[0.13] Power armor damage reduction applying before shields

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Align
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[0.13] Power armor damage reduction applying before shields

Post by Align »

This balance change helped make shielded armors pretty much invulnerable against mid-game biters. Not a bad thing - it's nice to have something as powerful as the Heavy armor is early game, which makes you basically invulnerable to small biters - but I wonder what brought it on? Shields were already pretty amazing at keeping you alive.

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Re: [0.13] Power armor damage reduction applying before shields

Post by Photoloss »

Possibly less combat-inclined players struggling with the ultra-lategame waves of Behemoths.

Other than that, while shields were fine in my eyes even against those the armour resistances themselves definitely weren't. Just looking at the stats of the power suits themselves the resistances were presented as one of the main selling points and they seem even more important now that you can roast yourself with your own upgraded flamethrower (which previously took a suit full of exo-legs to even attempt :P ). Now you gain an immediate benefit for upgrading your suit and carrying over existing modules as opposed to having to pay extra to use the upgrade.
That said I believe shields are now too effective in small numbers, so as I suggested in the other thread perhaps the base recharge rate should be nerfed but all modules apply their recharge from the start. You could still become nigh-invulnerable, even more so than right now perhaps, but at a much greater cost to mobility and utility.
Or, since power armour now also gives inventory size bonuses, perhaps this change could be reverted entirely.

In terms of realism applying the armour resistances to shields makes absolutely no sense at all, but it doesn't really stick out in an immersion-breaking way in my opinion.

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Re: [0.13] Power armor damage reduction applying before shields

Post by bobucles »

A player with piles of exoskeletons will have a VERY different combat experience than someone with piles of shields. The way things are right now, it is FAR better to be fast than to be tough. That's probably true of most games.

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Re: [0.13] Power armor damage reduction applying before shields

Post by Photoloss »

Not necessarily if "toughness" also includes sustained survivability. Being able to shrug off sustained fire from a dozen Big Worms or Behemoth Spitters is a massive advantage over barely taking one volley without health damage. In the current patch we simply have the numerical balance problem because the slots left over after filling up on legs are enough to keep you perfectly safe, even if you are rather careless.

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Re: [0.13] Power armor damage reduction applying before shields

Post by BlakeMW »

bobucles wrote:A player with piles of exoskeletons will have a VERY different combat experience than someone with piles of shields. The way things are right now, it is FAR better to be fast than to be tough. That's probably true of most games.
Try this build:
2x Fusion Reactor
2x Battery MK II
2x Exoskeleton
Everything else Energy Shield (the basic one, it's more energy efficient and we only care about regen)

Pretty much lets you run right into nests and facetank hordes of big biters. Much better than exos in terms of kill speed against large nests. Best used with flamethrower but combat shotgun is okay too.
You can make even tougher variants by adding a couple of extra batteries and replacing one or both fusion reactors with more shields, requires you keep an eye on the battery level and swap out the shields for fusion reactors when the battery runs low, but the tankiness is absurd and the batteries still last several minutes.

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