#Alpha Shield to have 2h activation delay in White Star

66 messages · Page 1 of 1 (latest)

dusky willow
#

There is a discussion surround Alpha Shield and how the shield is essentially the default shield type for WS bar a few specific roles, particularly in hitech games where area damage module overwhelm blast.

This is caused by the fact that:

  • barrier dmg can be bypassed by alpha shield
  • overwhelming area dmg can be survived by alpha

Some have suggested modules that bypass alpha/break it. The problem is a module that exists for a single purpose is otherwise wasting a slot; also counters should be from game mechanics, not a deus ex machina option. (note: adding 'alpha bypass' to a otherwise low value module is still effectively making that module single purpose if that's the only reason people are equipping it)

I also think that the concept of "invincibility" is the purpose of Alpha. Either that concept is flawed (and should be removed from the game) or the solution should preserve that basic property: ie - once activated, a ship with alpha shield is invincible.

That is where this idea is starting from.

The Idea
When you activate the alpha shield module, the shield does not instantly turn on - instead a 2h countdown starts and then the shield activates. The duration of shield shield would remain the same (so if it was 4h before, you still get 4h once that countdown has finished) and the cd period will remain at the start of module activation, not shield activation.

This gives alpha users a disadvantage over other activated users (eg: Omega, Mirror) in that they are more vulnerable to attack. Presently alpha users can wade confidently into a dangerous sector, knowing that no matter what the enemy does, they can just activate their shield at the last moment and be safe. WIth an activation delay, alpha users will be able to react to incoming teleports, leaps (because they take 8h) or have it activated ready for landing when teleporting in - but it will leave the more vulnerable to sneak/sudden attacks where mirror, omega, passive would be better options.

#

Important note: I use 2h as an example time, this duration is up for discussion, maybe 1h is better, or even 30m . I chose 2h just as that's a common period for activations (eg destiny, vengeance)

I know some people will say "but this means barrier players will know whether or not they need to activate barrier on landing to kill the enemy player" - correct, and that's another drawback. It means as an alpha player you will be telegraphing your shield deployment with a heads up on the enemy. It's the price you pay for invulnerabilty, which is the most powerful module in the game.

I also think that a ship with active alpha shield should not be disbandable for the same reason, if your ship is invincible, no one should be able to destroy it, not even you. But that's not part of this suggestion.

fickle raft
#

I think 1h would be a better place to start so it can still answer to dest/veng. Still a nerf to have to "waste" that time ahead of the boom, but not so drastic.

I don't know that this is the best solution possible, but alpha needs to be addressed somehow. This looks like a reasonable and flexible approach 👍

maiden marsh
#

And bump it's cd up to 30 hours, so it wouldn't be possible to constantly spam suicide attacks

#

Also, what if instead of being an on-demand invincibility, alpha shield was giving damage resistance, that would go up to 100% after some time? Like laser's damage ramp-up

paper basalt
#

why not maybe increase blast shield dmg absorption instead

paper basalt
#

like man, I used to play in OGHS, I invested a bit in vengeance, I liked it for the playstyle and it wasnt broken and it got broken and its bad but why make it worse by making it completely an unusable module? 🤷

reef river
#

I don't think veng would be unusable at all. You just have to plan for it, and activate your shield before you get to 2k damage, knowing you'll take the rest of the damage required during the activation delay.

paper basalt
#

oh I get it works in that way

#

wait a second, that doesnt' solve the problem of vengeance and leap and all being so dominant that requires us to use alpha shield in the first place!

#

Theres gotta be a balance between defense and offense, defense mods like Blast Shield have to be buffed to balance def mods instead of nerfing alpha shield - alpha isnt broken, its the extremity of aoe mods that make it one of the only viable modules. People would just use regen shield. Why do they don't? its because theres too many aoe modules, too much power in them, too many bombs and rockets to throw, not a lot of shields to hide behind

dusky willow
dusky willow
paper basalt
dusky willow
#

Alpha shield would still be able to defend against leap and vengeance,

paper basalt
gleaming saddle
#

Either this (I think it could still be used in time machine fine) or make the cd last the entire length after use that way alpha can only be used once per player per match.. once ws is over the cd is over 🤣🤣

winter wasp
#

Does ModSMirror deliver blast or a aoe direct? Does ModSBlast protect against it? It could be another issues is ModSAlly needs a slight buff.

paper basalt
#

I do realize the specific implications of the 2h activation delay will stop some hyper-aggressive movements, heading boldly in-to enemy lines

#

however, nerfing alpha shield in general is not the solution to our porblems

winter wasp
# paper basalt I do realize the specific implications of the 2h activation delay will stop some...

A 2h delay effectively disables the shield activation from ModCVengeance after landing; I'd think it would be simpler to make Alpha shield not function with ModCVengeance activation but all that does is eliminate that option for players during RS runs ie Boom builds, unless that exception is star specific. Anything scheduled in TM for WS before landing via teleport would just need to be scheduled to account for the 2h delay meaning a net result of no difference whatsoever.

paper basalt
winter wasp
# paper basalt however, nerfing alpha shield in general is not the solution to our porblems

I've read a suggestion by a few to have ModSAlpha "shatter" against the first ModCBarrier ie it goes to cooldown. I've considered further having that "shatter" disable that ModCBarrier module ie put it on cooldown. The result is the ship landing with ModSAlpha would be lost against the second ModCBarrier but you time a series of ships and you have landing which are thrown away with the trade off that now the opponent has no more active ModCBarrier. I don't know I'd that's a useful trade off.

paper basalt
winter wasp
#

Also, with only the "shatter" the first ship is now without shields which can be eliminated very quickly so as to also make ModCDestiny at least ineffective as the ship could be defeated before the 2h ModCDestiny activation could complete.

winter wasp
paper basalt
#

I can barely read right now, but you seem to have an agreeable point

tough bone
winter wasp
tough bone
#

I genuinely don't get why ppl keep bringing that up when I say remote barr damage

#

I DO NOT WANT OLD BARRIER

#

I WANT BARRIER WITH SHINS BROKEN BECAUSE IT DESERVES IT

#

NO DAMAGE, NO CANCEL, JUST STOPS NORMAL ASS MOVEMENT

#

Its already EXTREMELY powerful by just stopping movement

#

There should not be a module that demands you use 1 specific module to even access an area much less be useful there.

#

I can grab 6 level 12 barriers and permantly lock down an area until someone teleports in, and I don't think thats fair in the first place

#

Ugh, not the point of the thread anyways

dusky willow
#

Splitting barrier into two mods (movement block, and teleport damage) is probably a good idea, but not this thread.

tough bone
#

Yeah, that sounds not bad honestly

#

To me this seems like a minor buff that changes little, other than mindlessly throwing yourself at the star in bls

#

I rlly dont see all to much of an issue for this

#

I js crash out over barr spam being so op

dusky willow
#

Well I am only talking about white star in this thread, I did consider also mentioning blue star (where it should probably be a 1 second delay) but I didn't want to overcomplicate the discussion.

tough bone
#

Id say 3s

dusky willow
tough bone
#

Anticipating destiny is pretty easy, ofc someone standing still as you approach them while they have destiny is likely gonna pop it, so 3s gives ppl time to veng skip with high power and makes ppl actually have to press the damn button

tough bone
#

Maybe 1-15 has like 30% to 70%

cunning apex
#

idea: all damage should get halved

tough bone
cunning apex
#

no i meant like generally

tough bone
#

I-

#

Ykw

#

I actually wouldnt be all too opposed

#

Maybe not half like, delta and omega

#

But otherwise yeah I wouldnt mind more survivability overall

reef river
#

Just halve the cooldowns for all activated shields (other than alpha). Essentially double HP on all the options no one uses. That'd help a lot imo.

tough bone
cunning apex
#

do it

maiden marsh
#

I'm interested too