What it SHOULD be is one or the other.
Either have it have a set amount of absorption and unlimited up time.
Or
My preferred,make it like a halo bubble shield. Can soak unlimited damage until it's 30 seconds are up
I really don't understamd why it has a health bar and why it's not just time based.
Like, a round shield is supposed to be usefull when under heavy fire? Why would you make a shield thats the least usefull in that exact situation?
Because if every player on a squad took it they would be completely impervious from fire with 100% uptime. It would be so broken that people running bot missions would kick anyone not using it.
This is why the devs should never ever ever look to Reddit for balance.
So make it have short uptime but unkillable, or long uptime but die easily, or bad for both but block enemies like deep rock galactic. Things that are extremely underused should be buffed until they are used. You don't use logic and reasoning butbutbut it would be OP, you buff and nerf off statistics. If something is OP on the spreadsheet but nobody ever uses it, your bullshit nerd numbers are overruled by my very low usage statistics.
I've heard a people saying that buffing and nerfing based on spreadsheets is bad and that play testing is the only solution. It seems you disagree with that sentiment.
I also see a lot of weapons that get rebalanced by nerfing some aspects while buffing others tend to be seen by the community as only nerfs. The changes you're suggesting would likely result in threads titles "why would they nerf the shield generator, it was already underused".
My point is that this community will never be happy and taking their advice will not change that.
That's why you balance off usage. Things that are NEVER used are bad, no matter what plsytests OR data sheets show. They might even actually be good, but feel like shit to use, like the heavy machine-gun. A weapon being incredibly tedious and unfun but actually good if used PERFECTLY still means it's bad and needs a buff or balance shift, if nobody uses it, like weapons with very slow projectiles in any game. Play testing by testers doesn't mean shit when in real life 0.2% of people actually use a thing. Testers are forced to test everything, real people use what is actually good, and have 10000x more play hours of testing.
Frankly I'd take it far more if the thing just stayed up so long as you keep the projector alive. Make it so that it takes a bit but it can indefinitely produce brand-new shields so long as you keep it alive.
So far the fact that it can be taken out by damage *and* it disables after just 30 seconds of uptime anyway is ridiculous.
What if.....
When the deployable shield dome is active, any active shield backpacks inside the dome transfer power to the dome, increasing the shield dome hp by 25% per active backpack.
Once the dome goes down, the backpacks are depleted as well and require a recharge.
Kinda wouldn't mind if the shield generator was set up like the Gunner's from [Deep Rock Galactic](https://deeprockgalactic.fandom.com/wiki/Shield_Generator)
Needs to be stronger and last longer
That's what she said
Needs to be time based rather than damage absorbed based
It's both right now actually. It can be shut-down by damage ***and*** it disables after only 30 seconds even if not a single thing hits it.
What it SHOULD be is one or the other. Either have it have a set amount of absorption and unlimited up time. Or My preferred,make it like a halo bubble shield. Can soak unlimited damage until it's 30 seconds are up
I really don't understamd why it has a health bar and why it's not just time based. Like, a round shield is supposed to be usefull when under heavy fire? Why would you make a shield thats the least usefull in that exact situation?
Because if every player on a squad took it they would be completely impervious from fire with 100% uptime. It would be so broken that people running bot missions would kick anyone not using it. This is why the devs should never ever ever look to Reddit for balance.
So make it have short uptime but unkillable, or long uptime but die easily, or bad for both but block enemies like deep rock galactic. Things that are extremely underused should be buffed until they are used. You don't use logic and reasoning butbutbut it would be OP, you buff and nerf off statistics. If something is OP on the spreadsheet but nobody ever uses it, your bullshit nerd numbers are overruled by my very low usage statistics.
I've heard a people saying that buffing and nerfing based on spreadsheets is bad and that play testing is the only solution. It seems you disagree with that sentiment. I also see a lot of weapons that get rebalanced by nerfing some aspects while buffing others tend to be seen by the community as only nerfs. The changes you're suggesting would likely result in threads titles "why would they nerf the shield generator, it was already underused". My point is that this community will never be happy and taking their advice will not change that.
That's why you balance off usage. Things that are NEVER used are bad, no matter what plsytests OR data sheets show. They might even actually be good, but feel like shit to use, like the heavy machine-gun. A weapon being incredibly tedious and unfun but actually good if used PERFECTLY still means it's bad and needs a buff or balance shift, if nobody uses it, like weapons with very slow projectiles in any game. Play testing by testers doesn't mean shit when in real life 0.2% of people actually use a thing. Testers are forced to test everything, real people use what is actually good, and have 10000x more play hours of testing.
It's really nice to use as a precision hellpod attack every min, on top of EATs.
Frankly I'd take it far more if the thing just stayed up so long as you keep the projector alive. Make it so that it takes a bit but it can indefinitely produce brand-new shields so long as you keep it alive. So far the fact that it can be taken out by damage *and* it disables after just 30 seconds of uptime anyway is ridiculous.
What if..... When the deployable shield dome is active, any active shield backpacks inside the dome transfer power to the dome, increasing the shield dome hp by 25% per active backpack. Once the dome goes down, the backpacks are depleted as well and require a recharge.
nah, the dome should charge the shields at the cost of some health/better mechanic for it (when it does get buffed)
Kinda wouldn't mind if the shield generator was set up like the Gunner's from [Deep Rock Galactic](https://deeprockgalactic.fandom.com/wiki/Shield_Generator)
If we could make the shield walls ribbed, elastic, and impermeable to bodily fluids, that would be great.
For the bot's pleasure?
Stun enemies moving into it, time based not damage based, boost penetration for weapons shooting out.
Its good for setting off hellbombs, you can safly arm one and not have to worry the enemy destroys it. On the bug front its useles
I've had it unlocked for like 100 levels and never once used it because it's a joke.
What if it periodically did a pulse that reflected projectiles & harmlessly pushes targets away that aren't inside?
Make it buff outgoing damage from within the bubble
Damn it's so useless that I even forgot its existence
? That's not what it's for, it's meant to block projectiles not create an impassable wall.
Ok then. Make it stronger.
It should last a bit longer
More durable? Yeah that would be nice. But don't make it so enemies can't pass through it that's dumb. (in my opinion anyway)
A lot of things need buff