If you remove knockback by 75 percent, it will basically remove shield pack as a viable capping tool, except to counter excessivve burner use.
I don't know if that is good or bad, it is simply a consequence to consider.
I should say this: A lot of people are saying if the defense is good enough, it would stop a shielded capper. Unfortunatly that is not true, I have played against some solid defense on pubs, and some solid defense in pickups. While they have a much higher success rate, it still feels overpowered.
That said, they are still stuck in t1/t2. There ARE ways to specfically counter shield pack capping, a mortar on the flag, or discs are concentrated in the right locations to knock me away from my base.
However, THAT said, epack capping becomes very effective on that defence. What I do now is switch between the two packs, assuming I hava a decent defense to go against.
The balancing is tricky. I think the devs ultimatly want other packs to be effective for capping roles, since shield is the only other pack besides the energy that could be viable, I would suggest a 40-60 % recuction in knockback while pack is active.
I don't know if that is good or bad, it is simply a consequence to consider.
I should say this: A lot of people are saying if the defense is good enough, it would stop a shielded capper. Unfortunatly that is not true, I have played against some solid defense on pubs, and some solid defense in pickups. While they have a much higher success rate, it still feels overpowered.
That said, they are still stuck in t1/t2. There ARE ways to specfically counter shield pack capping, a mortar on the flag, or discs are concentrated in the right locations to knock me away from my base.
However, THAT said, epack capping becomes very effective on that defence. What I do now is switch between the two packs, assuming I hava a decent defense to go against.
The balancing is tricky. I think the devs ultimatly want other packs to be effective for capping roles, since shield is the only other pack besides the energy that could be viable, I would suggest a 40-60 % recuction in knockback while pack is active.