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

My bad phone screwed up. Retyped for clarity

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Try race an average pilot in a ferrari and a good pilot in a prius and you tell me

In a video game where the main focus is on individual capability and assets is only a secondary thing?

If you think of your ship as you equipment in any mmo, there is no way a player in greens can scratch someone in end game purple armor

So go grind your purples and then we can talk skills

Which is why we shouldn't do that.
Because ED should not be ''any MMO'', since that is horrible.
 
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Exactly

The mentality that a cobra should be able to take on waybigger ship than its class it's flawed

There is a reason those ships cost hundred millions vs 10

There is no balance 1v1, is the nature of the game and is such as life

Of course, you can always pimp your cobra.
It's then the case of the hot hatchback outrunning the supercar, ... but similarly, it'll probably cost nearly as much to do, so it's fair. :)
 
Well said!

Everyone out there, build up your ship before trying to chase one of the 150Kcr hunter missions or such! You will run into a Fed Dropship or 'Conda with all bells and whistles and an 'Elite' AI. Then you want to run home and cry because your base level Sidewinder got all scratched.
You've only been playing the full game for a little over a month.
If you've managed much above a Cobra by now you've done little else with your time since ;)
Many who helped with testing Alpha/Beta might have an Asp I suspect (not me, I crash to much he he). I know a few people are looking at Pythons.

I got my Cobra after a few days. I fought my first 150 k Anaconda shortly afterwards. I had to use SCB's a few times, and I actually lost my shields once because I underestimated the delay before it kicks in.
There's people who already have fully equipped Anacondas.
 

BlackReign

Banned
Completely disagree. If anything shield cells need to be strengthened or tweaked for more capacity. Improved skills and guns make quick work of shields.
 
This needs to be pointed out daily. It's difficult to convey how thrilling fighting NPCs used to be.

Poor Kate Russell must be bored out of her head. At least she'll have a couple of royalty cheques by now.

The NPCs are on the same Elite rating scale as we are, and the game ia not, nor can it be PvP focused (for lots of reasons). The galaxy needs to feel alive and challenging, even when you never meet another human player, and that feeling has been badly damaged by the nerfed NPCs :( :( :(
 
Completely disagree. If anything shield cells need to be strengthened or tweaked for more capacity. Improved skills and guns make quick work of shields.

Where are the improved skills and guns sold, do they fit as an internal or utility module and do you think FD should put them in the NPC load outs, maybe?
 
Exactly

The mentality that a cobra should be able to take on waybigger ship than its class it's flawed

There is a reason those ships cost hundred millions vs 10

There is no balance 1v1, is the nature of the game and is such as life

It would really put your knickers in a twist to see me killing pythons, asps, and anacondas in high intensity warzones in my A class kitted out Viper then.
 

vonvonbraun

Banned
In a video game where the main focus is on individual capability and assets is only a secondary thing?



Which is why we shouldn't do that.
Because ED should not be ''any MMO'', since that is horrible.


Oh really!? The focus is skill?

Then remove credit grinds for big shps


You can only measure skill with same loadouts and vessels

Everything else is irrelevant

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It would really put your knickers in a twist to see me killing pythons, asps, and anacondas in high intensity warzones in my A class kitted out Viper then.

A warzone is a multi fight and that is totally acceptable. I'm talking 1on1 here
 
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Tar Stone

Banned
The NPCs are on the same Elite rating scale as we are, and the game ia not, nor can it be PvP focused (for lots of reasons). The galaxy needs to feel alive and challenging, even when you never meet another human player, and that feeling has been badly damaged by the nerfed NPCs :( :( :(

It's been one bad decision after another, coming after a long stretch of superb production:

- interdiction frequency reduction
- ai difficulty reduction
- station dropout distance reduction
- shield cells

I can only speak for myself but each of these has been to the detriment of the experience.

Each of them makes the game easier in its own way.
 
It's been one bad decision after another, coming after a long stretch of superb production:

- interdiction frequency reduction
- ai difficulty reduction
- station dropout distance reduction
- shield cells


I can only speak for myself but each of these has been to the detriment of the experience.

Each of them makes the game easier in its own way.

.
+1 basically my feelings, it's all a bit too 'safe' atm.
 
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Oh really!? The focus is skill?

Then remove credit grinds for big shps


You can only measure skill with same loadouts and vessels

Everything else is irrelevant

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A warzone is a multi fight and that is totally acceptable. I'm talking 1on1 here

I certainly think that individual ability should cover up for - in cases of extreme difference in skill - extreme difference in assets.
I don't see what this has to do with credit grinds for big ships.
The only times when you need the same loadouts and vessels for individual ability to matter is when there is a too great difference in the strength of different ships and loadouts.
 

aowqyaaw

Banned
It's been one bad decision after another, coming after a long stretch of superb production:

- interdiction frequency reduction
- ai difficulty reduction
- station dropout distance reduction
- shield cells

I can only speak for myself but each of these has been to the detriment of the experience.

Each of them makes the game easier in its own way.

Spot on!
 
It's been one bad decision after another, coming after a long stretch of superb production:

- interdiction frequency reduction
- ai difficulty reduction
- station dropout distance reduction
- shield cells

I can only speak for myself but each of these has been to the detriment of the experience.

Each of them makes the game easier in its own way.

Yes I mostly agree.

Not sure about the interdiction rate, it can be annoying especially if you're not wanted and aren't doing anything naughty.
It only seems to occur to me just before I'm about to 'investigate' an unidentified signal, and that is a pain also. :(
I've had shield cell banks, but as they clog up a fire button (or are on the keyboard so are less available) I've found them of little use anyway. :rolleyes:
Oh yes I complained about the reduction in drop-out distance at the time. The 20km mark meant that you could fly around the station to a better angle for docking or assess what other ships were lurking to scan you.
 
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Tar Stone

Banned
Oh yes I complained about the reduction in drop-out distance at the time. The 20km mark meant that you could fly around the station to a better angle for docking or assess what other ships where lurking to scan you.

The reduction in station dropout distance removed a lot of really cool player activity and risk. Off topic for this thread but looking at shield cells in context of all the other little changes is worthwhile.
 
The reduction in station dropout distance removed a lot of really cool player activity and risk. Off topic for this thread but looking at shield cells in context of all the other little changes is worthwhile.

This completely off-topic but I've actually stopped safe-dropping at stations. Instead I drop out at around 50 km. Sure it takes longer, but I get nice ambient music and sometimes a beuatiful view of the station in the distance. Worth it!
 
OK lets face facts here, the argument some people have with shield cell banks boils down to, it makes killing those not looking for PVP slower or more difficult.

The rest of it is attempts at justification.

NPCs too easy if you use cell banks? Yup and so they should be, highest level NPC out there pays about a quarter of what a trader can make in a 5 minute trade run. Answer isn’t to nerf shield cells it is to give us tougher NPCs that pay more but put up a better fight.

Cell banks makes PVP a joke? How so exactly, both have option to fit cell banks and both have option to fit weapons with a large alpha strike making cell banks potentially useless. PVP isn’t picking on people set up for trading guys, its fighting other combat ready ships with combat ready pilots.

So, I think those shouting for FD to bring out the nerf bat simply want piracy to be easier, rest is smoke and mirrors.
 
OK lets face facts here, the argument some people have with shield cell banks boils down to, it makes killing those not looking for PVP slower or more difficult.

The rest of it is attempts at justification.

NPCs too easy if you use cell banks? Yup and so they should be, highest level NPC out there pays about a quarter of what a trader can make in a 5 minute trade run. Answer isn’t to nerf shield cells it is to give us tougher NPCs that pay more but put up a better fight.

Cell banks makes PVP a joke? How so exactly, both have option to fit cell banks and both have option to fit weapons with a large alpha strike making cell banks potentially useless. PVP isn’t picking on people set up for trading guys, its fighting other combat ready ships with combat ready pilots.

So, I think those shouting for FD to bring out the nerf bat simply want piracy to be easier, rest is smoke and mirrors.

It makes killing everyone who has shield cells slower and/or more difficult which includes those who are not looking for PvP and fit shield cells. I do not see how it exclusively makes killing those not looking for PVP slower or more difficult.

I think people have already demonstrated pretty well the problems SCB's bring to how combat works, and I do not see how anything you wrote here really had anything to do with that...

I'm not sure why I would want piracy to be easier since I'm not a pirate but a low level trader... but yes, if the current state is that traders who are pirated are capable of always fleeing from pirates with the use of shield cells, then yes, that's a problem.
The current state of piracy is another discussion though... and a very deep problem IMO.
 
It's been one bad decision after another, coming after a long stretch of superb production:

- interdiction frequency reduction
- ai difficulty reduction
- station dropout distance reduction
- shield cells

I can only speak for myself but each of these has been to the detriment of the experience.

Each of them makes the game easier in its own way.

+1. Seems that FD are constantly capitulating to the PvE "I want zero risk" trader fraternity. Thinking a bit more about this I would partly blame the very high cost of the larger ships - even a modest amount of danger and attrition makes large ships uneconomical to run so users of these or motivated to protest about any significant amount of danger. This wasnt an issue in beta for example where all ships were relatively cheap (an anaconda was what, 5 mill or so).

Personally I think it was big mistake to make the upper tier ships super expensive, as we saw in the beta people tended to fly all the ships not just most expensive they could afford so there is no real reason to make them so expensive.
 
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