I used to use the shielding tactical package in two of my loadouts, but I just couldn’t notice a difference in-game. So, I did some googling. Eventually I came across this tactical package guide that stated the following:
> Shielding - Your shields will recharge twice as fast.
> *NOTE that this has NO effect on the delay that occurs between when you stop taking damage, and start recovering shields. This changes how quickly your shields return to full once they start recharging.
>
> *ANOTHER NOTE - There is difference with or without this TP when you are inside a Regen Field (granted from an armor ability).
(text color changes made by me for emphasis)
I think this is huge, and it is the reason I no longer use shielding in any of my loadouts. It isn’t worth giving up firepower, resupply, or AA Efficiency if it ONLY double the SPEED at which your shields recharge, not reduces the time gap between when your shields are popped and when they start to recharge.
Your thoughts?
And for resupply, the guide said this:
> Resupply - Makes 2 grenades drop from any fallen enemies. Not just the enemies you kill, but all the enemies on the map (hence more than one person having this on a team is completely pointless). Anyone can pick up the grenades, the type is determined in the following hierarchy:
>
> 1: What type of grenades did the enemy have when it was killed?
> (If it had no grenades, it defaults to:)
> 2: What type of grenades was this creature given when it was spawned?
> (The default grenade for the loadout that spartan was using is dropped)
>
> It always drops the same 2 types of grenades, even if in the case of #1 the enemy only had one grenade on them when it was killed.
(once again, color change by yours truly)
That’s something to keep in mind for groups that regularly play together.
I assumed that shielding would be recharge rate, not recharge delay when they announced the AA. Any reduction to recharge delay would likely be ridiculously powerful.
I always use shielding on most of my classes. Whenever I engage a firefight in which i’ve missed shots or won’t come out ahead, I back off to a corner, and as soon as my shields start recharging, I pop back around to return fire and my shields should have recharged 20-60% more than theirs and I can win the firefight that way. Its a pretty powerful tactic, unless they catch on by hiding themselves (rather than waiting with their sights on the corner), or by pre-nading the corner as I come around.
Grenades in halo 4 seem too weak to offer any benefit from taking extra ones to begin with, or resupplying them as you go. I noticed in all the other halos that proper grenade placement + headshot was often good enough to kill an opponent who got first shot. In H4 i only am able to do this if there is an angle (ramp, wall, or obstruction) to bounce the grenade off. Grenades are too easy to migitate in this game. If my opponents try to turn the tables with a grenade, I just walk in the opposite direction that the grenade is in, and you can often get away absolutely unscathed. (Much better than reach, I’ll admit).
I find that shielding and dexterity are both perks that can make a difference every life. ( assuming you live long enough for 1 shield recharge and don’t die before reloading…)
I think doubling the time that my shield recharges is not worth dropping firepower, or resupply (I’ll explain resupply second). If I stop to think about it, every time I am killed it is due to my shields being popped before my opponents shields are popped (in any game WITH shields that is) when you really boil it down. Yes, I could pop a player’s shield right when he pops mine, and then he gets a head before I do to kill me before I kill him, but in that case he just plain beat me, and deserved the kill (not to say that if you get a clean-up you didn’t deserve the kill, but it is less satisfactory to me). Reducing the time it takes for my shields to BEGIN to recharge is much more useful than increasing the rate at which they do recharge in those instances. The way it is now is not, to me at least, worth giving up firepower or resupply.
As for resupply, I frequently play with groups of 2-3 buddies. If this is the case then having one person with resupply affords ALL of my team the ability to pick up extra grenades. I use frags mostly, so I like to bounce them around corners. I find myself living past the point of using just 2 grenades on most of my lives, and often I am left wishing I had something to bounce around the corner to kill the guy that I just put 4 shots with my DMR on who just turned and ran around the nearest wall. If I or someone on my team has resupply, the chances that I have that grenade are increased (not by an exact, or even significant, percentage, but increased at least) across the board. Therefore, I value resupply.
> I’m pretty sure that’s not how resupply works.
>
> It gives you a nade when you run over dead bodies, it doesn’t drop nades for your whole team.
>
> It gives you whatever nade your using in your current loadout.
I personally have not tested whether the grenades drop for my whole team or not, but I do know that the grenades are based off the dead spartan’s loadout, not your current one.
> I’m pretty sure that’s not how resupply works.
>
> It gives you a nade when you run over dead bodies, it doesn’t drop nades for your whole team.
>
> It gives you whatever nade your using in your current loadout.
That’s not True. I am playing a match right now, and i pick up whatever my enemy has in his loadout. But for the whole teammates get grenade’s too. Well that’s not true.
> I’m pretty sure that’s not how resupply works.
>
> It gives you a nade when you run over dead bodies, it doesn’t drop nades for your whole team.
>
> It gives you whatever nade your using in your current loadout.
It gives you a nade when you run over dead bodies, it doesn’t drop nades for your whole team.
It gives you whatever nade your using in your current loadout.
[/quote]
That’s not True. I am playing a match right now, and i pick up whatever my enemy has in his loadout. But for the whole teammates get grenade’s too. Well that’s not true.
If you stand in a recharge field with shielding, the field will automatically begin your shield recharge but shielding will not take effect. However, if you step outside the field, shielding will take effect and double the recharge rate. So if you walk in and out of the field your shields will constantly be recharging at double the rate.