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

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.

So your complaint is that fitting a tank makes it take longer to kill you? You do understand the purpose of fitting a tank don't you?

Obviously they are working as intended and the goal here should be adapting to the situation not crying for a nerf.
 
So your complaint is that fitting a tank makes it take longer to kill you? You do understand the purpose of fitting a tank don't you?

Obviously they are working as intended and the goal here should be adapting to the situation not crying for a nerf.

Well I don't need to adapt. I have my SCB's. I do really well. Haven't died since I crashed into the station a few days after release. NPC's have breached my shields thrice, and one of those times I was actually using a Shield Cell but it didn't help so hey!
SCB's makes combat suck. Do we have to discuss this again? Fights could take a lot of time before SCB's were introduced, so it's not like they're really there to accomplish that either.
And how do you mean by adapt, anyway? Fitting a SCB too? That also sucks. I guess I'll have to hoard credits so that I can ''adapt'' to the next introduced by FD too.

I don't think a nerf would be right. I don't think it really would solve the problem. The SCB needs to be reworked, FD needs to look attheir plans on what they were meant to accomplish with the SCB, and change the SCB so that it fulfills the place it deserves in the game.
 
All the whiners gather together and after some noise the devs are going to alter the game to please them :(

Phyton OP, shield cells bad .......

To balance things - ok, but if all the bigger ships get nerfed until a single Eagle can destroy them in a minute the game will be dead!

Yes the Python is bad ass
Yes the Anaconda as well
Yes the T9 is sturdy

And all this should be so!

After all the effort put into gaining and outfitting one of the bigger Ships you rightfully should have an significant advantage over the smaller Ships.

It should always take an organized pack of well equipped small Fighters to challenge a Conda or the like.

Everything below an Kitted ASP should never ever be able to solely defeat an kitted Python or a Conda.

Well said
 

aowqyaaw

Banned
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
It shouldn't be about what's most profitable, but what's enjoyable. NPC's are no contest as things are with SC's (which, if you're in open, are mandatory).

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.

You're ofcourse aware that not everyone fills their ship to the brim with shield cells. I only stock one, but I've lost count of how many overconfident pilots I've come across, mainly in asp's, who will pop charges like tic tacs as soon as you outmaneuver and outgun them. And after a needlessly drawn out dogfight, they'll often just turn tail when they're out. It's enough to make anyone jaded.


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

You're being haughtily dismissive, and it's really very grating.
 

darshu

Banned
Yep i don't understand why people want to make this game so arcady and balance a viper to a 200 mil ship this isn't esports its a space sim.
 

aowqyaaw

Banned
Yep i don't understand why people want to make this game so arcady and balance a viper to a 200 mil ship this isn't esports its a space sim.

If a 200 million cr ship doesn't have inherent advantages over relatively cheap/disposable ships, then it's overpriced.
 
If a 200 million cr ship doesn't have inherent advantages over relatively cheap/disposable ships, then it's overpriced.

I think it is overpriced, personally I wouldnt price any ship at more than 20 million or so. Its all linked - make the better/bigger ships super expensive and you foster expectations of overwhelming superiority, this in turn creates one of the things I disslike about traditional MMOs: a tiered gaming experience where only players of similar "level" fight each other.
 
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darshu

Banned
If a 200 million cr ship doesn't have inherent advantages over relatively cheap/disposable ships, then it's overpriced.

That is definitely a solution. If they want to drastically reduce the prices of more expensive ships i think it would balance it out but at the moment dying in one cost easily around 10mil+ and I don't see why it should be balanced to a ship that cost 10% or less of that. Not to mention having to own your own country just to buy one.
 
Abaddonuk said:
those shouting for FD to bring out the nerf bat simply want piracy to be easier, rest is smoke and mirrors

No, actually. Some of us are bounty hunters wanting to be able to actually claim those multi million credit bounties on some of the top pirates instead of just futilely flailing our arms at them for 15 minutes only for them, at the end, to run out of shield cells and jump away. Regardless of how totally you dominate someone in combat they can draw out the battle to a ridiculous length and then at the last minute just turn tail and jump off while laughing and throwing insults at you.

It would be easier for me to tolerate this mechanic if it actually answered some existing need or solved a problem that needed solving. Instead, it only creates problems and makes the game less fun as a result.
 
Not sure if this has been mentioned but I feel that SCB should simply be an extra capacitor that can get charged by your power plant. For example, once my main SYS capacitor is full, then my SCB will begin to fill. Once I use the SCB, it will once again need to be charged by my power plant. However, this charging of the SCB will not occur until the main SYS capacitor is full, and the shields are full strength. So basically SCB will recharge once the power is available to recharge it. This also eliminates "ammo" being required for it.
 
That is definitely a solution. If they want to drastically reduce the prices of more expensive ships i think it would balance it out but at the moment dying in one cost easily around 10mil+ and I don't see why it should be balanced to a ship that cost 10% or less of that. Not to mention having to own your own country just to buy one.

I don't think lowering the prices of high-end ships is a good idea, nor the running cost. Why would anyone not want to fly those, then?
What I think we do need is some kind of scaling income. Traders get more income by flying ships with larger cargo hold, but a Battle-equipped Python doesn't earn any more from the Anaconda assasination missions than I do in my Cobra. I know that it can sound a bit paradoxical, but I think changing SCB's would actually help with alleviating this problem, because reducing the power (or effectiveness, or whatever) of SCB's together with maybe improving the NPC's a bit would mean that I suddenly would get in a lot of trouble taking on the Pirate lords in my Cobra. Maybe there could also be an additional tier of assasination missions, with rewards in the half-million range, but then it should be seriously hard, requiring either something like a Python or a serious amount of piloting skill to have a good chance of succeeding.

Not sure if this has been mentioned but I feel that SCB should simply be an extra capacitor that can get charged by your power plant. For example, once my main SYS capacitor is full, then my SCB will begin to fill. Once I use the SCB, it will once again need to be charged by my power plant. However, this charging of the SCB will not occur until the main SYS capacitor is full, and the shields are full strength. So basically SCB will recharge once the power is available to recharge it. This also eliminates "ammo" being required for it.

Here's another possible way to change it. I would support this idea, but I think it would be best if some testing could be done on the beta servers that we're getting.
 

aowqyaaw

Banned
Not sure if this has been mentioned but I feel that SCB should simply be an extra capacitor that can get charged by your power plant. For example, once my main SYS capacitor is full, then my SCB will begin to fill. Once I use the SCB, it will once again need to be charged by my power plant. However, this charging of the SCB will not occur until the main SYS capacitor is full, and the shields are full strength. So basically SCB will recharge once the power is available to recharge it. This also eliminates "ammo" being required for it.

I personally see this as being too convuluted.

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It's a nice idea though! It's just more revolution than evolution, so unlikely to ever be implemented.
 
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I personally see this as being too convuluted.

I don't think there would be a lot of problems with this. Just add a ''SCB'' field connected to the SYS capacitor. Once the SYS is full, the SCB fills up. Once SCB is ready, the bar changes colour, and firing off the SCB charges up my shields a bit, and empties the bar. It will not start recharging again until the SYS bar is full (and if I still have damaged shields it will probably not be full).

I think it would actually be pretty intuitive if presented in a good way in the UI.
 

aowqyaaw

Banned
I don't think there would be a lot of problems with this. Just add a ''SCB'' field connected to the SYS capacitor. Once the SYS is full, the SCB fills up. Once SCB is ready, the bar changes colour, and firing off the SCB charges up my shields a bit, and empties the bar. It will not start recharging again until the SYS bar is full (and if I still have damaged shields it will probably not be full).

I think it would actually be pretty intuitive if presented in a good way in the UI.

It's adding a mechanic that's already very similar to how shields work at present - in effect, adding another layer of the same cakemix.

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mmm, cakemix...
 
It's adding a mechanic that's already very similar to how shields work at present - in effect, adding another layer of the same cakemix.

But that's basically what shield cells are supposed to be?
Really, when it comes to that point, is it any different with the shield potions we currently have?
 
However, their main advantage is that they allow you to not die, which is not quite the same thing as being victorious.

You could create a simply mathematical formula to prove you wrong. I mean a mathematical proof that this is wrong.
 
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I don't think there would be a lot of problems with this. Just add a ''SCB'' field connected to the SYS capacitor. Once the SYS is full, the SCB fills up. Once SCB is ready, the bar changes colour, and firing off the SCB charges up my shields a bit, and empties the bar. It will not start recharging again until the SYS bar is full (and if I still have damaged shields it will probably not be full).

I think it would actually be pretty intuitive if presented in a good way in the UI.

SYS cap with four pips on a good distributor fills faster than you can pop off SCBs, and combined with the extra shield strength you get from more sys pips, I'm not sure this wouldn't result in something more powerful than SCBs are currently.
 

aowqyaaw

Banned
But that's basically what shield cells are supposed to be?
Really, when it comes to that point, is it any different with the shield potions we currently have?

As they are, it's not cakemix (as a mechanic), it's swapping out your slither for another ready made cake (like downing a potion - great analogy btw).

I think what's been proposed will confuse people, actually I guarantee you it will, as the dynamic doesn't really distinguish itself enough from how shields currently operate.
 
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