Forged Alliance Forever Forged Alliance Forever Forums 2013-02-22T07:03:45+02:00 /feed.php?f=52&t=3084 2013-02-22T07:03:45+02:00 2013-02-22T07:03:45+02:00 /viewtopic.php?t=3084&p=31691#p31691 <![CDATA[Re: Rebalancing the shield nerf.]]>
If you want to prevent T2 PD creep then increase the shield buildtime and energy demand.

You could survive six T3 arty using stacked shields in the previous version. Now you can't survive even one. That is a serious nerf. Ok I agree that shields were a bit too good before, but now they are worthless. You are better to invest resources in your own T3 arty than shields because whoever gets a T3 arty first will win the game in three shots.

Shields are the 'Paper' in a Rock, Paper, Scissors type contest, LRCs are the 'Rock'. Another example is anti-nukes are the 'Paper' and nukes are the 'Rock'. One anti-nuke can easily take down four nukes ...but not five even though it may have seven stored. Although Two anti-nuke can easily take down nine nukes, and you would need a volley of eleven to be sure of a strike.

So like anti-nukes shields should be matched to survive say four and not survive five T3 arty nomatter how the shields are stacked. Thats not a big change from the original ...lets say only a 10% nerf was needed not the 50% nerf in place.

roj
PS: May I add that I don't think T3 arty is expensive to build at present, you can build three or four easily. I would like to see it cost more mass&energy to fire each round. Or the rate of fire could be reduced so that the rapid-fire weapon alternative is more viable.

Statistics: Posted by AwarE — 22 Feb 2013, 07:03


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2013-02-19T09:39:22+02:00 2013-02-19T09:39:22+02:00 /viewtopic.php?t=3084&p=31307#p31307 <![CDATA[Re: Rebalancing the shield nerf.]]>

Statistics: Posted by -_V_- — 19 Feb 2013, 09:39


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2013-02-18T14:37:14+02:00 2013-02-18T14:37:14+02:00 /viewtopic.php?t=3084&p=31173#p31173 <![CDATA[Re: Rebalancing the shield nerf.]]> Statistics: Posted by Blackheart — 18 Feb 2013, 14:37


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2013-02-18T14:37:16+02:00 2013-02-18T14:35:22+02:00 /viewtopic.php?t=3084&p=31172#p31172 <![CDATA[Re: Rebalancing the shield nerf.]]>
tl'dr do anything that won't make stationary shields laughable in comparison to spam of mobile shields sitting in the base

PS. Stationary shields were fine before the nerf, no player should expect a single t3 artillery unit to break through a system of multiple stationary shields without support (like another t3 arty or bombing run)

PS2. If you feel t3 arty will suffer in comparison, decrease cost/build time instead of jumping the shield issue for more than it's worth

Statistics: Posted by Demo — 18 Feb 2013, 14:35


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2013-02-18T13:14:09+02:00 2013-02-18T13:14:09+02:00 /viewtopic.php?t=3084&p=31167#p31167 <![CDATA[Re: Rebalancing the shield nerf.]]> Statistics: Posted by Ze_PilOt — 18 Feb 2013, 13:14


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2013-02-18T13:12:02+02:00 2013-02-18T13:12:02+02:00 /viewtopic.php?t=3084&p=31166#p31166 <![CDATA[Re: Rebalancing the shield nerf.]]> yer, bunker war ftw!

try to kill a sera t3 shield with 2 sera t2 shield protecting it - you will need a t4 for this.. ;)

Statistics: Posted by Batmansrueckkehr — 18 Feb 2013, 13:12


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2013-02-17T13:49:28+02:00 2013-02-17T13:49:28+02:00 /viewtopic.php?t=3084&p=30974#p30974 <![CDATA[Re: Rebalancing the shield nerf.]]>
Maybe the stationary shields should also be nerfed in order to make PD creep harder, but not with the stacking penalty, maybe with a bigger energy consumption or decreased regen rate/increased time needed before regeneration starts. That would still make artillery more effective vs them, and in general make stuff better.

And yes, this is a Cybran player saying stationary shields have to be buffed. They really are that weak now.

Statistics: Posted by RK4000 — 17 Feb 2013, 13:49


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2013-02-17T12:42:26+02:00 2013-02-17T12:42:26+02:00 /viewtopic.php?t=3084&p=30967#p30967 <![CDATA[Re: Rebalancing the shield nerf.]]>
BRNKoINSANITY wrote:
I would love it if the nerf only applied to mobile shields. As things stand now it is worthless to build multiple shields or a shielded firebase, as t3 mobile arty or anything like that will shred it without a pause. If I am not mistaken the nerf was originally intended to "fix" problems with navy and mobile unit mixing, and I can understand that, but bases need the better protection. Not that I turtle or anything ;)


100% agree with this.

Statistics: Posted by Gyle — 17 Feb 2013, 12:42


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2013-02-17T04:06:37+02:00 2013-02-17T04:06:37+02:00 /viewtopic.php?t=3084&p=30930#p30930 <![CDATA[Re: Rebalancing the shield nerf.]]> Statistics: Posted by BRNKoINSANITY — 17 Feb 2013, 04:06


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2013-02-17T03:47:58+02:00 2013-02-17T03:47:58+02:00 /viewtopic.php?t=3084&p=30927#p30927 <![CDATA[Re: Rebalancing the shield nerf.]]> Statistics: Posted by Seleucus24 — 17 Feb 2013, 03:47


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2013-02-16T23:28:22+02:00 2013-02-16T23:28:22+02:00 /viewtopic.php?t=3084&p=30877#p30877 <![CDATA[Re: Rebalancing the shield nerf.]]> Statistics: Posted by _PG_ — 16 Feb 2013, 23:28


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2013-02-16T23:14:19+02:00 2013-02-16T23:14:19+02:00 /viewtopic.php?t=3084&p=30873#p30873 <![CDATA[Re: Rebalancing the shield nerf.]]>
As has brought out, they already "suffer" from the limited build space. You are paying a bunch of power for them already, and you should get every bit you pay for.

Not to mention their limited HP. When all those shields drop, it takes basically just a touch of any T3 weapon or arty and boom, the shield structure is gone. On top of that, you have to wait for the death animation to finish before you can rebuild it.

If for some reason one did want to nerf stationary shields a little bit, then I'd say make the damage taken by other shields less than an arbitrary 50%. Make the damage they take dependent on their distance from the base of the other shield. Maybe shield structures that are directly adjacent would take 50%, but shields a distance of maybe a factory away would take 25%. Shields with the domes barely overlapping may take just 5% damage or less.

Or, calculate based on how many "layers" under a shield is. First layer takes 30%, next takes 15%, next 7.5%, etc.

Of course, the best idea would be no nerf for stationary aha.

Statistics: Posted by CocoaMoko — 16 Feb 2013, 23:14


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2013-02-16T21:52:10+02:00 2013-02-16T21:52:10+02:00 /viewtopic.php?t=3084&p=30852#p30852 <![CDATA[Re: Rebalancing the shield nerf.]]> Statistics: Posted by JeeVeS — 16 Feb 2013, 21:52


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2013-02-16T17:08:27+02:00 2013-02-16T17:08:27+02:00 /viewtopic.php?t=3084&p=30804#p30804 <![CDATA[Re: Rebalancing the shield nerf.]]>
Additional i'd recommend to decrease the increased dmg for overlapping mobile shields to 25% and test with this value. 50% + more recharge time is propably too much for mobiles aswell.

Statistics: Posted by Zock — 16 Feb 2013, 17:08


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2013-02-16T16:51:09+02:00 2013-02-16T16:51:09+02:00 /viewtopic.php?t=3084&p=30800#p30800 <![CDATA[Re: Rebalancing the shield nerf.]]>
Ze_PilOt wrote:
It will probably be removed or tweaked for stationnary shields.


yes good idea. stationary shields are limited by building space already enough.

Statistics: Posted by Kryo — 16 Feb 2013, 16:51


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