Fix cybran T3 shielding
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I would once again suggest removing instant full hp on shield upgrade and have it keep its current hp upon upgrade but get a new maximum
it makes no sense it does that and makes it better to keep shields on 99% upgrade to suddenly reload them if they get low by upgrading
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anybody doing that micro is a genetic freak
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- having enough bp to spend 1800 mass inbetween t3 arty/mavor shots sounds pretty unrealistic
- it is a one-time thing, u can not repeat it for future arty shells
- nobody does that with ED4 -> ED5 shields lol
5-10% is not enough. Give me one good reason as to why T3 cybran shields should be both weaker and more expensive.
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UEF is strong alpha faction and cybran is weak nerds.
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weak nerds... with lasers
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@waffelzNoob bro i think you should be on the balance team. enough said, you are right ahah
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Only tangentially related and idk if I'm the only one who thinks this, but shield assisting with 10 hives is lame af. Building a good simcity with lots of t3 shields should be more efficient than putting ur mavor under 1 shield assisted by 10 hives
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@blodir said in Fix cybran T3 shielding:
Only tangentially related and idk if I'm the only one who thinks this, but shield assisting with 10 hives is lame af. Building a good simcity with lots of t3 shields should be more efficient than putting ur mavor under 1 shield assisted by 10 hives
And while we're at it, the engis/hives shouldn't stop assisting once the shield is at full hp. It just forces u to stare at ur hives for the rest of the game in an arty/sat war
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@blodir said in Fix cybran T3 shielding:
Only tangentially related and idk if I'm the only one who thinks this, but shield assisting with 10 hives is lame af. Building a good simcity with lots of t3 shields should be more efficient than putting ur mavor under 1 shield assisted by 10 hives
At the moment overspill works such that:
- shield that is hit takes full damage
- on top of that, surrounding shields take a bit of that damage too
But we can change it to:
- shield that takes full damage disperses it over neighboring shields, depending on distance to that shield
That way it is better to have a lot of shields than having 1 shield being assisted. It would also add a lot of value to the lower tier cybran shields: they collapse sooner due to the dispersion damage and can recover quickly to support the higher tech shields again
And while we're at it, the engis/hives shouldn't stop assisting once the shield is at full hp. It just forces u to stare at ur hives for the rest of the game in an arty/sat war
Engine behavior I'm afraid
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@blodir A related annoyance I have is that assisting shields isnt limited by eco meaning at high BP assistance levels you end up restoring much more shield health per mass than it costs (thus incentivising massive assistance further).
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@jip said in Fix cybran T3 shielding:
@blodir said in Fix cybran T3 shielding:
Only tangentially related and idk if I'm the only one who thinks this, but shield assisting with 10 hives is lame af. Building a good simcity with lots of t3 shields should be more efficient than putting ur mavor under 1 shield assisted by 10 hives
At the moment overspill works such that:
- shield that is hit takes full damage
- on top of that, surrounding shields take a bit of that damage too
But we can change it to:
- shield that takes full damage disperses it over neighboring shields, depending on distance to that shield
That way it is better to have a lot of shields than having 1 shield being assisted. It would also add a lot of value to the lower tier cybran shields: they collapse sooner due to the dispersion damage and can recover quickly to support the higher tech shields again
And while we're at it, the engis/hives shouldn't stop assisting once the shield is at full hp. It just forces u to stare at ur hives for the rest of the game in an arty/sat war
Engine behavior I'm afraid
Sounds good imo, though requires some testing/experimentation. Shield overspill was added in FAF iirc, so I assume that it was added for a reason. I seem to recall it being added mostly about bulwark stacking making navy unkillable, but could be wrong. Mby bulwark stacking could be nerfed some other way...
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@blodir said in Fix cybran T3 shielding:
Shield overspill was added in FAF iirc, so I assume that it was added for a reason.
stacking shields in general is op without overspill, you take out one shield and another full hp one is behind it (and another one after that, and another after, and...), in steam FA bases can become basically unkillable other than with nukes or air crash
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@jip would be cool way to make arties less effective but that would be a fat buff to firebases and bulwarks
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Don’t forget parashield and asylum stacking god bless
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@waffelznoob said in Fix cybran T3 shielding:
@jip would be cool way to make arties less effective but that would be a fat buff to firebases and bulwarks
You could make it work only for artillery. Wouldn't be unique - the xbox game even ships a UEF Artillery shield. All of the logic is all in the source code already, just unused
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Overspill only working for arty would still be ridiculous buffs to mobile shields, to the point Cybran is probably completely irrelevant as a faction.
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Its actually insane that there was no downside to nesting shields into shields in base FAF, that sounds like an unplayable game
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@jip said in Fix cybran T3 shielding:
You could make it work only for artillery. Wouldn't be unique - the xbox game even ships a UEF Artillery shield. All of the logic is all in the source code already, just unused
Petition to bring all Xbox units and structure into FAF.
An another hand, the overspill damage rework for only base shields, sounds like a great change.
Would this be only made available to Cybran to "Fix" their shields? Or to all factions?
~ Stryker
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It would be common to all (structure-based) shields - or we shouldn't do it. Otherwise the game becomes more difficult to understand.
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@comradestryker said in Fix cybran T3 shielding:
Petition to bring all Xbox units and structure into FAF.
Many people are saying this