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

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.

Once they sort out the ai of NPC's just a little then they will also be using cells more frequently and then you'll not find them so easy ;)

Wish people would stop calling for nerfs.
 
Once they sort out the ai of NPC's just a little then they will also be using cells more frequently and then you'll not find them so easy ;)

And then battles become needlessly prolonged, and boil down to who has the most shield cells. It's similar to potion chugging in Diablo 2. It's a boring mechanic, and shield cells are flawed in their implementation, resulting in combat being reduced to a boring, less skill focused battle of attrition rather than a lethal, risky business. Combat was once at a good point, but shield cells have turned it into a battle of sponges shooting bubbles at each other.
 

Renso

Banned
At the moment PvP isn't about ship capability, maneuverability, power usage, weapons accuracy, loadout combinations, of even ship size... PvP combat is all about...

Who has the most shield cells and can hit the "magic potion" button at the right time... something has got to change me thinks.
 
Try fighting a ship with large hard point rail guns etc and then report back on how effective cells are...2 low damage weapons wont strip them fast but even an asp with 4 laser weapons can outstrip the cells rendering them pointless ;)
 
Don't limit to 1 per ship. Simply put a use timer per shot on them so they have a cool down for use. That way people can go out for extended runs, packing a few units but each fight will only see 1 or 2 of the rounds used.

Not everyone who uses those things is really into combat, like explorers but limiting it to 1 means they have to stop and get ammo a lot more frequently so let them pack enough, just prevent the frequency of use.
 

Renso

Banned
Try fighting a ship with large hard point rail guns etc and then report back on how effective cells are...2 low damage weapons wont strip them fast but even an asp with 4 laser weapons can outstrip the cells rendering them pointless ;)

You're assuming that we haven't fought ships with railguns and that we have low damage weaponry.
Railguns are nearly useless against a pilot who knows how to fly... or at least doesn't fly in a predictable path.
And the Asp is possibly the worst example of a 'capable fighter' craft___ it flies like a bloated cow.
 
You're assuming that we haven't fought ships with railguns and that we have low damage weaponry.
Railguns are nearly useless against a pilot who knows how to fly... or at least doesn't fly in a predictable path.
And the Asp is possibly the worst example of a 'capable fighter' craft___ it flies like a bloated cow.

The ASP has the same maneuverability as a cobra ;) Maybe you have only flown a stock ASP? Either way a well kitted ASP is a beast in combat with far more firepower than say a cobra or viper.

NPC's don't hit players with rail guns usually but decent player pilots do...
 
The ASP has the same maneuverability as a cobra ;) Maybe you have only flown a stock ASP? Either way a well kitted ASP is a beast in combat with far more firepower than say a cobra or viper.

NPC's don't hit players with rail guns usually but decent player pilots do...

And why should all weapons apart from bursty shield killers become obsolete just because of one ridiculous, skill-less module that is incredibly easy to abuse and which adds practically nothing to combat?
 

Renso

Banned
The ASP has the same maneuverability as a cobra ;) Maybe you have only flown a stock ASP? Either way a well kitted ASP is a beast in combat with far more firepower than say a cobra or viper.

NPC's don't hit players with rail guns usually but decent player pilots do...

Yes, you're right about that... I should maybe look into the Asp again. I'll do that in a few days and let you know.. :D
I've only taken the Asp out on a few rares runs.. but didn't have the heart to abandon by Cobra's needs.
 
Last edited:
And why should all weapons apart from bursty shield killers become obsolete just because of one ridiculous, skill-less module that is incredibly easy to abuse and which adds practically nothing to combat?

The removal of shields should be a players primary concern always. Most decent pvp players when they lose shields will flee from combat until shields are restored especially those in larger craft who are paying 100's of thousands for even 10-20 % hull damage.

Why am i explaining pvp ?
 
Last edited:
Once they sort out the ai of NPC's just a little then they will also be using cells more frequently and then you'll not find them so easy ;)

Wish people would stop calling for nerfs.
But what will multiple shield cells add to the game? How will this mechanic improve the game?

Try fighting a ship with large hard point rail guns etc and then report back on how effective cells are...2 low damage weapons wont strip them fast but even an asp with 4 laser weapons can outstrip the cells rendering them pointless ;)
And you now forcing a configuration upon everybody who wants to compete.

As I said above, what is the benefit of this mechanic? Especially if there is a disadvantage it should be clear how it makes the game better. The fact that the disadvantage just applies to certain play styles and / or can be circumvented shouldn't be enough to justify its existence.

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...
Of course it's a PvP game, it just not focused on PvP. To be honest, it treats PvP and PvE equivalent.

Anyway, this mechanic as the same consequence for PvP and PvE anyway.
 
Considering the current state of the game, if you limit the number of shield cell banks a ship can use, there then needs to be more combat modules. Otherwise most ships will have similar if not the same load out. There should be an advantage for combat outfitted ships over multipurpose traders, etc. A ship completely setup for combat should have an advantage over a ship that isn't, or has a balanced setup.

As it currently stands, a Pirate Player, or Multipurpose trader will have a need for Cargo Holds, where-as, the Bounty Hunter coming to claim their bounty should they be wanted, won't. I don't particularly disagree with that concept.

If shield cell banks are changed, there needs to be more combat specific modules that have an impact, even slight, during a combat situation.
 
Last edited:
But what will multiple shield cells add to the game?
And you now forcing a configuration upon everybody who wants to compete.

Anyway, this mechanic as the same consequence for PvP and PvE anyway.

I answered your questions above, shields are all important and a decent pvp player will always avoid any form of hull damage. I'm not forcing a config on anyone good pvp players should know what config is best and use it ;)
 
Decrease to 1 per ship and give the use a significant cooldown, this goes along with the ridiculousness of dual chaff. I get punishing gimballed weapons but come one, 100% useless 100% of the time? a little ridiculous.
 
The removal of shields should be a players primary concern always. Most decent pvp players when they lose shields will flee from combat until shields are restored especially those in larger craft who are paying 100's of thousands for even 10-20 % hull damage.

Why am i explaining pvp ?

So you're actually saying that weapons such as beam lasers, pulse lasers, cannons etc should be worthless choices, and that you should only take weapons that can instagib shields because if you can't pop them immediately, players will just recharge?

Unbelievable. And this isn't just a pvp issue, it affects both sides of combat. When players and NPCs without a specific shield busting loadout are no threat to the player all because of one ridiculous module, I think it's clear that said module could do with some tweaking.
 
Considering the current state of the game, if you limit the number of shield cell banks a ship can use, there then needs to be more combat modules. Otherwise most ships will have similar if not the same load out. There should be an advantage for combat outfitted ships over multipurpose traders, etc. A ship completely setup for combat should have an advantage over a ship that isn't, or has a balanced setup.

As it currently stands, a Pirate Player, or Multipurpose trader will have a need for Cargo Holds, where-as, the Bounty Hunter coming to claim their bounty should they be wanted, won't. I don't particularly disagree with that concept.

If shield cell banks are changed, there needs to be more combat specific modules that have an impact, even slight, during a combat situation.

So this^^ In my battle asp i have sacrificed all modules for combat but one. Therefore i have a good fighter but can only carry 32 tonnes which in an ASP is a tiny amount. EMP weapons are rumored to be introduced soon, lets give it some time before complaining and calling for cell nerfs plz

- - - - - Additional Content Posted / Auto Merge - - - - -

So you're actually saying that weapons such as beam lasers, pulse lasers, cannons etc should be worthless choices, and that you should only take weapons that can instagib shields because if you can't pop them immediately, players will just recharge?

Unbelievable. And this isn't just a pvp issue, it affects both sides of combat. When players and NPCs without a specific shield busting loadout are no threat to the player all because of one ridiculous module, I think it's clear that said module could do with some tweaking.
It seems you are having trouble reading my posts..4 lasers (2 med 2 small) can strip shields faster than a shield cell can replace it..i said this above...(you are strangely putting cannons and beam lasers in the same context..do you even understand how the different weapon categories work?)
 
Last edited:
Back
Top Bottom