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

I wouldn't deny that a hotas and head-tracking set-up gives an advantage but wasn't there a part of you asking yourself why the fed drop ship didn't simply use shield cells to beat your cobra?

Probably for the same reason half the NPC interdictors don't even have shields. Frontier haven't programmed things very well in that area. I'm all for NPC's having and using shield cells.
 
We're not all hardcore gamer dog-fighting experts with £200 HOTAS rigs and head-tracking kits either.

I used all 7 of my shield boosters taking out an expert Fed dropship with my cobra mkIII and got away with 40% hull. It's not an I WIN button at all.

I would not want them to nerf it.

"It's not an I WIN button at all." - Seemingly it is then... :) You as a "non-hardcore gamer dog-fighting expert" beat an expert in a tank with a cheap Cobra... (60% hull damage is a few thousand CR? Not alot!)


On a side note regaring NPCs, the dropship I attacked yesterday with a big bounty on his head didn't even bother fitting shields... Very VERY silly! FD need to sort NPCs out!
 
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This might have been suggested already but how about shield cell use causes 5 - 10% shield generator damage per use, consider it rebuilds the shield almost instantly it's bound to stress the generator components way beyond their design limits (technobabble ends!:))
 
I wouldn't deny that a hotas and head-tracking set-up gives an advantage but wasn't there a part of you asking yourself why the fed drop ship didn't simply use shield cells to beat your cobra?

Exactly!

it seems to be a game mechanic put in solely to help CMDRs. It also breaks/damaged too much else currently too.

As suggested, they need to be cut right down in effectiveness.
 
"It's not an I WIN button at all." - Seemingly it is then... :) You as a "non-hardcore gamer dog-fighting expert" beat an expert in a tank with a cheap Cobra... (60% hull damage is a few thousand CR? Not alot!)

it's almost as if i'd like to enjoy having fun playing this game...
 
On something like an anaconda that is big and slow and much easier to hit (though I haven't flown one yet) I can see more of a place for them. And given that a large ship will have more room for elaborate equipment to be fitted then perhaps they should limited to an option for only the largest of ships?
 
Oh look - another of those 'please make it easier for me to kill other players' threads.

No. They are fine as they are. You want to take down my shields and burn through my shield cells and chaff you get a better ship, better gear and better combat skills.

Instead of seemingly insulting people (questioning their motives/ethos/skill) have you thought about making a logical/considered point?


Have you not seen the video of a player simply sitting there in a Viper taking down an Anaconda? He literally just sits there for minutes on end taking everything the Anaconda can throw at him because he's got multiple shield cells. After X minutes he blows the Anaconda up never having even lost his shields.

Are you suggesting this doesn't need improvement, and we should instead simply take your, "move along, nothing to see here" approach?

The fact is Shield Cells currently do not promote the "better combat skill" you so readily talk about. They simply promote using more and more shield cells instead as they are so effective.

IMHO they need to be toned down and limited to one unit.
 
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This might have been suggested already but how about shield cell use causes 5 - 10% shield generator damage per use, consider it rebuilds the shield almost instantly it's bound to stress the generator components way beyond their design limits (technobabble ends!:))

Actually I've not heard this idea before and it makes a good contribution to the alternatives myself and others have suggested.
 
How about this solution? I quite like it personally... It's not a total change of mechanics, just a small adaptation.


A bit like chaff, all a shield cell does it put back up a temporary 3rd "shield ring" with a max 10-15(?) second lifespan, unless it's shot away. And this obviously can only be done if your existing shields are still in place.

So you're down to 1 shield ring and you deploy a shield cell, a temporary 3rd shield ring is then generated around your ship (in effect) which will only have a temporary life span and can be shot away as per a normal "ring". It will give your standard shields a respite to build back up. But not the uber effect we currently have!

And the size of the shield cell unit dictates the strength and/or duration of this temporary 3rd ring?

Personally, I think the ship should also be limited to one shield cell unit too.


ps: This Shield Cell generated "shield ring" could simply be demonstrated/shown to the CMDR on his HUD around his ship via a different colour/effect to standard.
 
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Easy fix is to just limit the number of SCBs modules to one per ship. Like with Shield Generator or Fuel Scoops. Those with more SCBs fitted on a given ship at the time of the fix, get to keep the largest, and the smaller ones (and/or others of same size as largest) are replaced with size 1 cargo-racks and the credit-surplus added to their account.
 
The ignorance shown in this thread is baffling. You get interdicted and your shields might be down before you can turn around and get some guns on the attacker without them. This is where shield cells might save you. Removing shield cells would be like removing shield boosters and armor reps in EVE. It's what makes combat tactical and not just a gank fest where whoever fires first wins. Baffling.
 
Just raise their power requirement a bit so smaller ships can't use them, medium ships need to gimp their set up to fit them and large ships can fit them with no problems.

Result no invulnerable fighters, no combat effective medium ships with uber shields and large ships can still use them to avoid huge repair bills.
 
On something like an anaconda that is big and slow and much easier to hit (though I haven't flown one yet) I can see more of a place for them. And given that a large ship will have more room for elaborate equipment to be fitted then perhaps they should limited to an option for only the largest of ships?

Why? When I fit 2 banks of cells I'm giving up other stuff on my Asp. The game needs more choices not less. The answer to the problems caused by cells is for people to get better at combat and interdicting, not their targets being nerfed. Mount some rail guns and learn how to aim them so shields have gone in 2 seconds. disable the FSD.

Especially given the fact pirating freighters is a consequence and cost free exercise for pirates while the trader stands to lose expensive cargo and insurance if killed then I'm totally fine with shield cells as they are.

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Instead of seemingly insulting people (questioning their motives/ethos/skill) have you thought about making a logical/considered point?


Have you not seen the video of a player simply sitting there in a Viper taking down an Anaconda? He literally just sits there for minutes on end taking everything the Anaconda can throw at him because he's got multiple shield cells. After X minutes he blows the Anaconda up never having even lost his shields.

Are you suggesting this doesn't need improvement, and we should instead simply take your, "move along, nothing to see here" approach?

The fact is Shield Cells currently do not promote the "better combat skill" you so readily talk about. They simply promote using more and more shield cells instead as they are so effective.

IMHO they need to be toned down and limited to one unit.

I have. You just don't like it. And yes, I'm quite clearly saying there's no problem with shield cells as they are. What 'problem' there is can be solved by those who attack people getting better at it, not their victims being nerfed to make easier for them.
 
Why not increase their power cost? That way you can mount two or three if you like, but it would be at the expense of other modules and hardpoints, like Chaff / Rails / Beam lasers / PAC etc. I don't see a problem with people loading up their ships so that they are extremely difficult to kill, as long as the trade off is that they would then have a measurably more difficult time at killing anything themselves.
 
What 'problem' there is can be solved by those who attack people getting better at it, not their victims being nerfed to make easier for them.

Can you explain how this applies to a CMDR in a viper using his X shield cell units to simply out tank an Anaconda for minutes on end? How does this constitute good game mechanics?

Let's consider two players in two ASPs. One with a single shield cell generator, and the other with four... Which do you think will generally win, no matter how good the former's skill? How does this outcome do anything else but demonstrate shield cells are too big a game changing mechanic?


Would you be happy if every NPC you tried bounty hunting had two or more shield cell units instead of the current none? I suspect with the current workings, most CMDRs would complain if NPCs even made use of just one TBH!
 
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The "problem" tagos is that they are a replacement for skill not a catalyst. Are you saying that you seriously have no problem with someone sitting still in a Viper killing an Anaconda?
 
A class 2A energy weapon can wear down shields pretty quickly.

And a class 3A, well... ba-bai shields.

If you want to edit the shield cells regen speed, you need to edit the shield strength first, or otherwise they won't be worth.

I can agree on limiting the shield cells to 1 module, but that's the max FD should do.

Right now, they aren't unbalanced they just prolong fights by 1 or 2 more minutes. And that is fine, the fights shouldn't be neither too short or to long.

And to the guy above, skill in what? The awesome AI that rams itself against a station wall or you mean player skill?

Because if its the first lolu.
 
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A class 2A energy weapon can wear down shields pretty quickly.

And a class 3A, well... ba-bai shields.

If you want to edit the shield cells regen speed, you need to edit the shield strength first, or otherwise they won't be worth.

I can agree on limiting the shield cells to 1 module, but that's the max FD should do.

Right now, they aren't unbalanced they just prolong fights by 1 or 2 more minutes. And that is fine, the fights shouldn't be neither too short or to long.

And to the guy above, skill in what? The awesome AI that rams itself against a station wall or you mean player skill?

Because if its the first lolu.


I think the compromise is if the shields generated by the shield cells were temporary, and slightly less in scale - https://forums.frontier.co.uk/showthread.php?t=86856&p=1553543&viewfull=1#post1553543
 
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