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Crusier Shields tooks over 50% of energy recharge

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Pages (6): 1 2 3 4 5 6 Next »
Crusier Shields tooks over 50% of energy recharge
Offline Tenshi Kuonji
08-22-2024, 06:32 PM,
#1
Rheinland Night Knight
Posts: 347
Threads: 46
Joined: Feb 2019


I belive everyone could agree, shields should not make your ship defenseless, Yes, i can understand they have high capacity (they not) and high regen (can barely resist one fighter and unable to hold one bomber striking you actually even with basic guns)

But with the brightest idea of balance while is a good thing, a crusier usually has between 30 to 50K at most of power regen force, while the shields to keep regenerating when damaged, they well ... use half or more of that power?


For a ship having 40K of Power Regen asking 22500 is kinda too much for such ... if you are under attack only letting you able to shoot with 1 turret or you will get serious core energy issues, not matter which gun you wanna use

Because a gun using almost 10 times higher energy usage than damage, is kinda funny to see it, (it is supposed to be a capital gun, while i can be glad having some refirerate to better suit the thing, i belive the damage is too low and the energy usage is too high for it) 5.6K ~~ or that approximate for shoot a turret per shot (using like 26K of energy for just one turret per second)


Dunno who is behind this "Balanced things" ... but since the update, the supposed "Defense Turrets" are not actually defensive ones, just "Medium Type Turrets"

I could accept having medium turrets, and heavy turrets and use high amounts of energy, but your basic guns crusier light class guns (namely basics or faction secondaries should use a lot less energy, maybe 3x lower as their damage isn't too much actually, or at least make shields do not drain almost 40-50% of your regen energy, is ridiculous, that is why are capital ships, they supposed to outpaced any class below them, or make a new formula of crusiers always take up 30% of energy core not matter what ship it is deployed, if your ship has lower energy regen output then the shield will consume less, and it will increase accordingly the power output ...

This isn't an issue of just this class (Crusiers) is an issue of all classes from gunboats to any capital ship, i want a real capital ship, not that pieces of junk where it is needed just 1 annoying fighter or 1 annoying bomber using basic guns (no torpedos, no nothing) to get my shields down, c'mon, they are capitals, not weaklings

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And so shall they fall, all who bear our mark. No matter who they are, no rank, nor title, nor power shall shield them. When the mark finds them, their time is nigh.
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Online Kauket
08-22-2024, 06:55 PM,
#2
Dark Lord of the Birbs
Posts: 6,548
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type /shields or bind a key to toggle for shields to disable shields from recharging, this is an intended feature. you get more energy regen if you pause your shield regeneration.

[Image: kauket.gif]
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Offline NOVA-5
08-22-2024, 07:45 PM,
#3
Smegger
Posts: 1,389
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Joined: Jan 2009

Great aye, disable your shield & watch how fast you hull drops as some LF's crack you open.
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Offline Tenshi Kuonji
08-22-2024, 08:20 PM,
#4
Rheinland Night Knight
Posts: 347
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Joined: Feb 2019

(08-22-2024, 06:55 PM)Kauket Wrote: type /shields or bind a key to toggle for shields to disable shields from recharging, this is an intended feature. you get more energy regen if you pause your shield regeneration.

"Intented Feature" ... oh man, you are making it to choose unwisely as hull could add up, but not sufficent, if i would be paying let's say half of my energy to get shield rebuilt, then is okay, but, if i type /shields that mean i will be unshielded and if i wrongly press shield batteries that would mean unable to make a fast rebuilt in shields ...

using /shield to DISABLE shields isn't an "Intented Feature" but a trade-off, as my guns still deplete more than my recharge thing, while shielded it get unable to hold fire of 1 turret, now i will get one turret but the second one will be unable to keep firing ...

If we define Feature:
As a Noun:
A feature refers to a distinctive attribute or aspect of something. It can be a typical quality or an important part of an object, system, or phenomenon.

I still belive isn't a feature as it don't bring something distinctive nor attribute or aspect in any way (just making you more defenseless than what you are actually)

I don't see such "Feature" in there

Even AI dislikes you type it as "Feature" dear @Kauket

"In the context of a game, the ability to disable shields in exchange for slightly increased energy regeneration could be considered a trade-off rather than a straightforward feature or nerf. Let’s break it down:"

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And so shall they fall, all who bear our mark. No matter who they are, no rank, nor title, nor power shall shield them. When the mark finds them, their time is nigh.
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Online Helo
08-22-2024, 08:21 PM,
#5
Member
Posts: 484
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Skill issue

Remember the ICMG
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Offline Tenshi Kuonji
08-22-2024, 08:31 PM,
#6
Rheinland Night Knight
Posts: 347
Threads: 46
Joined: Feb 2019

(08-22-2024, 08:21 PM)Helo Wrote: Skill issue

Probably, but still beliving if any ship is unable to even hold 2 guns shooting, then, what is the case for it? as currently no ships can hold shooting 2 secondaries without suffering from energy wastement in a way is unable to even hold the core for such weaponry ...

Intentional Capital Nerf

Not even say, we lower the energy regen, the max capacity of your ship, but we bolster the damage it do per hit ...

If we are keeping to triple the energy usage or we are taking down ship to correlate we bolster the damage, you can shoot less, but your hits will do more damage ...

My Mako can't hold just 1 Core Primary Turret shooting, just 1, and it look kinda ridiculous if you ask me, (and they redo the turret placement and choice the worst options ever to keep the guns)

Same goes to my Valor and to my Hatchet (Ku Destroyer) ...

If i am gonna get nerfed that way, make it freedom in gun positioning, but no and no is the right answers from Devs ... and personally dunno why ...

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And so shall they fall, all who bear our mark. No matter who they are, no rank, nor title, nor power shall shield them. When the mark finds them, their time is nigh.
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Offline NOVA-5
08-22-2024, 08:35 PM,
#7
Smegger
Posts: 1,389
Threads: 63
Joined: Jan 2009

(08-22-2024, 08:21 PM)Helo Wrote: Skill issue

A ridiculous intended nerfing of the mechanics here is not a skill issue at all,
removing the shield/power/targeting & shooting 1 weapon just leaves you an intended sitting duck.
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Offline Jayenbee
08-22-2024, 08:42 PM,
#8
Maker of Ways
Posts: 402
Threads: 19
Joined: Aug 2011

(08-22-2024, 07:45 PM)NOVA-5 Wrote: Great aye, disable your shield & watch how fast you hull drops as some LF's crack you open.

It doesn't disable your shields, it disables your shield regeneration. The idea is to skirmish and power manage, there's moments where you can toggle off your shield regen just fine and lay in the hurt, only for you to turn away when the enemies close in to support your folly and then toggle your regen back on. It's not rocket science.

When contending with a monster, you'd be wise to give the devil his due.
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Offline NOVA-5
08-22-2024, 09:08 PM,
#9
Smegger
Posts: 1,389
Threads: 63
Joined: Jan 2009

But it doesn't regenerate quicker until you have no shield but besides all that rocket science you talk of,
after a few seconds blasting, you got no power to fire a bloody rocket.
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Offline Jayenbee
08-22-2024, 09:55 PM, (This post was last modified: 08-22-2024, 10:14 PM by Jayenbee.)
#10
Maker of Ways
Posts: 402
Threads: 19
Joined: Aug 2011

(08-22-2024, 09:08 PM)NOVA-5 Wrote: But it doesn't regenerate quicker until you have no shield but besides all that rocket science you talk of,
after a few seconds blasting, you got no power to fire a bloody rocket.

Manage your weapon groups and think a little bit more before you shoot.

Edited to be more friendly - TheDoctorXI
Thanks Doc, but it didn't need it.

When contending with a monster, you'd be wise to give the devil his due.
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