Topic: Shields

In this post I want to discuss the main idea of shields.
In present state shield goes as additional feature and don’t much affect on PvE and PvP. Many beta-testers will agree with me if I say that shield now performs only as «shield tanking». You can’t fire while it is ON and uses accumulator’s energy. But now there isn’t any «aggression» modules and I think that game doesn’t need them (this is PvE-orientated feature and it’s really hard to explain how module will forcefully re-lock target’s computer on you; also this is problem in PvP).  So shield is only needed when you already know that you will be running away. Until that time shield is just module that is using your «legs» (it is not deadly to Seth, but not many Gropho would allow).
Making possible to use weapons while under the shield will be solving the problem. Also it won’t be against rules of science- fiction ;)  As example in game — EW could be used under the shield and you can mine while your shield working, so why we could fire?
Another solution will be reducing cycle time (without increasing consumption of accumulator energy. Example: now I have  20 AP / 5 sec   =  4 AP/sec ) and make shield cycle time 1 sec. This won’t be liked by «handless» players, ‘cause using shield and firing will actually look alike piano playing. Why 1 sec cycle time? Better to make shield activating instantly but the question is in rate of firing of weapons. While you under the shield 5 seconds are too long time in comparing with lasers which have ~6 seconds shoot cycle, so «piano playing» becomes «nightmare».  Also radical way out — increasing rate of fire of ALL weapons, this will balance shield using and increase «fighting time» and achieve beauty of armor repairers. About shield resistance – we have hardener for shield but it only affects the absorption ratio, and as I understood resistance of shield to all types of damage 0%.
But I think that robots should be available to fire while shields are on.

Let’s discuss it and we will be glad to hear devs’ opinion about this.

Re: Shields

There are moduls in plan that allows you to shoot trough your own shield with one specific weapon type, but also your shield wont block this type of weapon that used against you.
But you have to wait for this modul for a while  sad
There other moduls in plan as well to make shield more useful, like a head modul that boost your shield strenght and also makes you immune to specific type of EW, while your shield is active.

Re: Shields

This is an old topic with quite a bit of discussion on it already in a couple other threads with the same points you mention. Nobody's going to bite because you dug up an old post. smile

Edit: Oops. Alf beat me to it. lol

Last edited by Fumen (2010-02-02 15:59:05)

Re: Shields

thx Alf, then waiting for modules and then will see big_smile

Re: Shields

cant wait for repulsor shields wink

Re: Shields

GM Alf wrote:

There are moduls in plan that allows you to shoot trough your own shield with one specific weapon type, but also your shield wont block this type of weapon that used against you.
But you have to wait for this modul for a while  sad
There other moduls in plan as well to make shield more useful, like a head modul that boost your shield strenght and also makes you immune to specific type of EW, while your shield is active.

Why not just have all weapons able to pass through shields?  Its pretty damn hard to maintain shields, even with max skills it'd be hard amd about equal to an armor rep.  And if theres a nueting bot the tank is killed entirely (armor hardeners have a passive mode, so there is still a lil there).

Re: Shields

In fact, i personnally really like how the shields work today, that is you have to manually toggle them to fire.
The only BIG problem with is the latency, maybe sync problem, there is with this system ...
   - First, time you have to wait between the moment you disable the shield, and the moment you can fire your weapons, is not fixed ... varies from 1 to 5 seconds. This maybe also be due to the shield cycle time? Shields should stop working as soon as you disable them.
   - Second, ypu have to wait your weapons HIT the target before activating the shield, or will result in zero damage. Take example of missiles, that can sometimes travel a few seconds before hitting their targets, plus double overall latency to sync with server ... this is sometimes 3 to 5 seconds you have to wait before enabling shields. That's too much.
Shields should be toggled on as soon as weapons fired.

Re: Shields

Bambi wrote:

In fact, i personnally really like how the shields work today, that is you have to manually toggle them to fire.
The only BIG problem with is the latency, maybe sync problem, there is with this system ...
   - First, time you have to wait between the moment you disable the shield, and the moment you can fire your weapons, is not fixed ... varies from 1 to 5 seconds. This maybe also be due to the shield cycle time? Shields should stop working as soon as you disable them.
   - Second, ypu have to wait your weapons HIT the target before activating the shield, or will result in zero damage. Take example of missiles, that can sometimes travel a few seconds before hitting their targets, plus double overall latency to sync with server ... this is sometimes 3 to 5 seconds you have to wait before enabling shields. That's too much.
Shields should be toggled on as soon as weapons fired.

I'm confused about your post. You like the way they work, but then say they need to work a bit differently? wink

I like your idea. It harkens back to the intermittent firing mechanism on centerline mounted machine guns on prop-driven aircraft: a cam on the engine fired the machine gun so the propeller wouldn't get torn to shreds by the gun. However, I think the server toggling the shields might be a bit problematic with latency and the number of calculations. There is already modifications for the "shield and weapon" systems in the works, though. If that doesn't work out, I have an idea that might make this work effectively, though.

Re: Shields

I like the way they work = manually toggle on/off between weapons cycles.
But, problem is this system meets many "bugs" or broken mechanisms that make them quite useless (see the two points)