I’ve been using the shield pack exclusively and have been trying to figure out why it’s the least used pack of the 4. Here’s what I came up with and suggestions to make it better…
Thoughts on Offense:
On offense you are either capping or destroying. It’s safe to say cappers only use the energy pack. As for attackers, mediums are much more efficient piloting vehicles outdoors, leaving heavy offense to dish out the major damage indoors. Typically an HO will want to destroy as much as quickly as possible (speed pack) and as many times as possible (e pack!).
Now the problem with T:V is that because of the spawn invulnerability, it’s almost impossible to hold a base. In addition, the spawn layout is BETTER compared to T1/T2 and repairing is incomparably faster. As a result you will have to hold base MUCH longer or last MUCH longer destroying multiple things as compared to T1/T2 to compensate for T:V’s gameplay changes. This is where the shield pack comes in, and unfortunately fails.
**Shield pack was used mainly for holding base in the past but is now considerably harder to do in T:V.
Thoughts on Defense:
In terms of defense, you have 2 kinds of inventories, an automatic repairer (or 2) deployed, a resupply station, AND players with access to the emergency station, so why worry so much about conserving health with the shield pack? In fact between caps you'll probably want to have a repair pack to repair yourself and turrets/mines around. And if you’re running low, just kill yourself and respawn!
**Health is barely an issue on defense, therefore the shield pack loses most of its value.
My suggestions:
This boils down to my most important thought- **Because the shield pack is so non-versatile, it should seriously excel in its simplistic use. This involves making the passive function slightly better than what it is now. 30-35% is ideal, and should make HO last slightly longer vs respawners and/or the outnumbering defense.
In addition, **by shortening the active function and reducing the cool down rate (even more), you can better mimic the on/off type use that T1/T2 players were accustomed to before. I believe in general that the pack will yield more reward with the more precise control you can use over it. Also, if the active function will last shorter, it should block more damage, 80% ideal, 85% stretching it a bit.
Any possibility for a passive ability of reduced knock back as well? This serves well for HO, HoF and cappers in general, where maintaining an exact position and specific route is crucial.
*****Raise passive to 30-35%. Shorten duration but quicken cool down. Raise active to 80-85%. Reduce knock back.
Additional reasons:
By making the shield pack EXTREMELY resistant to damage for a short period of time, this reinforces more on the cappers role to survive those crucial seconds in grabbing (+active%). Also it will serve more for a select-your-damage type of role instead of an anti-incoming-spam! measure (-duration/-cooldown). In terms of HO, if you’re not shooting nor moving around faster, you might as well last longer blowing stuff up (+passive%).
Misc info:
*If you’re piloting or manning a turret, the shield pack is most efficient as your health will be considerably lower than whatever machinery you’re in.
*Hit the active button before disc jumping to go HO.
*Critisism is a great thing. All I ask is that you reason things out and at least point out stuff you think I overlooked.
Thoughts on Offense:
On offense you are either capping or destroying. It’s safe to say cappers only use the energy pack. As for attackers, mediums are much more efficient piloting vehicles outdoors, leaving heavy offense to dish out the major damage indoors. Typically an HO will want to destroy as much as quickly as possible (speed pack) and as many times as possible (e pack!).
Now the problem with T:V is that because of the spawn invulnerability, it’s almost impossible to hold a base. In addition, the spawn layout is BETTER compared to T1/T2 and repairing is incomparably faster. As a result you will have to hold base MUCH longer or last MUCH longer destroying multiple things as compared to T1/T2 to compensate for T:V’s gameplay changes. This is where the shield pack comes in, and unfortunately fails.
**Shield pack was used mainly for holding base in the past but is now considerably harder to do in T:V.
Thoughts on Defense:
In terms of defense, you have 2 kinds of inventories, an automatic repairer (or 2) deployed, a resupply station, AND players with access to the emergency station, so why worry so much about conserving health with the shield pack? In fact between caps you'll probably want to have a repair pack to repair yourself and turrets/mines around. And if you’re running low, just kill yourself and respawn!
**Health is barely an issue on defense, therefore the shield pack loses most of its value.
My suggestions:
This boils down to my most important thought- **Because the shield pack is so non-versatile, it should seriously excel in its simplistic use. This involves making the passive function slightly better than what it is now. 30-35% is ideal, and should make HO last slightly longer vs respawners and/or the outnumbering defense.
In addition, **by shortening the active function and reducing the cool down rate (even more), you can better mimic the on/off type use that T1/T2 players were accustomed to before. I believe in general that the pack will yield more reward with the more precise control you can use over it. Also, if the active function will last shorter, it should block more damage, 80% ideal, 85% stretching it a bit.
Any possibility for a passive ability of reduced knock back as well? This serves well for HO, HoF and cappers in general, where maintaining an exact position and specific route is crucial.
*****Raise passive to 30-35%. Shorten duration but quicken cool down. Raise active to 80-85%. Reduce knock back.
Additional reasons:
By making the shield pack EXTREMELY resistant to damage for a short period of time, this reinforces more on the cappers role to survive those crucial seconds in grabbing (+active%). Also it will serve more for a select-your-damage type of role instead of an anti-incoming-spam! measure (-duration/-cooldown). In terms of HO, if you’re not shooting nor moving around faster, you might as well last longer blowing stuff up (+passive%).
Misc info:
*If you’re piloting or manning a turret, the shield pack is most efficient as your health will be considerably lower than whatever machinery you’re in.
*Hit the active button before disc jumping to go HO.
*Critisism is a great thing. All I ask is that you reason things out and at least point out stuff you think I overlooked.