Skyshield's Orbital damage reduction

Discussion in 'Test Server: Discussion' started by Clipped!, Apr 9, 2020.

  1. Clipped!

    Misc. Changes, Fixes, and Additions
    • Construction objects beneath a Skyshield will now greatly reduce the damage taken from an Orbital Strike, but will not protect the Skyshield Module itself.
    This is a double edged sword. A quite heavy double edged sword in fact.
    THE BAD:
    Oribital Strike Uplinks now cannot serve one of their two their main purposes since they were nerfed to not kill infantry let alone maim them. They're still useful but not great for dealing with armor groups due to the long delay after calling one down and the fact that you have to wait at least good 10-20 minutes for it to be usable/worth using due to the time it takes to reach any sort of range, and well as any targets worth using it on to be in range.
    As a result, BASE BUILT ORBITALS NEED TO BYPASS/IGNORE THIS NEW PROTECTION. There IS NOT room for debate on this. Failure to have such feature for Orbital Strike Uplinks (the construction built Orbital Stirke generator) would be nerfed far too hard that you'd see far less orbital bases being built because of how little usage an OS outside of an infantry and armor fight reset. And bases in general ones would have a high tendency to be quite noticeably smaller to make sure that they weren't wrecked by the lack of a skyshield.
    Yes, the new battlefield Hardlight Canopy means the OSU will have a new possible target, but it's far too easy just to shoot it if you can see it as it isn't going to last forever, and is only of enough value to be an added bonus to an OSU being used.
    THE GOOD:
    This change makes it much harder for someone to just nuke your well constructed and time consuming base out of nowhere with an War Asset, which is quite good for game balance, but the damage reduction should leave modules and other more destructible stuff with somewhere around 50% to 30% health, not upwards of 60%, ie it should deal heavy damage to significantly weaken and reduce the time needed to take out both a part of and the base as a whole, not just stuff that's not protected by the shield. Just like the Orbital Strike Uplink, War Assets take time before they can be used, even if they don't have the range limit from their build point like OSU's do.
    THE MIXED:
    If timed just right, the Glaive can be used to (or at least it should be able to in theory) bypass this, meaning this could be just an extra (although quite annoying and frustrating) step for attackers to dealing with a base with a OS.
    • Up x 1
  2. LordKrelas

    So you don't like, that Lattice-Targets can actually protect themselves from a Lone stalker with a Laser-pointer?
    But are happy that the Non-Builder OSC Flavor Spam, are able to be defended against other than Killing the source?

    Construction OSCs were designed to attack PMBs, not demolish all life in the Lattice.
    Having some manner of defense on the lattice, so the OSC at least needs someone other than a Stalker prowling at the nearest hill, to land their best shot on a Base, Is a Positive thing: Now the OSC needs to coordinate at least a tiny bit.

    Rather than Invisible Stalker keeps spamming Darts till it hits, while base has to pray it can spare enough assets to take out the PMBs with Orbitals - IE not be heavily engaged by an enemy, Assuming said Orbital isn't Friendly, and looking to massacre allies to score some kills.

    Hell, you should be happy that your Allies might be able to shield themselves from Allied OSC fire, so you can actually not Murder all your allies.
    Rather than every Defense against an OSC, being to shield an OSC from an OSC.
  3. FrimslaXR

    Given the fact that people can lonewolf spam OSU and murder a base outright with little effort, there needs to be more ways to defend against OSU.

    It was one thing to be Player base OSU vs. Player Base OSU. But now that you can War Asset spam 2 OSU's at once, if nothing is done to balance this out, may as well delete all player construction form the game entirely.

    I dare say you need more then 60% or add another feature that can upgrade player construction base parts.
  4. SilentSueRia

    I think the Orbital Striker War Asset needs a 5 Minute CoolDown timer, so it can't be spammed.
    Even if the ready limit is 2, there is still the ability to make another and Overclock the production and keep spamming, as things stand right now. Only 1 person would be needed, to keep loading and firing Orbital Strikes as it stands right now. any Outift that has a lot of resources saved back, could just set 2 people up spamming Orbital Strikes. One to eye the map and choose where to fire, the other too keep the Orbital Strikes building and overclocked construction, so long as they have the resources.

    Additionally, the Citadel Shield needs to be able to reduce the damage done from the Orbital Strikes as well. On top of that, if deployed over a player made base, there needs to be a way for the player base to extend the life time of the Citadel Shield by upto 15 minutes, provided it is supported by a module of some kind, like the Alarm Module or making the Alarm Module have an upgrade option too add the function of powering a deployed Citadel Shield so that it can last 15 minutes, rather then just the 6 minutes, if not out right add a dedicated module to do the same task.