The Shield discussion thread

Do you think Shield Cells are:

  • Good the way they are in 1.03

    Votes: 62 20.3%
  • Ok but should be limited to 1 bank per ship

    Votes: 93 30.5%
  • Ok but Limit to 1 bank per ship and only a few cells (4?)

    Votes: 66 21.6%
  • Broken Mechanic - Should be removed from game

    Votes: 68 22.3%
  • Other : please leave comment

    Votes: 16 5.2%

  • Total voters
    305
In Beta, bonds were now between 1k for Federation/Imperial fighters up to 18k for anacondas. If they have truely made them 25k minumum then they have just radically changed the combat economy. I'll be making well over a million an hour.l

A few friends were talking about 25k minimum bonds in teamspeak, don't know if it's true - haven't tested it myself.
 
Downloaded the patch, but somehow C.B.A. to log in anymore.

If anything, they made the game worse, not better.

W.T.F, Frontier.
 
I've said it numerous times now... they should have just limited SCBs to one per ship. That would have worked and would have solved the universal problem of shield charge spam.
Yes, and while we're at it we should limit the Anaconda to 4 guns so it will be on par with the viper. :rolleyes:
You have a fixed amount of power to fit what you like, be it shield cells or weapons, but you do have to choose - that's called good game design.
Or you could fly a larger ship - that too is a choice: you gain raw power but you trade away speed, maneuverability, cost effectiveness, and fixed weapons for it.
 

Deleted member 71019

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That's called fixing a problem m8. The problem was that ships could fit numerous SCBs easily and spam them forever in combat zones... unfortunately, they have only effected 3 or 4 ships with the changes, while others remain largely unaffected.

I've said it numerous times now... they should have just limited SCBs to one per ship. That would have worked and would have solved the universal problem of shield charge spam.


I thing for samming is here a 20% heat use ....no charges ...


Sorry but i dont want every 10 minutes flying for reload ...same as multicanoons ... cant be in fight for longer time... dont want spam it or use i t like u say i just want more fihgting and less reloading and usles flying to relaod = usless time for me.
 
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Yes, and while we're at it we should limit the Anaconda to 4 guns so it will be on par with the viper. :rolleyes:
You have a fixed amount of power to fit what you like, be it shield cells or weapons, but you do have to choose - that's called good game design.
Or you could fly a larger ship - that too is a choice: you gain raw power but you trade away speed, maneuverability, cost effectiveness, and fixed weapons for it.

Nah, Fixed weapons end up being even more effective when used on larger ships. End of the day there is no choice, only less effectiveness all around.
Currently either you go up the chain and pay out the nose for costs, or stay at a Cobra, where even insurance is not enough to put a dent in a run of profits.
 
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So a small submarine can't take down a large aircraft carrier, in your experience?

Not a terribly accurate analogy.
The simple fact is that while it may be possible for the smaller, less expensive ship to win, the majority of the time they should lose. Cruisers don't normally win against battleships.
 
Then you dont know anything at all about repair costs on anything above an Asp.

If you can't afford to maintain it, you clearly bought it too soon. Not like the fact isn't well advertised is it? People really want to run these ships as combat ships? Be like getting a Ferrari and entering it in a demolition derby.

+1 from me on their removal.
 
So we have the 5 second delay.

Price went up to 1200 credits per pill - okay, still rather use a shield cell than take hull damage on anything Asp and bigger.

Module capacity gutted hard, I'm down from 11 and 10 on my B4 B3 cells to 4 each.

Power Draw is not part of the module description, which I have to say is not exactly good design, given the B3 cell uses 1.22 MW of power. A6 Cell is 2.5 MW.

So much for fitting these on a Viper, I guess. My Clipper can handle this just fine.

To any python player concerned about losing to small ships now - don't. You still have cells, they don't.

I don't like the power draw change one bit. This is an item that sits there idle until it is needed, it should not have the same power draw as my two large hardpoint lasers combined.

Players moaned about them being over powered and asked for a nerf. Don't blame the devs on this one blame the players who asked for this to happen.
 
Have fun using fixed weapons on an anaconda.

Better yet, use them on a clipper - your hardpoints don't even converge. :p

I do have fun when I use fixed on the Conda.
Hell thats my go to build.

Take a look at this beta video. Same build as live, but I am sick to death of explaining why fixed works on the conda when the vast majority don't fly the ship, or even know what it can do.

[video=youtube;Z-jmmaWQFd4]https://www.youtube.com/watch?v=Z-jmmaWQFd4[/video]

As for the clipper, different matter. Being the exception rather then the rule
 
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Games are only fun as long as there is some challenge.
If you are able to easily kill the best NPC ship in the game with a fairly low end ship, then this will get boring for you fairly quickly.

People should be happy that this game is being made more difficult. It will stay fun for longer.

I wouldn't be against having the bounties of large ships go up a bit though.
 
Well My Cobra isn't effected by the changes at all in terms of power management. It makes it "slightly" harder to run a full A fit with beams in some fits, but overall it's fine.

So I guess the gap between the Viper & Cobra just got even larger then...

"Suck it Vipers!!!"

Speeds away in Cobra. :D
 
If you need 10 shield charges to win a battle (any battle) you are doing it wrong.

I could take out elite anaconda's in my viper using a shield cell bank of 3 charges. But it sounds like (at work, so haven't booted 1.1 yet) I wont even get those 3 charges without significant consequences. This means the likelihood of a single viper taking out a anaconda has been rebalanced to be highly unlikely to succeed. Which makes sense. Tiny ships should realistically have to gang up on bigger ships to take them out.

I'm a viper pilot (mostly) and this rebalance sounds logical.

Well said. Have some rep!
 
They were already getting more difficult due to the better AI but yes I would assume that it would take a very good pilot to down an Elite Anaconda in anything smaller than a Cobra now. Even the Cobra might struggle. I'll be trying one out in my Asp soon but I'm mostly D-spec and don't have a lot of faith that it'll be enough.

Shouldn't bother for the time being as the Asp has a problem, most probably with it's shield cell. I have only one cell and a fully maxed out ship with lots of good stuff on the hardpoints. NPC's are (were) not a problem to me, except Python's. But with 1.1 I go to 102% power use and have to disable 5 modules or I don't breath. Get interdicted near a star and that is an expensive problem to try to solve and stay in one piece.

Fascinating reading about how you fighters do stuff though as I don't normally check such threads that are not about exploring
 
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I do have fun when I use fixed on the Conda.
Hell thats my go to build.

Take a look at this beta video. Same build as live, but I am sick to death of explaining why fixed works on the conda when the vast majority don't fly the ship, or even know what it can do.

[video=youtube;Z-jmmaWQFd4]https://www.youtube.com/watch?v=Z-jmmaWQFd4[/video]

As for the clipper, different matter. Being the exception rather then the rule

Nice video. While I'm familliar with the whole "fly in reverse, fa off" trick, it has one major flaw: anyone that wants to get away will easily get away cause you're going the wrong way. Which means you only ever kill people that are overconfident. Which goes really nicely into my earlier point:

you gain raw power but you trade away speed, maneuverability, cost effectiveness, and fixed weapons for it.
Also, the clipper is easily the third most popular of the "large" ships, so I think my point regarding fixed weapons stands rather well. There are only 3 large combat vessels that see any use, you can't really discard one of them as the "exception rather than the rule."
 
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