A short shield recharge delay with a slow shield recharge rate allows for more dynamic encounters. A shieldless player, who takes cover long enough to not be one-shot, can challenge with a fraction of his shields rather than have to choose between being no shields or full shields which occurs when the player has a long recharge delay and fast recharge rate.
How do you think shields should function?
I agree that a shorter time to begin recharge + slow actual recharge leads to better gameplay, and creates a bigger distinction between the shield system and the regenerating health typically seen in other shooters.
Conceptually one would assume this would be the case with an energy shield since it brings to mind the idea of a steady and constant energy output.
Halo 2 and 3 got this right. In Halo 4, the delay before recharging was simply too long.
> Halo 2 and 3 got this right. In Halo 4, the delay before recharging was simply too long.
It was a carryover from reach’s system, I think. though it charged faster than in reach if I recall.
I like the new shield charge delay and recharge rate. Definitely brings more dynamic play in the game. Halo 2 and 3 didn’t have any issues with shields. 5 sec delay with 1 sec charge was good too. But the 4 sec delay and 2 sec charge combined with sprinting resetting the delay brings new elements into the tactics.
I think if you’ve been sprinting with no shields the delay is 5secs instead of 4. Feels that way anyways
And then if they start sprinting, the shields stop recharging. Would that work?
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> And then if they start sprinting, the shields stop recharging. Would that work?
no, as soon as the recharge starts, you can start sprinting and it’ll will not disrupt the recharge.
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> > 2533274877056440;6:
> > And then if they start sprinting, the shields stop recharging. Would that work?
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> no, as soon as the recharge starts, you can start sprinting and it’ll will not disrupt the recharge.
yeah i’m abusing of this function
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> A short shield recharge delay with a slow shield recharge rate allows for more dynamic encounters. A shieldless player, who takes cover long enough to not be one-shot, can challenge with a fraction of his shields rather than have to choose between being no shields or full shields which occurs when the player has a long recharge delay and fast recharge rate.
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> How do you think shields should function?
I think it’s working great as is; if they buff or debuff the shield/recharge rate it’ll hurt the flow of the game.