PavelZinchenko / event-horizon-frontier-builds

13 stars 0 forks source link

[Balance] EMP and shield. #121

Open Tree3324417 opened 3 months ago

Tree3324417 commented 3 months ago

This suggestion covers shield balance in both Event Horizon and Event Horizon - Frontier.

Inedilarion commented 3 months ago

I'll add a little. The only thing in which shields are better than armor (I do not take into account generators, as mentioned above, they take up too many valuable green cells, giving a meager increase in survivability, relevant only for Starbase MK2), is weight. But at the cost of energy consumption, moreover, than stabilizers spend on the same armor area. In what aspects are shields worse than armor? 1) EMP, as stated above. 2) Shields are not affected by bonuses to armor, resists and regeneration (this would not be a problem if there were about the same number of ships with bonuses to shields as with bonuses to armor, not just one Velez). 3) There are no modifications to the shields at the shipyard except for accelerated regeneration, which gives already rather poor shields a powerful debuff. While for armor there are resists and regeneration. 4) To repair armor, there are rays, as well as repair bots that are much more compact than generators

As a result, shields themselves are in almost every way worse than armor, and the use of generators forces us to reduce some other characteristics of the ship too much. I can also suggest some enhancement options:

  1. Add a small built-in regeneration to the shield batteries (probably about 2-5% of capacity. This is based on the minimum alternative for armor, regeneration, and the maximum, repair bot). This will give shields a second bonus besides mass compared to armor. However, generators will become even less necessary.
  2. Make generators work like repair bots. So that they restore the shield as a percentage and install 1 per ship. The disadvantage of this approach will be the impossibility of making a low-capacity shield with high recovery, however, since this approach is not used by anyone anywhere, the loss is insignificant.
  3. Simply increase shield regeneration in generators. In this case it is already very difficult to say how much. I recently assessed the usefulness of a shield modification for Veles in the arena, and found that to compensate for the loss of shield capacity by 2 times, its regeneration is not enough by 3-5 times. However, this is in a situation where weapon enhancements are almost completely replaced; for an adequate build, the generator enhancements should be even greater. However, with the generator strengthened 10 times, Velez will be able to get approximately 3000 shield regeneration, which will already be difficult to destroy (2 HLC on it have only 600 DPS. 2250 with the scientist’s boosts, which even so will require significant weapon boosts to overpower the regeneration)
TaipionsSalemClient commented 3 months ago

I disagree with the EMP nerfs in general, it could be less but it does not need to be nerfed like suggested, shields can use a buff, and most of what @Inedilarion said is correct, though I disagree especially on the "repair bot for shields" idea.

Instead, also to further distinguish shields from armour, I propose:

An important point here with shield perks is, to give at least 4-5 "good" ones, better 5-6, so that there are no 3 best perks that everyone takes for shields and that's it.

Inedilarion commented 3 months ago
  • give shields in general a zero cooldown for regeneration

I thought about adding this to my list of suggestions, but I looked in the game at how many generators can actually be installed on different ships, and it turned out that even Velez would not be able to make generators relevant. So this change in itself is not enough (it also removes the corresponding modification at the shipyard) and will only affect Starbase MK2