Rebalancing the shield nerf.

Rebalancing the shield nerf.

Postby Ze_PilOt » 15 Feb 2013, 18:27

It will probably be removed or tweaked for stationnary shields.
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Re: Rebalancing the shield nerf.

Postby Stratocaster » 16 Feb 2013, 08:20

I kind of liked its initial implementation, with the limited testing I did. It didn't affect T2 shields, but it affected T3 shields and shield boats. Now it's buggy, with shields blinking on and off with a pattern I cannot comprehend, when under fire by something with splash damage, like arty. It made T3 arty actually worth its exorbitant cost on maps like Ian's Cross, as they stood a better chance of breaking through, though the extra splash damage T3 Arty buff helped too.
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Re: Rebalancing the shield nerf.

Postby BRNKoINSANITY » 16 Feb 2013, 08:56

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 ;)
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Re: Rebalancing the shield nerf.

Postby Voodoo » 16 Feb 2013, 09:28

Yes mobile shields are fine now. I have also never seen a bug.
But about the stationary shields ...
It is very hard to defend your com now but i like it that it's hard to make a pd creep now.
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Re: Rebalancing the shield nerf.

Postby Wakke » 16 Feb 2013, 10:00

I like the system and would not throw it away. Maybe tweak the numbers a bit.
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Re: Rebalancing the shield nerf.

Postby noms » 16 Feb 2013, 15:33

At present almost no point making several overlapping stationary shields. It only takes 5-7 mobile t3 arty to bring them down.

Instead of adjacent shields taking 50% (is this correct?) of the damage how about 20-25%?

Also, are T2 shield boats / T3 mobile shield spam still an OP issue with navy?
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Re: Rebalancing the shield nerf.

Postby Ze_PilOt » 16 Feb 2013, 15:48

It's solved the mobile shield stacking problem quite nicely.
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Re: Rebalancing the shield nerf.

Postby Kryo » 16 Feb 2013, 16:51

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.
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Re: Rebalancing the shield nerf.

Postby Zock » 16 Feb 2013, 17:08

For stationary shields: Imho, the stacking nerf is not needed here. The increased recharge is enough, or could be increased if needed.

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.
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Re: Rebalancing the shield nerf.

Postby JeeVeS » 16 Feb 2013, 21:52

I think the nerf is more balanced then the previous. Stationary shields should still suffer a penalty for stacking. I'm for trying it with 25% shared instead of 50%.
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