Once the devs have sorted out and balanced the new engi heals, do you think it would be nice to have the commands resistance buffs function in the same way?
For example a lower passive resist bonus to all allied ships, and then an active buff with cooldowns that would equivalate to the personal mulitpurpose resist modules for hull and shield, except for all allies within a certain range.
Thoughts?
Not needed, like the whole burst healing mechanic.
I think it would make things more interesting. But not capacitor focused builds wouldn’t only lose diffusion shield effectiveness but also aura effectiveness.
It’d be interesting, to say the least. Command ships naturally have better capacitors than most, and a lot of people already focus on making it better. It’d be just like having a resist module, except a small constant bonus, a larger value (maybe), shared with allies, and a hull one that functions exactly like the shield one.
If it is balanced well, I think it can work. Same as I’m a fan of the new engi auras. They add more “interactivity” as defined by NuclearHail in a thread about ECMs. You have to think more about what you are doing (when to use them, keeping your capacitor full at all times, not afterburning to save energy…)
I think we can make the commands more interesting to play, in that more thought is required before pushing buttons.
While I like the change for the engineer, because it allows it to actually activate an active module, the command ship already has activatable modules. In fact, one of the reasons why I like the command ship is because it does NOT require me do manage half a dozen buttons at all times. For the same reason I play engineer and guard. I’m sure that the hardcore gamers have no problem with that at all, but in the real world, most people are not hardcore gamers.
You can turn off the modules when under diffusion shield. It already has some interactivity.
so u want to give stackable resist bursts to commands?
well T5
4x naga
4x aura
with ~1,5k regen per sec and ~200resist on everything
sounds fun
so u want to give stackable resist bursts to commands?
well T5
4x naga
4x aura
with ~1,5k regen per sec and ~200resist on everything
sounds fun
I never said anything about stackable… And I also said it would need proper balancing. People will try to abuse any change you make to the game
*ahem* nuke spam *ahem*
*ahem* troloship spam *ahem*
I thought maybe 10-15 passive resist buff (white) with 40-50 active resist buff for all units in the same range (not stackable with other command active resist buffs, and also not stackable with the personal multipurpose modules). Activating the buff would take a certain amount of energy, and not scale with the amount of energy in the capacitor.
I never said anything about stackable… And I also said it would need proper balancing. People will try to abuse any change you make to the game
*ahem* nuke spam *ahem*
*ahem* troloship spam *ahem*
I thought maybe 10-15 passive resist buff (white) with 40-50 active resist buff for all units in the same range (not stackable with other command active resist buffs, and also not stackable with the personal multipurpose modules). Activating the buff would take a certain amount of energy, and not scale with the amount of energy in the capacitor.
then it’s not even close to be similar with current engie heals
then it’s not even close to be similar with current engie heals
Just trying to make them more active instead of passive.
This is a very good point though:
You can turn off the modules when under diffusion shield. It already has some interactivity.
I’m not sure what to think of it.
The idea of depleting the capacitor 2-3 times in order to use diffusion shield and resists seems so unpracticall for fast paced battles (forget about using other modules). I dont think a command will be able to wistand dmg all that time waiting for capacitor to recharge at 100% and also using other mods like heals, valkyrie or gravi scanner…besides, i think commands would love even more an ECM draining their energy (with missiles or energy absorver).
"RennieAshII, on 27 Jun 2015 - 06:40 AM, said:
You can turn off the modules when under diffusion shield. It already has some interactivity.
millanbel:
I’m not sure what to think of it."
[sorry about the quotes xD]
If you are a pro command, you understand that resists have no influence over diffusion shield, meaning, is just waste of energy regeneration; You deactivate them in order to tank more (that means you will have to be aware of your energy levels and the diffusion shield time, because you need to activate them back right before it goes off)
"RennieAshII, on 27 Jun 2015 - 06:40 AM, said:
millanbel:
I’m not sure what to think of it."
[sorry about the quotes xD]
If you are a pro command, you understand that resists have no influence over diffusion shield, meaning, is just waste of energy regeneration; You deactivate them in order to tank more (that means you will have to be aware of your energy levels and the diffusion shield time, because you need to activate them back right before it goes off)
Yes, of course, it’s not for no reason my prom-x is second on my list in synergy ^^ I know that you deactivate the modules on activating diff shield to save energy. What I meant is that I’m not sure what has more interactivity: having a passive and and active component, or just simply deactivating the modules to save energy. That’s why i said I don’t know what to think of it.
Why not just make them always-on passives with no active cast? It makes sense on Engie heals, but resistances are much smaller numbers for more effect so turning them into team-wide Nanocomposites and Multiphases seems ridiculously strong and replaces the already nonexistent use the resistance modules have.
If the active cast maybe temporarily gave an extra 20% resist (rather than the massive burst heal on engie) then it would provide some interesting teamplay like engies have now without making them broken or useless when off-comms.
No, they should not work the same way as the engi heals. Why? Because commands are energy-sensitive. I’m not that great on a command, but shutting down one or both of the hull/shield auras to divert energy to the shield or to boost away needs to be an option. If they are always on, this player micro is eliminated.
No, they should not work the same way as the engi heals. Why? Because commands are energy-sensitive. I’m not that great on a command, but shutting down one or both of the hull/shield auras to divert energy to the shield or to boost away needs to be an option. If they are always on, this player micro is eliminated.
You know new Engineer auras lost their energy cost with the change? I guess same should/would happen to Commands if they were changed to something like this.
You know new Engineer auras lost their energy cost with the change? I guess same should/would happen to Commands if they were changed to something like this.
It doesn’t still have passive drain? I checked the in-game description earlier today and I thought they were still there. If not, then no, thanks for the info. Shows you how much of a newb I am. =)
It doesn’t still have passive drain? I checked the in-game description earlier today and I thought they were still there. If not, then no, thanks for the info. Shows you how much of a newb I am. =)
Yes, the passive drain was removed, the active burst heal burns a lot of energy so having still the passive energy drain would be too much though.