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Omega T4 shield regen (Superior Shield Repair)

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  • xantrisxantris Member Posts: 0 Arc User
    edited December 2012
    momaw wrote: »
    Apparently I'm one of the only people who thinks this ability is now pretty realistic and pretty fair.

    Consider that a typical shield will have a regeneration rate under 300. Consider that shield regeneration rate is +100% for every +25 power you put into shields, and maxes out at 400% of basic recharge rate at 125 power.

    At 300 recharge, Superior Shield Repair is therefore the functional equivalent of at least free +25 power to shields (more, for slow-charging shields) when it comes to recharge rate, even allowing shield regeneration rates over 400%/125 power which is otherwise not possible without spending consoles on it.

    So. Yeah.

    I think most people who are reasonable about the power these reputation passives should have or knowledgeable about game mechanics left this thread a long time ago.
  • hereticknight085hereticknight085 Member Posts: 3,783 Arc User
    edited December 2012
    The thing is, most of us, myself included are more pissed about the fact that they not only bug fixed the passive, but then proceeded to nerf it. It was originally advertised at 1000/6, and now it's down to 250/6. That's my only problem. I don't really care too much about the passive, it's better than nothing. What I do care about was the unwarranted nerf that was completely out of the blue.
    It is said the best weapon is one that is never fired. I disagree. The best weapon is one you only have to fire... once. B)
  • spacepenguin121spacepenguin121 Member Posts: 104 Arc User
    edited December 2012
    The thing is, most of us, myself included are more pissed about the fact that they not only bug fixed the passive, but then proceeded to nerf it. It was originally advertised at 1000/6, and now it's down to 250/6. That's my only problem. I don't really care too much about the passive, it's better than nothing. What I do care about was the unwarranted nerf that was completely out of the blue.

    At 1000/6 it would still be OP, since the 1000 is per face which translates to 4000/6 of actual regen. At 250/6 per facing you get a net of 1000/6, which is still powerful in terms of a passive. As a passive it really shouldn't be doing anything close to what an actual BOff heal does, since the BOff heal both takes up a slot and has limited up time.
    _________________________
    TRIBBLE | -Show Me Your Critz-
    Svarog | Veles | et al.
  • leveslylevesly Member Posts: 53 Arc User
    edited December 2012
    At 1000/6 it would still be OP, since the 1000 is per face which translates to 4000/6 of actual regen. At 250/6 per facing you get a net of 1000/6, which is still powerful in terms of a passive. As a passive it really shouldn't be doing anything close to what an actual BOff heal does, since the BOff heal both takes up a slot and has limited up time.


    Not really OP.

    Your maths are taking all four sides into account which is flawed thinking...unless you have found away to hit all four sides of a ship when you attack?

    1000/6 is as I have said hardly OP when you consider what your average Damage is per second.

    Even a science ship should be able to out put at minimum 1000 dps therefore 6000 every 6 seconds. So is having a Shield Regen of 1000 every 6 seconds OP compared to that?

    All it would do is allow you to turn away your damaged shield section and let it at least get up some strength. Which is the whole point of it.
  • momawmomaw Member Posts: 0 Arc User
    edited December 2012
    I expect that happened was this:

    Harried senior game designer: "Work on this feature. In discussion we decided to start with 1000 regeneration per tick. I got other stuff to do."
    Junior programmer who wasn't in meeting: "k."

    And it got added as 1000 shield points per facing (not 250 per facing * 4 = 1000) per "tick"/second (not the standard 6 second charge time) due to misunderstanding.
  • spacepenguin121spacepenguin121 Member Posts: 104 Arc User
    edited December 2012
    levesly wrote: »
    Not really OP.

    Your maths are taking all four sides into account which is flawed thinking...unless you have found away to hit all four sides of a ship when you attack?

    You mean like Tac Team, manual shield redistribution, or maneuvering, all of which make use of that extra shield cap from the other facings. If you don't even know about basics like this, I see why you want an OP crutch.
    levesly wrote: »
    1000/6 is as I have said hardly OP when you consider what your average Damage is per second.

    Even a science ship should be able to out put at minimum 1000 dps therefore 6000 every 6 seconds. So is having a Shield Regen of 1000 every 6 seconds OP compared to that?

    Why the hell should a single passive come anywhere close to full on negating all incoming damage? That's what heals, resists and team work are for. Just more whining about not being invincible any more with no effort because a very broken ability was scaled back to reasonable levels. I think your dps numbers are off, but if we go with your sci ship example, you are saying that a passive should by itself be able to negate 2/3 of the incoming damage. That's just plan absurd.
    _________________________
    TRIBBLE | -Show Me Your Critz-
    Svarog | Veles | et al.
  • shar487ashar487a Member Posts: 1,292 Arc User
    edited December 2012
    Yeah, as the above post stated, this ability was indeed OP since it increased base shield recharge by well over 300%-400% over normal rates. 100% would have been fine, but the old numbers were literally off the charts.
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