Double or even triple all shield regen on all ships.
Ever since it stopped affecting jeri torp it has no use at all. even on inti guided that go just 2k i rather close in and shoot from 7-800 having more agile rocket
Double or even triple all shield regen on all ships.
Guards would be invincible in 1 v 1.
Guards would be invincible in 1 v 1.
No (self) regen within 8sec of taking dmg.
No (self) regen within 8sec of taking dmg.
What?!?!? Really?
What?!?!? Really?
I think it’s a suggestion.
It could be nice, but 8 seconds is a LONG time…especially if facing a death squad. No. I think that, if the first damage taken is NOT what the phase shield is set towards, then there is a penalty, like only getting +100 or +50 resist for 4-8 seconds. This would force guards to stop being stupid and not using their phase shields properly.
Just a quick question: does anyone use R4 Jeri implant?
I used to, until missile turning rates were nerfed. Then…
If you don’t use R4 Fed one you’re doing it wrong.
Unless you’re using unguided.
Implants and modules need tweaked to boost shield tanking to be more on par with hull tanking. I don’t know what the best methods would be.
If you don’t use R4 Fed one you’re doing it wrong.
Unless Especially if you’re using unguided.
Unless you’re using unguided.
Empire R4 is still the higher choice. What’s the point to your missile flying for longer if it misses? Better get some damage.
Increase out-of-combat regen, triple it. For example, if some dude is under heavy fire the regen would not be triple, would be normal. If he gets out of combat for, i dont know, 3-5 seconds, then you get the boost in regen.
Increase out-of-combat regen, triple it. For example, if some dude is under heavy fire the regen would not be triple, would be normal. If he gets out of combat for, i dont know, 3-5 seconds, then you get the boost in regen.
I like this idea.
That is kinda like how regen-health works in GW2 and it’s a good system. Means you aren’t out of action for too long and if you play smart then you can totally abuse that also… but then again if that is the case Inty becomes a bit more OP as you can gtfo at your own discretion when fighting anything other than another Inty, regen your shields and then come back for more.
Maybe giving shield tank buffs to the ships that actually need them would be better?
In other words, you’re not giving these buffs to empire ships because they are hull tanks.
The other issue I see is that you’re not able to passively regen hull like you are shields, so there would need to be passive hull regen too IMO… just nerf the res.
Or maybe I’m just wanting my cake and eating it at the same time here.
The other issue I see is that you’re not able to passively regen hull like you are shields, so there would need to be passive hull regen too IMO… just nerf the res.
Regenerative coating. It’s great for interceptors.
I think the problem is that shields self-heal, and so long as they do that it’s hard to balance hull and shield. Devs want shields weaker to counter this, but as a result hull tanking wins over shield tanking if the latter doesn’t get time to heal up naturally.
In order to truly balane the two, they need to be mechanically identical. The reasons to choose one over the other should come down to resistances - shield tanking for anti-kinetic, hull tanking for anti-EM.
But applying that chance now would just cause more complaints…
I think the problem is that shields self-heal, and so long as they do that it’s hard to balance hull and shield. Devs want shields weaker to counter this, but as a result hull tanking wins over shield tanking if the latter doesn’t get time to heal up naturally.
In order to truly balane the two, they need to be mechanically identical. The reasons to choose one over the other should come down to resistances - shield tanking for anti-kinetic, hull tanking for anti-EM.
But applying that chance now would just cause more complaints…
Like a lot of this game, they took the theoretical concept for shield/hull tanking from EVE Online. It’s not just that shields regen, it’s also that shields can be repped up much faster than hull.
Nothing wrong with that concept as such, but applied to Star Conflict instead of EVE Online we run into various issues that make it more problematic. Most importantly differences in module side-effects which favor hull tanks for most ships, Armadillo implant which favors hull tanks again, the skewed damage type distribution due to weapon imbalances and the removal of the original dual ammunition concept (also something from EVE), the impracticality of active tanking due to only 4 active module slots, long cooldowns and capacitor problems, etc.
Out of all that I think a rebalancing of the tanking modules is all that’s really needed.
+10% on AB speed is reasonable… The projectiles got 10%, too.
this.
If you don’t use R4 Fed one you’re doing it wrong.
i’m doing it wrong. i have damage increase. because i don’t cope with homings (old Descent dogfight habit), and hell no to turning from where i fired em. well sometimes i whish they turned. that’s why i got 12.
@topic: generally i think shield tanking should either get more modules to have more variety of buffer/recharge/resi tanks, because actually we have only resi or buffertanks. or it should be actually rebalanced across all ships.
@offtopic…
besides, in eve, real men hulltank. being noted, that eve has shield, armor and hull separately, and hull being basicly the ship itself often only usable for one or two shots; and eve having a different kind of “tanking game”, being, compared to an fps engine, a round based game. damage to the layer below can occur already at low rates (low shield: parts of damage go into armor; low armor: parts of damage transition to the hull, and no hull = dead, no matter the armor and shield you have.) the more detailed work of how recharge rate is calculated in that game, has more influence on a game style which reminds of good old trek series, where the “shields are holding at 40%”, which in eve basicly means, you will survive forever if nothing goes wrong, or just an hour if your number is off a bit; star conflict does need to think a bit differently in their own system, so i agree with snib, after the changes in march, it needs a rehaul instead of pointy nerfs, and not everything is going to work.
e.g. in eve you have energy war, which affects the tanking type you use on your shields massively, (or you might not even fire a shot if out of energy) things, which do affect their tanking system indirectly. you cannot transition every detail well, since while pressing W and various other keys, and using the mouse to aim, you cannot decide about whether you should deactivate a module for more stability, or decide how many active boosters you activate to keep your shield in optimum recharge rate, and stuff.
Also in EVE you don’t have to aim… no? Since the aiming is handled by the spreadsheets working behind the scenes no?
So “100% accuracy” is possible… where in this game sometimes 100% is not possible.
Would be interesting to see how accurate people are in-game tbh… an average stat.
Also in EVE you don’t have to aim… no? Since the aiming is handled by the spreadsheets working behind the scenes no?
So “100% accuracy” is possible… where in this game sometimes 100% is not possible.
Yes and no. In EVE your guns fire on your locked target so you don’t have the twitch targeting (and without a lock you cannot fire most weapons), but the guns have limited tracking speeds so you might sit at 0% accuracy if your target knows how to fly. Of course there are a lot more factors are involved - PVP in EVE can be way more complex than in Star Conflict. Yet despite Star Conflict clearly starting off with a lot of concepts from EVE in mind it is a very different game and should be balanced as such.
I think it’s a suggestion.
It could be nice, but 8 seconds is a LONG time…especially if facing a death squad. No. I think that, if the first damage taken is NOT what the phase shield is set towards, then there is a penalty, like only getting +100 or +50 resist for 4-8 seconds. This would force guards to stop being stupid and not using their phase shields properly.
Just make it active all the time, but with a logarithmic formula. Same for energy regen. Show only peak values. It adds a bit more realism, tbh…
Energy banks are, literally, capacitors. Batteries, if you will. So it makes sense to charge them like that. It’d actually force quite the changes in gameplay, but I suspect they’d be better and less spamable.
As for Shields… same mechanic. That would actually make people opt for shield regen modules on some ships simply because it favours the tank. It might even be an alternate tanking mechanic for Jericho ships.
Of course, it’d be very unbalanced, considering current tanking mechanics, so idk what to think of it…