would be more fitting lore wise and i would love to see vehicles be either active or passive tanks (or the strange and difficult to do omni tank). I think they're much better off leaving Capacitor out of DUST. Let's just assume that the vehicles have enough capacitor to be cap stable with whatever modules they can have fitted, and are designed that way. EVE ships are designed to allow capsuleers to harness their raw power without worrying about capacitor. Because Capsuleers are awesome and we do what we want. For the sake of simplicity and FPS style gaming, capacitor should not be a factor. Improved options for passive shield tanking, however, I do agree with. It should not compare to an active tank, but be easier to fit and therefore allow for more damage projection.
If there's no capacitor, which I'm ok with, they should allow active modules to run indefinitely. If I want to fit an active hardener i'm giving up a shield-extender to fit it. Extenders work 100% of the time and increases my hitpoints, a hardener reduces the damage I take and works roughly 25% of the time (active for 10, off for 30). Why one is active and the other isn't, as far as dust goes, I think is weird. |
|
|
|
Pages: 1 :: [one page] |