Should shields start depleted when built?

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Should shields start depleted when built?

Postby Valki » 14 Apr 2016, 08:31

What often bothers me when watching commentaries, and sometimes when playing, is that if you are threatened with a T3 com you can just spam up a shield and get instant safety. Even worse, when you are standing next to a shield that is depleted, your best course of action is to spam up a new one instead of assisting it.

If a newly built shield starts out depleted and must first charge before turning on, many base-fighting scenario's will favor the side with most buildpower less. I do think that the shield structure hp should be increased to give shields a fighting chance of charging up before being destroyed, even if someone sneezes at it.

I think this will weaken the defensiveness of bases in the lategame because defenders lose a powerful tool to save their base. It will also make proxy base attacks more difficult as you will need to bring mobile shields to protect your proxy. Would these be desirable changes?


Would this improve the game? What other things would be affected?
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Re: Should shields start depleted when built?

Postby mirroredwang » 14 Apr 2016, 16:17

Do this but make mobile shields instantly up when dropped from transport
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Re: Should shields start depleted when built?

Postby ZeRen » 14 Apr 2016, 19:35

+
more realistic

-
ruin gameplay

what about shield upgrade?
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Re: Should shields start depleted when built?

Postby Hawkei » 01 May 2016, 15:05

No. Shields have already been nerfed throughout the series. Applying this change would tip the balance totally against them.
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Re: Should shields start depleted when built?

Postby Lieutenant Lich » 01 May 2016, 19:06

For a turtle faction, UEF has shitty shields - T2=9000hp, T3=15000hp. Who agrees?
Don't complain about that which you aren't willing to change.

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Re: Should shields start depleted when built?

Postby biass » 01 May 2016, 19:23

LichKing2033 wrote:For a turtle faction, UEF has shitty shields - T2=9000hp, T3=15000hp. Who agrees?


Jokes on you, they're not a turtle faction

And no, ravagers do not mean they are a turtle faction either

Also, pretty pointless change unless you are tying to pd creep into pds, because you will lose anyways,

And besides, its not like t3 mobile arty wont crush your hopes and dreams already
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Re: Should shields start depleted when built?

Postby Lieutenant Lich » 02 May 2016, 04:11

biass wrote:UEF are not a turtle faction


You made my day, biass.
Don't complain about that which you aren't willing to change.

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Re: Should shields start depleted when built?

Postby biass » 02 May 2016, 06:39

LichKing2033 wrote:
biass wrote:UEF are not a turtle faction


You made my day, biass.


if ya try to turtle in any round of FA you WILL die a horrible death

And if ya don't believe me then well, i guess we will have to play eachother >:)
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Re: Should shields start depleted when built?

Postby zeroAPM » 02 May 2016, 08:06

biass wrote:
UEF is not a turtle faction


Indeed, they are a joke faction
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Re: Should shields start depleted when built?

Postby NapSpan » 02 May 2016, 23:10

Well, turtle strategy with UEF works, but in different way, its not about covering your base with defenses but cover enemy base with them. Fatboys has this philosophy, its a mobile firebase that can build everything you need.
We have "Continentals" so moving shit around must be important.
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