Possible way to fix Hull V. Shield advantage

You can’t break what was never fixed :slight_smile:

You got that point xD

I want +1 active slot for ALL jericho ships as base.

 

then work out the other kinks from there.

I want +1 active slot for ALL jericho ships as base.

 

then work out the other kinks from there.

 

Hah that sounds a bit overpowered. 

only sounds OP without actually being OP is good.

only sounds OP without actually being OP is good.

It will be OP.

 

The simple fact that a Jericho ECM could carry all the ECM Modules + 1 Multipurpose will be OP

Same for the Covert Ops/Tackler/Commands/Long Range/Guard from Jericho.

It will be OP.

 

Maybe OP for ECM, but it would barely bring the Command line on level with the Empire. 4 buffs + 1 multipurpose would still be weaker than the friggin Empire ships (who don’t need Aegis anyways).

Maybe OP for ECM, but it would barely bring the Command line on level with the Empire. 4 buffs + 1 multipurpose would still be weaker than the friggin Empire ships (who don’t need Aegis anyways).

But command modules are not meant for YOU, they are meant to buff your allies.

But command modules are not meant for YOU, they are meant to buff your allies.

 

That’s true, but right now, Aegis is more or less a waste if you fly Empire, as most of your allies will fly Empire as well. If you fly Jerry, you have at least one reason to equip Aegis.

I could maybe have another suggestion, probably the devs thought about it, but hei it’s worth a shot. 

Make the shields with lower capacity maybe, but massively increase the regen when the ship is out of combat/or when energy is at 100%. Like 300%+ shield regen. Not for guards tho. that would be hilarious. 

 

Or the same purpose could be achieved maybe in a simpler/elegant way, with the Shield Regen active module…make it heal a % of the shield, not a fixed value. So that it’s useful for Jericho’s bigger cap shields. 

Jeri is able to bring all team modules. They already do this (in squad play)

 

Jeri has weak hitpoints

 

+1 active will allow them to bring a restoration mod

 

= over powered

 

 

 

Let Empire have better Hitpoints and damage output while being able to carry all team modules

 

= This is balanced.

 

 

I understand now.

Jeri is able to bring all team modules. They already do this (in squad play)

 

Jeri has weak hitpoints

 

+1 active will allow them to bring a restoration mod

 

= over powered

 

 

 

Let Empire have better Hitpoints and damage output while being able to carry all team modules

 

= This is balanced.

 

 

I understand now.

No one is saying that Everything is balanced (even though for the most part most of the Empire vs Federation is balanced, except for Empire gunships), but giving Jericho active module would not solve the problem at all, it blatantly overpower all roles except for Commands, and out of all Jericho ships Commands (and Guards imho) need help the most. To balance Jericho has to be defined first and then work from there, as of now 2 ends of a balance- Federation and Empire make specialization of Jericho ships a big pile of poop, since it neither tanky nor mobile enough to overcome tank problems, nor it has passive bonuses to get it an edge.

Would a straight up boost to module strength help Jericho ships? It’s thematic as well, since they’re the most advanced of the three factions. Or perhaps something energy-related, since command fighters depend a lot on energy management, and IIRC guard modules have high energy costs. 

Would a straight up boost to module strength help Jericho ships? It’s thematic as well, since they’re the most advanced of the three factions. Or perhaps something energy-related, since command fighters depend a lot on energy management, and IIRC guard modules have high energy costs. 

Yup, that could be a way to look at it, a faction wide bonus of 10 or 20% to module effect could be good and perfectly fit the technological faction.

On second thoughts … improving Jericho’s shield resistances would solve it head on.

 

May require a mathematics genius to arrive at the correct value as to how much to buff it by but it is most definitely the resistances that is holding Jericho back.

On second thoughts … improving Jericho’s shield resistances would solve it head on.

 

May require a mathematics genius to arrive at the correct value as to how much to buff it by but it is most definitely the resistances that is holding Jericho back.

No, the problem is that shield tanking doesn’t have an all around resistance module like the galvanized armor. The all around shield tanking module is the adaptative, which is speed based and also hull and shield tanking (made for fed ships)

 

In theory the jerry implant should be the regeneration module, but the bonus to regeneration is quite low, and not worth.

 

However, if you increase the regen rate for jerry ships (except guards) to double or by 50%, then they can specialize in peak a boo playing, or fast in and outs.

 

So you will have three different tank potentials:

  • Empire tanking with staying power

  • Fed tanking with speed power for fast attacks

  • Jerry tanking with regeneration power for use of cover and peak a boo tactics (go out, fire till your shields are out, go in, rinse and repeat)

Would a straight up boost to module strength help Jericho ships? It’s thematic as well, since they’re the most advanced of the three factions. Or perhaps something energy-related, since command fighters depend a lot on energy management, and IIRC guard modules have high energy costs. 

 

Yes, it would help a lot. Because right now, Empire Command ships are better buff ships in T3 and T5, which is a shame, as Jerry has the mainline Command.

 

On second thoughts … improving Jericho’s shield resistances would solve it head on.

 

May require a mathematics genius to arrive at the correct value as to how much to buff it by but it is most definitely the resistances that is holding Jericho back.

 

It would help a lot, just as fast regen. Regen and resistances are very good together, the more resist you have the more your regen is worth. So either faster regen or more resistances, or something else entirely, but do something about shields. Shields right now work too much like hull. A don’t take hit for X seconds and your shield pops up with full strength would be an interesting mechanic, not sure if it would work.

No, shield tanking doesn’t have an all around resistance module

 

However, if you increase the regen rate for jerry ships

 

 

Regen and resistances are very good together, the more resist you have the more your regen is worth.

 

Buff base resistance because they lack an overall resistance mod.

 

Shield regeneration is the obstacle here. You would need to presume a baseline for time to kill. That requires a math pro to handle. And a game design call by whoever handles game mechanics on the Dev team.

 

Do it wrong and it is immortality 2.0 all over again.

There are two issues.

One is weapon balance which leads to negligible amounts of kinetic damage, the supposed weak point of hull tanks. That means if you hull tank you are not in the same situation of needing to fix your resistance hole the same as shield tanks need to. So from that point of view there is indeed resistance imparity I suppose.

The other issue is modules. Hull tanks can tank via both shield (adaptive) and hull slots whereas shield tanks can only tank via shield slots. In addition, as was mentioned, hull mods offer better bonuses than shield mods. Also while AOE engineering mods heal more shield than hull as they should, the deployable stations heal identical amounts for hull as for shield.

In view of both of those issues you can play around with Jericho base stats as much as you want and it won’t really fix anything. It will just create issues for shield tanked federation ships.

And never forget recons will drain your shields regardless of resistances while there is nothing that drains your hull.

Thanks for listing them out. But I was looking at the res numbers from an omni damage stand point. Shield is weaker simply on base stats alone. No point trying to fix the other more sophisticated variables when that alone is badly imbalanced. Regen does not cover the disparity because the presumed time to kill offset is given way too high when in fact encounters end in mere seconds. ie. “It’s ok to make shields weak because they can regen huge amounts over the course of 1 match”. Problem is, they rarely last for 1 whole match. Usually only for a few short seconds after getting within hostile weapons range.

Has no one considered the fact that a Jericho has much less time to react before losing the majority of his/her health than any other race?  Hit with a few deadly blasts, they can lose most or all of their strength before they can react.  Once their shields are down, they are finished.  For empire, they can maneuver before even losing their shields sometimes, which puts them at a huge advantage.

 

Does this make sense?  Maybe there can be a mechanic that resets every 15 or so seconds WITHOUT receiving damage that gives 100% resistance to 2500 points of damage or something that follows a time constraint.  This wouldn’t be overpowered, in my opinion; in fact, it would kind of mimic a small diffusion shield with a set amount of “energy.”  This could give Jericho ships the amount of time to react without losing too much shield strength just to fight back.