Shields go to 100% faster when they were depleted recently, than if they were left at 1%. What if we add a button to drop shields to 0? Or just add this functionality to the shield switch's RMB.
Reset shields
That doesn't do what he wants too. Hell, they come back at the same HP as they were before the toggle.
Maybe just get rid of the bonus when shields are fully depleted? So a fully-depleted shield does not recharge any faster than a shield that got cut down to 1%. Shields are already very strong.
Make it so when a shield goes to 0%, shield strength slowly recovers at the same rate as if it had been taken down to 1%, and also that the shields don't provide any protection (and don't take any damage) until they recover to at least 25%.
Overspill damage doesn't happen with shields, correct?
IE: If a shield had 1 HP, it'll still completely stop a Mavor shell (16,000 damage per shot).
I imagine this would be a significant factor in your idea.
Otherwise, shield micro would be very, very, strong.
Nonetheless, if the idea is balanced properly, then yeah, go for it!
I had always thought that turning off the shield would make it regen quicker -
wasn't until FAF that I discovered that I was wrong.
~ Stryker
(╯°□°)╯︵ ┻━┻
Shield micro is already pretty strong as others have said, before you even go into assisting shield hp with hives or pausing upgrades at 99% to get an instant upgrade and refresh when it hits 100% (Cybran shields can do this 4 times)
put the xbox units in the game pls u_u
@comradestryker said in Reset shields:
Overspill damage doesn't happen with shields, correct?
IE: If a shield had 1 HP, it'll still completely stop a Mavor shell (16,000 damage per shot).
don't think so
I see many times a shield that is on very low hp getting hit by an overkill shell such as mavor and of course dropping, but also everything below the shield does get damaged by that same impact that took down the shield as well
@zeldafanboy said in Reset shields:
Shield micro is already pretty strong as others have said, before you even go into assisting shield hp with hives or pausing upgrades at 99% to get an instant upgrade and refresh when it hits 100% (Cybran shields can do this 4 times)
I suggest instead removing ability to assist shields (regeneration) because it makes no sense anyways, why can't we assist artillery or pd the same way then? and maybe upgrading shield should keep its original hp instead of jumping to new maximum immediately for free
@comradestryker If a shield has 1hp, then I think it causes the artillery shell to explode when it hits the shield. However, the aoe will damage everything within that shell's aoe.
This means that a 1hp shield can protect some structures beneath it being targeted by the mavor, while others closer to the shell impact can get damaged.
M27AI developer; Devlog and more general AI development guide:
https://forum.faforever.com/topic/2373/ai-development-guide-and-m27ai-v70-devlog
@maudlin27 said in Reset shields:
@comradestryker If a shield has 1hp, then I think it causes the artillery shell to explode when it hits the shield. However, the aoe will damage everything within that shell's aoe.
This means that a 1hp shield can protect some structures beneath it being targeted by the mavor, while others closer to the shell impact can get damaged.
Yeah, that makes sense. Thanks for clearing this up, for me.
~ Stryker
(╯°□°)╯︵ ┻━┻
@deribus said in Reset shields:
This would be a massive buff to personal shields.
Maybe, but it adds sanity to the game. Otherwise, you sometimes have to attack your own shields or make enemy deplete them.
if it would be a buff to personal shields, then nerf their maximum hp / regeneration speed in return to balance them, this current mechanic itself is nonsensical (shields regenerating faster if completely destroyed, slower if partially damaged), change it so it makes sense (same regeneration speeds) and then balance it once it does, instead of keeping it nonsensical for balance
this is like groundfiring underwater for "balance" all over again