Diffusion Shield, Why you no work!

May have been someone using an active module to steal your energy.

 

I’ve had no energy for at least ten seconds when several people are stealing my energy, think it might be Tacklers that do it.  

 

i think there’s an interceptor module  that drains your energy and gives it to them.

not sure if it is in the ECM, Recon or covert ops sections.

i don’t fly interceptors :slight_smile:

 

and i can imagine those things becoming the bane of your existence :stuck_out_tongue:

This modules is very smart and nice in concept but in practice it just doesnt work.

 

The situation where the mechanic described to use the “Diffusion Shield” is non existent. You get shots of 1k regularly, and if its not a 1-on-1 no chance, the things you will face will simply have better bonuses. And another thing to mention is that its a do-or-die module, since you cant use your afterburner or your active modules because then your shields melt, and you dont get a dmg bonus like overdrive. Besides your opponents have much more useful abilities.

 

In PvE its also quite useless, you dont wanna sit there while being zerged to death, you wanna use your afterburner and run behind that box,

I think it’s a good module. Try it and it was nice.

This modules is very smart and nice in concept but in practice it just doesnt work.

 

The situation where the mechanic described to use the “Diffusion Shield” is non existent. You get shots of 1k regularly, and if its not a 1-on-1 no chance, the things you will face will simply have better bonuses. And another thing to mention is that its a do-or-die module, since you cant use your afterburner or your active modules because then your shields melt, and you dont get a dmg bonus like overdrive. Besides your opponents have much more useful abilities.

 

In PvE its also quite useless, you dont wanna sit there while being zerged to death, you wanna use your afterburner and run behind that box,

 

shots of 1k are irrelevant, they drain 100 energy and with the jericho implant such a shot would give back 15 energy. the only thing you need to be careful of are the shots that do so much damage as to drain your entire energy reserves at once. yes you still get 15% of that big shot back, but theoretically the energy reserves would be drained for a moment, dropping the shield entirely.

 

even a thousand shots of 1k are irrelevant, as they are SEPERATE shots, and as such between each shot the implant SHOULD bring any energy that was spent back up, with some to spare even.

 

and with decent energy regen its quite easy to maintain high levels of energy even with near constant ABing and the other en/s modules you have from the command class. 

 

again, as I’ve stated before, this is all theoretical, i don’t have access to the jericho implant yet, nor have i flown a command ship with this ability yet. 

 

EDIT: starting from T3 there is also the “Energy recuperation system” passive module under the Tactical section that does the same as the jericho implant. starts at 10% for Mk. 1, 12% for Mk. 2 and 16% for Mk. 3.

shots of 1k are irrelevant, they drain 100 energy and with the jericho implant such a shot would give back 15 energy. the only thing you need to be careful of are the shots that do so much damage as to drain your entire energy reserves at once. yes you still get 15% of that big shot back, but theoretically the energy reserves would be drained for a moment, dropping the shield entirely.

 

even a thousand shots of 1k are irrelevant, as they are SEPERATE shots, and as such between each shot the implant SHOULD bring any energy that was spent back up, with some to spare even.

 

and with decent energy regen its quite easy to maintain high levels of energy even with near constant ABing and the other en/s modules you have from the command class. 

 

again, as I’ve stated before, this is all theoretical, i don’t have access to the jericho implant yet, nor have i flown a command ship with this ability yet. 

 

Well then get the implant and fly the jericho command ships, you will see it doesnt work like you described.

 

Unfortunately, I cant create a controlled environment to bring you proper numbers since there is no dueling mode or similar for that. At T3 Jericho fighters have slightly above 500-600 energy and 2 passive slots, so you are pretty much obliged to put in a EM resistance mod for shields then you have 1 slot left to do your thing. So you use all the mods and slots on your ship to gain an extra 5k shields, die 3-4 secs later instead of now… great ability!

 

It will sound abit like a rant, but the only thing Jericho even got from the changes is the cloaking ability, all the rest are simply useless. Infact Im gonna create another char to fly Federation cause now they have everything that was taken away from Jericho, + amazing speed and manuverability and you dont need to dedicate your whole ship to survive a few shots more.

Well then get the implant and fly the jericho command ships, you will see it doesnt work like you described.

 

Unfortunately, I cant create a controlled environment to bring you proper numbers since there is no dueling mode or similar for that. At T3 Jericho fighters have slightly above 500-600 energy and 2 passive slots, so you are pretty much obliged to put in a EM resistance mod for shields then you have 1 slot left to do your thing. So you use all the mods and slots on your ship to gain an extra 5k shields, die 3-4 secs later instead of now… great ability!

 

It will sound abit like a rant, but the only thing Jericho even got from the changes is the cloaking ability, all the rest are simply useless. Infact Im gonna create another char to fly Federation cause now they have everything that was taken away from Jericho, + amazing speed and manuverability and you dont need to dedicate your whole ship to survive a few shots more.

 

cant you just switch to fed? why create another char? or am i missing something?

cant you just switch to fed? why create another char? or am i missing something?

 

Equipment space/cost + implant choices :wink:

dont really need all that, the rank 7 Jericho implant already takes care of any amount of incoming DPS you would need to tank.

all you need after that is Max energy to avoid 1 shot bleedthrough damage…

 

consider this, the jericho implant gives you 15% of the damage you receive as energy, while of all incoming damage only 10% of it is taken off the energy reserves. take 100 damage, lose 10 energy get 15 energy, net gain of 5 energy, etc. etc.

as such with just this implant you always have a net gain in energy regardless of how much damage/s they throw at you…

 

all you need to worry about now are the BIG shots that go through your entire energy reserves at once and subsequently go into your hull/shield (the so-called “bleedthrough” damage). assuming that after such a hit as your energy skyrockets back up (15% of that BIG shot) the shield comes back along with it (assuming its still in its duration) this could make for almost 15 seconds of complete invulnerability, or near to it at least.

 

this is all theoretical btw, as i have not yet flown with this module nor do i have access to the jericho implant.

 

I’m not sure this theory works. I’ve been testing the shield a fair bit today. I’ve observed that no matter what cap recharge method you use, your cap level is always dropping on hits, you are never making a net gain as proposed.

 

I have tested with the implant on/off and the passive mod on/off, neither time have I seen a positive gain in cap.

 

My theory to explain this is that both the implant and passive mod will return cap for damage your ship actually takes. Since the Diffusion Shield negates damage, you never actually take it, and so gain no cap return.

 

This therefore breaks the synergy between Diffusion Shield and Damage to Cap return methods - which is a real shame :frowning:

 

My conclusion is that the best way to utilise this shield is to get as much cap recharge as possible for sustainability or a large cap for alpha protection.

 

Having said all this, i still feel the shield is very useful, it gives you 3 or so seconds more survivability before your shield takes damage.

I’m not sure this theory works. I’ve been testing the shield a fair bit today. I’ve observed that no matter what cap recharge method you use, your cap level is always dropping on hits, you are never making a net gain as proposed.

 

I have tested with the implant on/off and the passive mod on/off, neither time have I seen a positive gain in cap.

 

My theory to explain this is that both the implant and passive mod will return cap for damage your ship actually takes. Since the Diffusion Shield negates damage, you never actually take it, and so gain no cap return.

 

This therefore breaks the synergy between Diffusion Shield and Damage to Cap return methods - which is a real shame :frowning:

 

My conclusion is that the best way to utilise this shield is to get as much cap recharge as possible for sustainability or a large cap for alpha protection.

 

Having said all this, i still feel the shield is very useful, it gives you 3 or so seconds more survivability before your shield takes damage.

 

As i read the first paragraph of your post that is exactly what popped up in my mind as well, seeing as the shield absorbs the damage for your ship, if this is not registered for the implant it would indeed break the synergy.

 

one has to realize however that if it were to work as i proposed it might this ability would be nigh on Overpowered.

15 seconds of near immortality on a 30 second cooldown?

seemed to good to be true :slight_smile:

 

unfortunate, but understandable.

I appreciate the input from someone who could actually test this out.

I’m sure Diffusion Shield is fantastic in higher Tiers with the right implants and mods.  

 

The players unlucky enough to invest in ships in T1 and T2 and get burnt may not stay around to appreciate it.  

Given that I’m stuck with diffusion shields for (at least some of) the craft I’m flying to progress through the Tech ‘Stick’* I’ve been playing around with it to see if I can gain any use out of it…

 

So far, not so much.

 

After reading through here the other day, I coughed up the required extortion fee to switch the implant over to the Jericho energy regain for damage and whilst I did notice some big jumps in energy stores, the diffusion field certainly didn’t absorb the damage enough to allow me to survive (let alone Hulk out). 

 

It has the same problem as any ‘single resource pool’ ability has in that, using it means not using modules or afterburners which are things you likely will want to use in the furball of combat.  And once that pool is drained, you find yourself all alone with no other measures to use to counter extreme death.

 

Yes, I am talking about T1/T2 Craft here as I haven’t purchased the T3 craft yet (which may be ODG Chameleon modules anyway from memory)… So not sure how effective it gets at the higher tiers.  This does bring me to an impression I’ve gathered since 0.8 and 0.8 update 1 (what happened to the correct version numbering in posts about it?) where the Ship Roles and abilities introduced seem to have been implemented from a higher tier level, and then just thrown down the line, meaning they were designed and tested in the T3/T4 craft and then applied to the T1/T2 craft as well without examination of usefulness/general functionality.

 

And despite the fact I’m now going right off on a tangent to the original discussion, the ship roles (for me) seem to have actually butchered the viability of certain craft across all the tiers.  I was (and currently am) building Jericho prior to the changes and after a number of matches (less than 100 obviously) I’ve abandoned the Frigate as a choice in either Guard or Long-Range roles due to the massive blind spots of both, the fragility of the guard version (seriously, who wants a guard that cannot actually soak damage and contain a threat in the first place?) and the ineffectiveness of the Long-Range version primary Damage Weaponry (this may be related to the increased effectiveness of anti-Missile Countermeasures on other craft though)…

 

I’ll keep slugging through and trying to find combinations that work for me in the meantime, but I certainly wouldn’t be upset to see a revision to the previous state of the player being able to equip the craft to a role suitable for them rather than the predefined restrictions we currently have.

 

 

*A ‘Tree’ has Branches and Roots. What we currently have are ‘Sticks’.

 

Edited to match Signature (this will be the only redundant posting of it :P)

/topic moved.

 

Yes, energy regenrates while in battle.

There are a few ways to make this skill extremly powerfull, but I won’t tell you how :stuck_out_tongue:

 

Tried it, it no work as good as resist tanking… :\

As i read the first paragraph of your post that is exactly what popped up in my mind as well, seeing as the shield absorbs the damage for your ship, if this is not registered for the implant it would indeed break the synergy.

 

one has to realize however that if it were to work as i proposed it might this ability would be nigh on Overpowered.

15 seconds of near immortality on a 30 second cooldown?

seemed to good to be true :slight_smile:

 

unfortunate, but understandable.

I appreciate the input from someone who could actually test this out.

 

Agreed, it would have been too good to be true. That premium energy recuperation for 1500 gold may have been a waste of money…

It has the same problem as any ‘single resource pool’ ability has in that, using it means not using modules or afterburners which are things you likely will want to use in the furball of combat.  And once that pool is drained, you find yourself all alone with no other measures to use to counter extreme death.

 

Aye, that has been my experience too. If I get fired upon, I dont tend to sit around immobile, so afterburner will definately see some use.

Add to that the fact that on a command ship there are some command modules running as well, draining my energy, I have found Diffusion Shield not completely useless, but quite underwhelming.

This is for tiers 1&2 atm, so no rank 7 implant involved here, but then again I really tend to prefer the implant for less afterburner energy drain for my other ships.

 

Which is a shame, because it seems now I have to decide whether I want to fly interceptors or command ships all by that rank 7 implant :frowning:

 

Considering I loved playing command ships before patch, I had been quite exited to learn that with roles more specialized there would still be a command specialty.

All hopes I had for that though have been ruined by the combination of the new special module and the baffling fact that now with roles more specialized, my command ships suddenly have WORSE bonuses for their command modules.

Where is my +100% range (vanished completely or got nerfed into +50% range) or the +30% effect bonus (vanished completely from the ships I own, now I got like -20% energy on command modules :sad: which isnt enough to help Diffusion shield and simply sucks as a bonus.)  ?

 

Oh, and they nerfed Valkyrie system. 

 

TL;DR:  I loved flying command ships before role specialization, now I feel they suck.

Playing T3 command, I also have that R7 jericho implant, I even fit the ship mods, active/passive mod around this ‘Ability’… what can I say this xxxx is simply useless!

 

I dont ever had the feeling this module really worked as described.

Playing T3 command, I also have that R7 jericho implant, I even fit the ship mods, active/passive mod around this ‘Ability’… what can I say this xxxx is simply useless!

 

I dont ever had the feeling this module really worked as described.

 

Yup. Agree. My command fighter Katana can barely kill anything and it’s buffs at 3500m range feel like they don’t do much (The Machete Type S in T2 had 50% range boost) even when grouping. All passives are set to either energy regen, convert damage to energy or capacitor increase to boost Diffusion Shield…

Devs already confirmed on russian forums that diffusion shield automatically turns off ALL “energy regeneration from damage taken” mechanics.

Why take a fighter over an interceptor or frigate in T3?

Devs already confirmed on russian forums that diffusion shield automatically turns off ALL “energy regeneration from damage taken” mechanics.

 

Thx for clearing that up… I guess in its current state the ability is too weak, pointless…

Devs already confirmed on russian forums that diffusion shield automatically turns off ALL “energy regeneration from damage taken” mechanics.

 

So that completely breaks the synergy between those skills/abilities and the diffusion shield. With the exception that you can guarantee you’re at full capacitor when you activate it…great.

 

My suggestion - allow these mechanics to continue while the shield is active, and tweak the values so that with the following installed:

 

  1. Jericho implant
  2. PREMIUM/MkIII passive module (for “cap return on damage”)
  3. In range of a frigate with the PREMIUM/MkIII cap regen aura
  4. PREMIUM/MkIII cap regen passive installed

…then the cap return almost compensates the cap drain from the shield. Of course, the cap regen passive is variable against damage in this situation, so results will vary, probably best to tweak the values so that the shield is stable with the average DPS of a fighter shooting.

 

The reason the synergy is so strong is that both the regen and the shield are directly proportional to damage incoming. Either they tweak this synergy, or change it so that both aren’t dependent on the same variable.

 

This means that in the best case (i.e. the best modules and best circumstance), you take minimal damage while the shield is active. Of course, the more active modules you have running, the less effective this will be, plus any afterburner usage will reduce effectiveness also. Plus a cap drain will completely negate it.

 

Thoughts?