Diffusion Shield Functionallity


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The trusty Diffusion Shield, the command ships primary defense module, has become a bit underwhelming, as many new ways to drain energy aswell as new high dps weapons have been introduced.

I suggets a simple addition to its functionallity, that encurages the player to stay near to his team (like command ships are supposed to) without being completely overpowered:

 

An active Diffusion Shield should regenerate ~50pts/s of energy for each allied ship in a ~3000m radius. That effect is similar to the way a guard's Emergency Shield Regenerator is functioning.

The command ship would thus become more durable, but only if it is used in its intended role.

 

Please discuss!

 

 

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Commands usually have 200-250 en regen, and that is at35% capacitor volume, at 100% they regen about half of that.

So flat 50eng would boost your regen by 25%-50%, and that is per ally, so potential is x7 with average x3-x5 based on a gamemode-map.

That is practicaly immortal command.

 

Even now if there are no energy drain effects diffusion shield is very durable and energy drain is not always present.

So imho such buff is a wrong way of approaching energy draining effects problem.

There are already some tools helping though

New tetraxid engine allows more ships to use 7-3 implant and with tacklers being out of favor with community 8-3 is a very valid pick especially combined with energy converter being multi purpose module.

 

Some perks for proximity to allies is cool, but it shouldnt make you immortal.

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2 hours ago, xKostyan said:

Commands usually have 200-250 en regen, and that is at35% capacitor volume, at 100% they regen about half of that.

So flat 50eng would boost your regen by 25%-50%, and that is per ally, so potential is x7 with average x3-x5 based on a gamemode-map.

That is practicaly immortal command.

 

Even now if there are no energy drain effects diffusion shield is very durable and energy drain is not always present.

So imho such buff is a wrong way of approaching energy draining effects problem.

There are already some tools helping though

New tetraxid engine allows more ships to use 7-3 implant and with tacklers being out of favor with community 8-3 is a very valid pick especially combined with energy converter being multi purpose module.

 

Some perks for proximity to allies is cool, but it shouldnt make you immortal.

Alright, valid point.

 

38 minutes ago, TheDarkRedFox said:

So +15pts/s per ally then.

What about that instead?

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