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Re: Shields rework
Posted: Wed Jan 07, 2015 11:20 am
by bbot
Bleedthrough is a cool idea. This sort of mechanic (if it is even possible in the starcraft editor?) would allow you to use anti capital ship weapons that circumvent the shields either in part or altogether. For example, you could buy torpedoes which would be relatively slow moving and destructible projectiles that cause significant hull damage and ignore shields.
Has any one here ever played the Wing Commander series of video games from the 90's? This idea is borrowed straight out of that.
Re: Shields rework
Posted: Wed Jan 07, 2015 12:33 pm
by Siretu
bbot wrote:Bleedthrough is a cool idea. This sort of mechanic (if it is even possible in the starcraft editor?) would allow you to use anti capital ship weapons that circumvent the shields either in part or altogether. For example, you could buy torpedoes which would be relatively slow moving and destructible projectiles that cause significant hull damage and ignore shields.
Has any one here ever played the Wing Commander series of video games from the 90's? This idea is borrowed straight out of that.
Definitely possible. The damage mechanic is completely written by me. As an example, Destroyers already have the upgrade that allows them to bypass shields.
Re: Shields rework
Posted: Mon Jan 12, 2015 3:09 pm
by slapshot
Siretu wrote:
It's worth noting that shields used to be even worse.
not exactly, since the old shields also had "emergency shields" which helped a LOT when trying to raise shields while being shot at
Re: Shields rework
Posted: Mon Jan 12, 2015 3:29 pm
by Siretu
Didn't help that much. The increased shield regeneration was a flat bonus for having emergency shields on and the thing you need is shield regeneration not max shields. In other words, since the rate at which shield regeneration increases is higher now, it was even worse before.
The other effects of emergency shields (shields not turning off) is not really applicable since it's available by default now.
Re: Shields rework
Posted: Mon Jan 12, 2015 6:24 pm
by Dreadnought
The new sheilds system will have a major impact on kinetics and kinetic rushing, you now have to cut through sheilds where as before you rely on disabling the enemy ship (like causing debris on navigation and power) and the bleed-through of shields at 30% will be difficult, as kinetics do more damage to hull then sheilds, for instance an enemy team keeps it at 15% your only doing half damage (20) and (6) to sheilds, so its very difficult to do the full potential of kinetic damage....but it could end up not really being a problem, will see
another thing is bleedthrough...does it cause debris and fire whenever you take hull damage normally?
Re: Shields rework
Posted: Tue Jan 13, 2015 2:25 am
by Degra
Yes, it will allow for debris.
As I understand it, the likelihood of spawning the debris is depending on how much hull damage you just suffered.
That means suffering 2 hull damage instead of 1 means it's twice as likely some debris will spawn.
Re: Shields rework
Posted: Tue Jan 13, 2015 6:50 am
by slapshot
Degra wrote:
As I understand it, the likelihood of spawning the debris is depending on how much hull damage you just suffered.
That means suffering 2 hull damage instead of 1 means it's twice as likely some debris will spawn.
this somehow seems wrong.. from what I have noticed, a wraith will cause a LOT more debris than a destroyer, and I always assumed that it was due to a larger number of shots, not the damage dealt by them (assuming no shields, since then the wraith wouldn't make any debris at all..)
Re: Shields rework
Posted: Sun Jan 25, 2015 12:29 pm
by Siretu
Slapshot is correct. It's not based on the damage done I think, and even if it is, the quick attack speed and double projectiles from the wraith definitely makes up for it. There's also a bug right now where the bleedthrough hull damage doesn't cause debris. I'll fix that soon, hopefully.
In the meantime, how are people experiencing the new shield changes?
I am going to add a line to the status screen I think that shows the percentage of damage that will bleedthrough.
Re: Shields rework
Posted: Sun Jan 25, 2015 3:04 pm
by slapshot
Siretu wrote:
In the meantime, how are people experiencing the new shield changes?
I seriously dislike it - can you please just have a "power AI" position that raises power to shields whenever they drop under 50% and lowers power to shields when they reach above 80%?
Re: Shields rework
Posted: Sun Jan 25, 2015 7:57 pm
by Degra
That would be too much automation, over which you wouldn't have any control over.
Sometimes you don't want to spend energy on shields.