Balance (#2) - Idea on how to fix Sheild lag due to 20-30 sheilds (#157) - Message List

Idea on how to fix Sheild lag due to 20-30 sheilds

I ,twhittaker1 and SirMaverick[CA] have found that small sheild's make alot of lag. and its the mass amounts of the sheild's inner and wall effects.

that tha mass amounts of smalls (20-30) lags the game. we have thought of idea that will fix this bug and lower the use of 3 or more sheilds per player.If the small sheilds where removed and a large added ( with added range ) and a cost of like 4k-7k and Sheild Boosters ( small towers that boost a sheilds hp at range.* about 1500m-3000m . heals about 1%-4% every 3 sec to a small walker. and only works if the tower is det to defend/or roam like nanos) to take over the new effect of the small sheild's being used. and a debuff to the sheild walker(1 is needed.) sheild hp( about 25%) for more range ( like 10-20%)This reduce alot of the partical need for the game/need for sheilds and give more fps to players .

the shape is like this due to the 360 degree ark .

i hope you try this out. with luck it will work and this this major prb in this mod: CA

if you find this is a good idea to test. plz Im or email or **** blanked** use forum email***

i hope i can test this with you.

twhittaker1 and SirMaverick[CA]

  • Message #553

    I dont think shield lag is likely to be a common problem, what sort of games are you playing, porcy chicken ones? Usually better to spend your money on DDMS and gunships to take out the arty. Shields are only really good for protecting vulnerable economy.

    We have healing towers that use up energy to heal nearby units, they're called nanotowers. One of the major problems with shields has always been that nanotowers are cheaper and often more effective. Shields are only good vs 1-hit-kill weapons (that the nano cannot repair through), blocking artillery with the range to kill the nano itself (only things like lugar, merl, etc) or against units with very low hp/cost (since healing is dependent on units e cost).

    The problem with increasing the size of shields is that it allows bombers to drop their bombs from underneath them.

    A shield at 4-7k cost would almost never get used except in the most massive porc.

    • Message #554

      Actually Sak I kept on buffing until their hp/E is similar to nanos. Nano hp/E for units with damage varies but it averages at about 3. Shield hp/E is currently 5.

      If shield link graphics is causing most of the lag it's worth removing because the graphics aren't really needed.

      • Message #555

        He wasn't talking about shield-link graphics, which I already removed. He said here and in the lobby that the shield spherical graphics have always slowed him down when there are many of them.

        I am close to lupsing the shield link graphics anyway. Anyone who runs lups is assumed to have decent computing power so it's fine.