Ok, you were mentioning some patch notes first so I thought it's fully legit. I don't know who did the testing, so it's only your words for now. Not that I am dissmising your info, I would just like to be sure that the shield problem has been solved, that's why I posted a question for the twitch about it, knowing my luck it's not gonna be answered anyway tho.
That and they haven't talked about bugs involving the shield, only that the devs say 'run away' as the only response.
They really should've said kite as I assume he meant to say. No one will ever let go of the "run away" instead of it being properly explained as kiting the enemy who has no ranged option. Fair game though, it was their mistake explaining the concept and relying on our varied interpretations.
Right? I usually smack someone else until they go fix the problem for me. It's one maneuver and it's infinitely adaptable.
I'm 99% sure this is where all the complaints about shieldbro are coming from. Beyond this particular annoyance any problems with Ground Assault are problems with the melee system in general that affects Traitor Assault just as much.
well I'll be honest and say this ... storm shields are usually only availible to veterans and terminators ... this should be reflected in EC as a piece of equipment a player unlocks through progression/advancement and should be uncommon, not basic equip I dont think the shield should actually render a player immune to bolter fire ... on the TT it conveys a 3+ invun save, and while such a stat might not mean much to some people I feel it should be reflected as a damage reduction/mitigation not a damage immunity
Something that would have wide consequences but I would support: The Shield should not be able to completely negate any kind of weapon while being totally vulnerable to others. Bad design in my opinion. The shield should be able to block fire from ALL weapons except the very high balistic ones (Tank and turret ones). I would go so far it should even be able to tank one Plasma Charged shot. Now before everyone goes crying "ya crazy?", I also want a second condition: Blocking should be even more penalizing to mobility and none active blocking state (the running block right now) should be only good for 2-3 bolter hits before breaking your shield demanding the recharge (not bracing and preparing for the impact tires the shield bearer or something. You hit that non raised shield with something hard like a grenade or a plasma charged and it should go through pretty much unblocked). Idea is that the SB becomes what the dev seem to envision him to be: A defensive style character that bridges open fields and blocks corridors for his teammates but is very immobile in return. I would say that actively (means raised) blocking shots should give some XP reward. In return (when movement is hindered more), shield should be able to take more hits (as the main problem with balancing shield endurance right now is the fact that the SB can still creep up to the enemy under fire). So move the deciding factors away from the attacker having or not having certain weapons and move it to the SB where he has to time the active blocking well and manage advancing on the enemy, in return giving him the endurance on the shield he needs to perform that task. Sbro skill ceiling and "class" profile gets sharper and more defined, attackers don't have the "I don't have the weapon against a Sbro on me" situation.