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Harpyja
DUST University Ivy League
349
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Posted - 2013.07.22 21:46:00 -
[1] - Quote
I already briefly touched the mechanics of shield recharge in EVE here (fourth paragraph).
Since that was aimed at shield boosters, it didn't go into depth as to why shield extenders increase shield recharge. Since this thread is about shield recharge, I don't see why I shouldn't go into depth.
The mechanics themselves of shield recharge in EVE are very simple. Each ship gets a base amount of shields and a base recharge time. Recharge rate is then calculated from recharge time.
There is a more advanced mechanic at play which I will briefly describe. Shields never recharge at a uniform rate. Your peak recharge is at roughly 1/3 shields. Your recharge is moderately strong at 0 shields, but that doesn't matter since you're dead if you hit 0 shield and are a shield tanker. Nor does your recharge at 0 shields matter if you're an armor tanker because that shield does nothing towards your armor tank.
As your shields recharge past 1/3, your recharge rate gets lower and lower, until you hit 1hp/s, no matter how powerful your recharge is at 1/3 shields. Having this non-linear recharge rate means that your hp/s will be much higher than if you simply took (max shield)/(recharge time). Now, I'm not sure what the Dust community thinks of having a non-linear recharge curve. Perhaps it will make shield tanking more thrilling as you soak up damage at 1/3 shield. It will be like hanging on the edge of life and death. But for now, being at 1/3 shields means that it would take only one AV shot to bring you down to near 0. I'm against having this shield recharge curve simply because it's much easier to be brought down to 0 than it is in EVE.
Dust is better off with having a uniform recharge rate. Now that that's taken care of, let's look at Dust's shield recharge mechanics. Every vehicle has a base shield recharge rate. No matter how many shield extenders you add, your shield recharge will always be the same. I think this needs to be changed to a base shield recharge time.
Currently, passive shield tanking in Dust is not an option, as at best you can get up to 40hp/s, but then you have no resists! A heavy shield booster that does 1500 shield in 45 seconds (active time + cooldown time) results in 33hp/s. This is slightly worse than max recharge, but you also got at least 30% resists. Your effective hp/s is 43hp/s. Not to mention you also probably have extenders, which increases your buffer. Of course extenders and boosters take up a lot of PG and CPU, but passive tanking is simply not survivable in any case.
As I mentioned earlier, Dust should use recharge times. Adding shield extenders should increase your recharge rate. Now it's a question of whether you want a shield extender or a booster. It's a question if you want to sustain more damage over a longer period of time, or if you want to sustain a lot of damage in quick short bursts (the same thread mentioned at the top goes into detail about burst tanking and how it should be done correctly).
I don't see why making shield extenders increasing recharge rates would be a problem. It was never a problem in EVE (or maybe people just grew around it, just like we grew around the 3x rep rate of armor reps in Dust). Passive tanking in Dust would never be viable in its current state because of its extremely low recharge rate and the huge sacrifices you must make with replacing extenders, boosters, and hardeners with shield rechargers.
I think that changing this simple mechanic will allow for a greater variety of fits. Support fits would prefer passive tanks as they won't get bombarded as much, while CQ fits would prefer active tanks so they can absorb massive damage in a short burst so that they can eliminate the threat or pull out quickly. |
Harpyja
DUST University Ivy League
364
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Posted - 2013.07.23 21:30:00 -
[2] - Quote
Wow, no feedback, really? Rants are that much more amusing? |
Harpyja
DUST University Ivy League
374
|
Posted - 2013.07.25 13:23:00 -
[3] - Quote
KING CHECKMATE wrote:Harpyja wrote:Wow, no feedback, really? Rants are that much more amusing? Here is some feed back for you. Yesterday i started shooting a tank with a TURRET , nearly for 2-3 minutes in a row while a friend was shooting ADV swarm launchers at him at the same time and the shield never dropped from -+ its total HP.Vehicles are already as strong as they can be, needing up to 3 specialized AV members at the same time to take them down. Well not dropships thou , but you know what i mean.... as an INFANTRY man, i say no to further buffs on tanks . they are already powerful, if you buff them more, the nerf posts will come in bro...And since CCP is actually reading out whines, ultimately you will end up nerfing tanks instead of buffing them. We're you using a blaster turret bro? You do realize they are very short on range and you may have been shooting at a tank with 20% efficiency. Also, shields have a natural resistance against swarms, but if it took one ADV swarm to get the shields to 1/2, then that's completely unbalanced.
Try using forge guns next time. I hear those murder shields. Also, it should take three people of equivalent level AV to take out a tank. Currently we have STD tanks only and they hold up fine to STD AV; takes about three people to take them out. PRO AV can solo a tank, while two PRO can ensure a quick death. ADV AV is somewhere in between, which is why you got the results you saw.
Anyways, we also need ADV and PRO vehicles to combat ADV and PRO AV. |
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