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Chasing People with a Storm Shield to see if the damage lives up to the hype

Discussion in 'General Discussion' started by Krage, May 23, 2016.

  1. Tarl68 TARL68 Arkhona Vanguard

    I'd go so far as to say...
    1. the shield should have its own HP or AP bar similiar to the way it has it now ... this would reflect the fact that its a solid object and can take damage on its own [both raised (active) and unraised (inactive)] chew that bar down and it stops mitigating any damage for a time
    2. a raised shield (active) should convey a ~66% damage reduction (reflecting the 3+ invun save from the TT) when it intercepts an attack... this would mean it stops 1 hit kill weapons and gives the user a decent level of "tankiness" without rendering them "immune" to anything
    Bladerunner777 likes this.
  2. Fenrir4life Fenrir4life Subordinate

    I certainly wouldn't expect them to actually implement something directly derived from D6 probability math, given how squished the TT system actually is. We have the luxury of a great deal more granularity, here.

    That said, there's some ambiguity in your suggestion that I'd like to explore. What's the order of damage application you have in mind, here? Force field layer->shield HP/AP->user HP/AP? That would still create the illusion of immunity that exists now. It also, furthermore, has the problem that we saw a lot of in the bad old days when the shield ate stamina: it was actually easier to break a shield that wasn't being actively used, which doesn't make a whole lot of sense, gameplay-wise (or lore-wise, in the sense that the field is almost always active once someone's carrying the damn thing)

    Shield's active core mechanic seems fine, although the bugs that allow it to block flanking attacks and never functionally break obviously need fixed. It provides, as it should, short-term directional protection. The durability bar representing force field integrity instead of physical durability is actually ideal, because it opens the door for a distinct system for an inactive shield- rather than applying damage to the force field, it could simply apply reduced damage to the wielder. Those shieldbros who've gotten really used to circling to the right would still gain some benefit from doing so, at least against saturation weapons like the combi-bolter, but, as intended, it would be a counterable tactic(ADS), and properly risky when low on health.
  3. Fenrir4life Fenrir4life Subordinate

    F.Y.I., Red glow means it's low, not necessarily that it's broken. I usually see it at about 20%.
    Relatively few of those shots showed the "NOPE" hit response- several hit the legs, or the sorcerer(as indicated by the "YOU FOOL!" hit response), several missed entirely, and several went into the roll.
    Now, I said "relatively" few. I still counted seven, which, even if the series of misses early on were enough for it to start recharging, is more than it should have been able to take in that amount of time(remember, test video shows it can eat 11-12), so yes, we're still seeing that bug in effect.

    Incidentally, I did some testing last night- the shield definitely does lose durability if shot when inactive, so I think the specific bug is that it continues to block as if intact when it's been broken.
  4. Bladerunner Bladerunner777 Well-Known Member

    SBs are also too fast, there's no way you could run as fast as a tactical with such a huge piece of metal in one hand and a melee weapon in other. I'm not saying they should be as clunky as devs\havocs but at least their manouverabilty should be reduced, like - no rolling, just small jumps, I dunno, anything.
  5. Fenrir4life Fenrir4life Subordinate

    Ever used a shield? Like, in SCA or a boffer sport? With a little bit of conditioning, a shield roughly the size of your torso has very little impact on mobility. They don't weigh that much, and a shield with concave edges like that is actually conducive to rolling.
  6. Bladerunner Bladerunner777 Well-Known Member

    Pls don't compare RL to EC, that's ridiculous. Sbs are to fast and agile for a defensive class.
  7. Fenrir4life Fenrir4life Subordinate

    You keep missing the crucial points that, 1) bugs aside, they can't use that mobility in conjunction with their defensive mechanic, and 2) melee classes HAVE to be mobile to be viable at all.
  8. Bladerunner Bladerunner777 Well-Known Member

    The problem is he is too mobile while most of ranged weapons got nerfed lately, that's not a good combination.
  9. Fenrir4life Fenrir4life Subordinate

    I know you love the plasma cannon, but it didn't get nerfed because it was good against the shield. It got nerfed because it was oneshotting people without the potential for counterplay that all the other oneshot weapons have.

    I do wish they gave us complete patch notes, as it would make these discussions much less subjective. It might do something about all the conspiracy theorists scuttling around, too.
  10. Bladerunner Bladerunner777 Well-Known Member

    The truth is we don't know why pc was nerfed so hard but it is also well known fact that this weapon was hated by SBs especially as it was the only real hard counter against them, other classes especially tacticals or jump packers were doing very well against pc.

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