Shield recharge question

Discussion in 'Halo and Forge Discussion' started by Ursus, Apr 27, 2009.

  1. Ursus

    Ursus Ancient
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    Hey, long time lurker, first time post. I am trying to touch up some of my maps to make them halfway acceptable, and I had a question concerning Overshields and Shield Recharge traits in general.

    Does the rate at which a shield recharges increase the rate at which "health" recharges? One occasion, two players with full shields melee each other at the same time. If one had shields that had only recently gone back up, I believe they lose, because their "health" was still down. I can't remember where I read this on bungie.net, but I believe health and shields recharge separately.

    Also, am I correct in assuming that Damage Resistance influences both shield and health?
     
  2. Pegasi

    Pegasi Ancient
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    I do know that health and shields recharge at separate rates, in that health recharges a lot slower than shields do (on this note it is worth mentioning that actually the shield recharge rate doesn't actually affect the speed at which they recharge, but the time it takes for them to start recharging. ie. MLG settings are a 90% recharge rate, and this in fact means that they take longer to start recharging, not that they actually recharge any slower).

    I don't know if the shield recharge rate affects health recharge rate though, I know they are different in terms of speed but I don't know if increased shield recharge rate increases health regeneration, but my inclination would be to say no, I'm pretty sure health recharge rate is a set value which doesn't change.

    One thing though, your example doesn't quite work because the 'winning' in shield disputes only counts when both players would die, but there is a significant difference in shield amount. Since no player would die from a single beatdown, this actual example would never come up unless you increase player damage aloooot. Also, I'm pretty sure the 'winning' factor only accounts for differences in shield, not in health. Again, don't quote me on that but I'm pretty sure that's the case.

    And to your last question, I think you're right, damage resistance should cover all damage, be it on shields or plain health. The only thing is doesn't affect is headshots when at no shields, which will always kill (with precision weapons anyway, auto weapons such as the AR/SMG and, tbh, most weapons apart from the BR/Carbine/Pistol) unless you turn immunity to headshots on in the gametype options.
     
  3. Ursus

    Ursus Ancient
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    Hm. Okay, perhaps my example was a poor one. But that is what I fall back on when people curse me out for winning a beatdown.

    It might be easier to outline what I am trying to do. Essentially, I am trying to build a gametype (several, actually), that require either health or shields to be the primary defense. I would like shields to be "health", so that the player can see how much "health" they have, as opposed to actual health, which is usually hidden. I run into issues, though, as I try to make this value high enough to count without increasing true health. I would also like to avoid using overshields, for ascetic purposes.
     

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