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 |
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2 |
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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.
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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.
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4 |
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4 |
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5 |
The dynamic that any shield with charge > thug (max) charge does not benefit from thug regen is interesting, but not new iirc.
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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 |
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7 |
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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?
|