Scrap or redesign shield cell modules, they are too overpowered and trivialize PvP.

Currently as it stands in-game, shield cell modules are a I-win button of shield regen even under heavy fire. Whilst this makes hunting down NPCs trivially easy (and just a matter of managing how many cells you have left), it makes PvP utterly pointless.

Any self-respecting pilot would have shield cell modules. Those who want to ensure a win will fill their internals with nothing but shield cell modules to ensure they have more than the enemy. It soon degrades a situation of who has more shield cells, instead of who's a better pilot. That's never fun, and never fair.

What I propose as a fix is to scrap the entire concept of shield cell recharge entirely, and rebalance the module so that it enhances whatever current shield generator is fitted onto the ship passively instead, and with more combat damage sustained, the module sustains more damage until it breaks or malfunctions, returning the shield generator back to baseline performance.

Lets call it a shield recharge module.


  • Limited to one per shield generator, which means one per ship.
  • Tremendously increase downed shield recycling from what can be 30 seconds-2minute now, to 3-7 seconds depending upon shield generator grade/class and ship.
  • Any and all damage to shields will wear down the module. Downed shields will wear it down even more.
  • The more damaged the module, the worse the sped-up shield down recycle time is.
  • Module breaks on next downed shield state, which then recycles as baseline.

This makes it still a vital combat module, whilst not turning it into an I-win button with an ammo limit. It encourages people to naturally have attacks and retreats during combat and not be forced into waiting on shields to come back, giving the attacker free reign for however many minutes it takes.

It also encourages smart play from opposing pilots, who now have real reason to take the natural flow of combat (be it attack or defense) dependant upon one's shield state and/or other factors, instead of just staying full-on 4-pips to weapons and just hammering their trigger, gulping down a shield cell when needs arise.

Epic 1-on-1 duels are now possible and exciting, which rewards smart and skilled play instead of an exercise in who brought more shield cells to a fight.

EDIT 1: Seems a mod moved this out of the correct section and into here, and merged many more threads to my original post. All well and done, though I feel exposing this to the greater forum community just unnecessarily increases the noise-to-signal ratio. Also, there are some folk stating that sticking to 1 module is fine and balanced, but then I will iterate the Assassination Mission Anacondas, being taken down by Cobras, Vipers, and even Eagles with just one shield cell mod. If you're going to take down the end-game ship in the middle-of-the-road ship, you should either fail outright, or you shouldnt be facing endgame ships as targets, which brings forth more systemic problems with risk vs reward in combat in Elite: Dangerous currently.

EDIT 2: After trying out the recent changes to shield cell modules, I can safely say Frontier totally dropped the ball and did not fix the core issue with shield cells, and instead created a completely useless module on anything but a combat craft that needs the fast shield healing. You can *still* fit more than one of these modules, only that they dont heal as much per cell used, they have a cooldown, and their fitting requirements make them exorbitantly difficult to fit on anything pre-Cobra, which are the exact ships that actually required shield cell modules to even be viable combat ships to use vs the only available kill missions out there.
 
Last edited:
I've been thinking much the same way about shield cell units. I think they should hold one charge per unit, and recharge from any spare 'bars' after weapons, engines and weapons are fully charged. That way you can get more then one use out of a cell per combat, but you need to be careful with your power. Don't know about more then one cell per ship; you could only charge one cell at a time, and cell class and rating would be compared to shield generator class/rating to determine what proportion of your Shields would recover.

Not done much PvP so don't know how this would pan out in the game, though.
 
I agree, it needs rebalancing, maybe one module per ship with one ammo or put shield generator and shield cell bank partially outside of shield field.

Let's say 25% of dmg seeps through shield and damages the shield cell bank, the value would need balancing also. This way it can be countered.

Basically there has to be a way to counter a brick with 20+ shield cell charges...

Unless there is a counter in the game already, how does the plasma accelerator deal with shields? Haven't tried it yet...

If you can collapse the shield, cell banks are useless, so high alpha with thermal should counter this well.
 
Last edited:
They should try limiting them to 1 and adding a cooldown. Then see if they are still unbalanced after that.

OR change them completely and have them strengthen the shield passively (with a down side of increasing power draw, heat and wear and tear rate of the shield generator module). Instead of being something that instantly recharges them.
 
Last edited:
Please fix shield cells and make combat dangerous again!

EDIT: I MEANT TO MAKE THIS IN THE OTHER "GAMEPLAY AND FEATURES FORUM" SINCE I ALREADY MADE THIS THREAD HERE
https://forums.frontier.co.uk/showthread.php?t=86536&page=8

WHOOPS, SORRY GUYS!


Hey guys. With the event going on in Ho Hsi at the moment, and at other events such as Durius, Sorbago, etc, I've been getting my fair share of PVP lately. I've been having a lot of fun, but some things are really starting to bug me about the balance of things, mostly centering around how easy it is to not die.

****Please note that this applies to PVE just as much as it does PVP****


As I'm sure most of you know at this point, you can buy a module for your ship, shield banks, which rapidly recharge your shields faster than anything except a direct hit by an anacondas Plasma Accelerator can damage them. Normally, I suppose you might have just one of these, a size 2 comes loaded with 5 uses of basically fully healing your shields.
https://www.youtube.com/watch?v=G-HG4MbSDzY

Pretty cool right? Well, what if you do this?
http://puu.sh/dKL1L/cd488b9d91.jpg
4 of them, I have 28 uses to basically heal myself entirely. There is no cooldown between uses. If I wanted to, I could add another 5 of them for 33 resets. In a Cobra, I can absorb fire from multiple vipers indefinitely. In all of my pvping, my shields haven't gone down once. And then once you add chaff to the mix, which makes homing missiles and gimbals useless, such a ship is essentially indestructible.

I find this undesirable, because it makes pvp essentially pointless. If both of the participants are geared similarly, it takes ages, and the fight is determined by who runs out of shield banks and chaff first. What it reminds me of is in Runescape, where pvpers would have an inventory filled with lobsters, which restored significant chunks of health instantaneously, basically turning each fight into an eating contest with both participants stuffing their gob with food until one ran out and had to run away.

So basically, since I have kitted myself out in such a way, I can waltz into a conflict zone with three player vipers and pick the opposite side of them with no concern. If things get hairy, I have enough shield banks and chaff to keep me perfectly fine, since weapon damage just... isn't that much, and it's highly, highly unlikely that someone would be able to pop my shields. I've done this several times today, with groups of players peppering me with lasers, and I've had nothing to worry about.

I have no need to dodge fire apart from an anacondas enormous plasma accelerator. All forms of lasers or ballistics are no threat whatsoever.

When I contrast this with the state of PVP in Beta 1, for instance, I feel that it lacks some of the well... danger. Granted, Beta 1 had similar problems with vipers being uncatchable, but when two viper pilots or an anaconda were committed to fighting back then, I felt like it could get pretty intense due to the lack of a massive heal button, and the punishment weapons could dish out to careless pilot made you consider your moves carefully.

For instance,

* I had reason to fear an Anaconda's beam lasers
http://puu.sh/dKMXB/ceef06d53c.webm

* I couldn't just heal my shields after getting cocky and taking a full load of missiles to the face
http://puu.sh/dKN7b/891aa9e34a.webm

* And landing your shots was a [lethal, rewarding success, which could resolve a fight in a matter of moments
http://puu.sh/dKNge/e160359850.webm

But now, with weak weapons, and extremely powerful and almost unlimited defensive measures, combat has lost that exhilarating sense of danger to each encounter for me. Not only that, but it makes each battle a battle of attrition, and if a purely combat oriented cobra were to attack a peaceful multipurpose cobra, the multipurpose cobra would stand little chance of retaliating.

What do you guys think?
 
Last edited:
totally agree + rep, shield cells need to be restricted to one or two equipped per ship, the stacking capability of the mod is just to OP at the moment
 
Not sure why we need yet another thread on this topic but i'll just state the same thing i have in those threads. Shields can be easily removed by decent firepower and even 1 shotted with large hard point rail guns rendering cells obsolete.
 
Simply don't stack them then, you can choose to use it that way or not. Take them off and see how you fair then, change your game style not the whole game.
 
totally agree + rep, shield cells need to be restricted to one or two equipped per ship, the stacking capability of the mod is just to OP at the moment

Why do we need them at all? I never understood why Frontier added them to the Game. They do no good in there.
 
I agree - cells should be limited to one per ship.

Until that happens, try limiting yourself to just one, or none...equipping multi cells then complaining nothing can kill you seems a bit silly. You want combat to have danger? Don't take 'em...you don't need FD to do that for you, you can do it yourself.

Go on, just try. :)
 
I don't see them getting rid of shield cells. This isn't a PvP game, even though it's allowed. FD has even stated it isn't a PvP game and that they encourage players to work together. Either don't mess with someone using shield cells or don't mess with anyone period...
 
I don't see them getting rid of shield cells. This isn't a PvP game, even though it's allowed. FD has even stated it isn't a PvP game and that they encourage players to work together. Either don't mess with someone using shield cells or don't mess with anyone period...

It's not just a pvp issue. It makes all encounters riskless, boring affairs. I can roflstomp anacondas with NO risk because of these things.

It's detrimental to BOTH PVP and PVE.
 
Back
Top Bottom