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Shield link behavior chatlog

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Date Editor Before After
8/4/2014 1:41:48 PMGBrankTheEloIsALie before revert after revert
8/4/2014 1:40:27 PMGBrankTheEloIsALie before revert after revert
Before After
1 What's the point of including the unit itself? To make charging slower (halved speed for grid of only 2 shields, speed penalty quickly diminishing the more nearby shields there are)? 1 What's the point of including the unit itself? To make charging slower (halved speed for grid of only 2 shields, speed penalty quickly diminishing the more nearby shields there are)?
2 \n 2 \n
3 So, if you wanted to use regen optimally, you'd want whatever is consuming your shield charge to be only connected to your group of thugs, and those thugs then (on the other side) connected to large shields. 3 So, if you wanted to use regen optimally, you'd want whatever is consuming your shield charge to be only connected to your group of thugs, and those thugs then (on the other side) connected to large shields.
4 \n 4 \n
5 The dynamic that any shield with charge > thug (max) charge does not benefit from thug regen is interesting, but not new iirc. 5 The dynamic that any shield with charge > thug (max) charge does not benefit from thug regen is interesting, but not new iirc.
6 For example, large shields with thug/convict support will first recharge very quickly after taking a big hit (tac nuke/sniper shot), but then will recharge way slower when surpassing the thug shield charges. 6 For example, large shields with thug/convict support will first recharge very quickly after taking a big hit (tac nuke/sniper shot), but then will recharge way slower when surpassing the thug shield charges.
7 \n 7 \n
8 On another note, the system as you explained means that if you have x thugs in one ball and an empty shield touching exactly one of the thugs, then charge rate to the empty shield goes [i]down[/i] the higher x gets. I find that unintuitive at best and mechanically unreasonable at worst. . . 8 On another note, the system as you explained means that if you have x thugs in one ball and an empty shield touching exactly one of the thugs, then charge rate to the empty shield goes [i]down[/i] the higher x gets. I find that unintuitive at best and ( mechanically) unreasonable at worst. . . Is that part of the design idea?