Love the changes to shield cells

I didn't think I'd like any changes to shield cells, but now it takes about 4-5 seconds before they kick in, my victims barely get a chance to properly use them :p
+1 for agility.
 
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Yup the utility still is there, but has a price to pay,
how the cells now work is more immersive and
has actual drawbacks.
A well needed update.
 
Nerfing shield cells was a good idea. An even better idea would have been to not have them in the first place.

Yeah magic pill was OTT. However some way to give an emergency boost to shields is a good game mechanic, just poorly done here. I would of prefered the system that X-wing and Tie Fighter had back in the 90's. Here you had the option to shunt any spare energy in your other capacitors directly into one of the other systems. This allowed you an emergency boost to weapons, shields or engines but at the expense of the other systems.
 
So maybe some consistency 5 second delay on the chaff launcher?

Why? It's not even op in the slightest.
Dont see fighter pilots waiting for 5 seconds before chaff and flare pops.
It even has limited ammo and a reload time.

I think chaff and Ecm should be swapped. Chaff/flare does missiles, ecm does gimbles and turrets
 
Yeah magic pill was OTT. However some way to give an emergency boost to shields is a good game mechanic, just poorly done here. I would of prefered the system that X-wing and Tie Fighter had back in the 90's. Here you had the option to shunt any spare energy in your other capacitors directly into one of the other systems. This allowed you an emergency boost to weapons, shields or engines but at the expense of the other systems.

ED has that! Use the arrow keys.
 
The problem with nerfing things like this is now there's a body of people out there that got started making money using shield-cells to do the good bounty missions and now new player's won't be able to do that.

These type of changes are changes you have to make during beta tweaking and then you have to wipe the server data afterwards to create a level playing field and maintain the integrity of the server-side data.

It's a lost cause now for ED but maybe someone of you will go on to manage new games and take lessons learned.

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Why? It's not even op in the slightest.
Dont see fighter pilots waiting for 5 seconds before chaff and flare pops.
It even has limited ammo and a reload time.

I think chaff and Ecm should be swapped. Chaff/flare does missiles, ecm does gimbles and turrets

He was being sarcastic because there's no reason for shield-cells to take 5 seconds to activate either.
 
The problem with nerfing things like this is now there's a body of people out there that got started making money using shield-cells to do the good bounty missions and now new player's won't be able to do that.

These type of changes are changes you have to make during beta tweaking and then you have to wipe the server data afterwards to create a level playing field and maintain the integrity of the server-side data.

It's a lost cause now for ED but maybe someone of you will go on to manage new games and take lessons learned.

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He was being sarcastic because there's no reason for shield-cells to take 5 seconds to activate either.

I don't know many games with mp and progression in a persistent world that didn't make significant changes to core mechanics to make things harder. It's normal.

Cells are still good for purpose and new players will simply learn them and won't know any different. The learning curve in combat is fine. I didn't even use cells in beta until I first tried PvP. I didn't need them. Some will. They'll probably find NPCs easier than I did.

The way cells used to be made challenging NPCs trivial. Not so much now. But very few NPCs are challenging enough so new players should be fine.

I don't need cells for most fights. So new players might find using cells makes their lives easier early on. By the time they're proficient, they'll have already gotten used to the delay.
 
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They were certainly too much, but honestly the sheer numbr of ways in which they nerfed them was a tad overzealous. Considering they also take considerably more energy, have less ammo to boot the 5 second delay was not exactly necessary. If you look at the way they hit missiles in the same patch you'll see the same heavy handedness in action.
 
I didn't think I'd like any changes to shield cells, but now it takes about 4-5 seconds before they kick in, my victims barely get a chance to properly use them :p
+1 for agility.
That's exactly what's wrong with them. The delay is what they should not have done. Sadly FDev don't seem to have a lot of experience with multiplayer games.
 
"More immersive with the delay"

"No longer a spam fest"

"Remove them compleatly" (This here is a sign of someone who hasn't gotten anywhere ship wise!)

For 1.
No
Now its a spam fest for large ships, with the winner being who had more cells to spam. Since, you know, Shields drop to fast against C3's to be of any real use. Not that it wasnt a spam fest before, but at least then it had a dynamic of a battle of attrition instead of the first 20 seconds. But hey! Now big ships have even less reason to come out of the dock in Open!
Thanks Frontier
Can I get my C4 to do damage on the first shot now?

For 2
See 1

For 3
Top Kek. Play the game some more and come back and say that's a good idea. Would love to here you complain about how repairs are murdering you.

"Dont fly big ships then"
Then why do they exist? For trade alone? Why bother then.
Oh wait, no one is anymore.
Thanks Frontier
 
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I like the delay too; I got caught out last night in a dog fight with another player and had to escape.
I don't think a 5 second delay for chaff is necessary. The shields are power hungry devices whilst the chaff dispenser is a sort of party popper.
I also like the idea about the ECM messing with gimbals/turrets (maybe scans too). It should also generate heat and maybe another penalty (like temporary scanner blindness for the ECMing ship).
 
As someone who uses shield cells. I agree with OP.

Changes are good and add balance. It is now about timing it just right to get the most out of the cell before the shield collapses.
 
I only actually first used them post the recent changes. They've been quite useful during the "Oops, misjudged that" moments. Still getting used to the timing of triggering them, what with the delay and all. Sometimes I realised I should have triggered it on the first hit due to a high-dps apponent, but hey.

One thing that puzzles me though, perhaps someone could comment; I have an A2 Shield Cell fitted to my Asp for emergencies. It's listed as having FOUR (4/4) Ammo in the Munitions Page. However, if I view the Modules Panel in my ship, it shows just 2/2 - which I read to be "two of two" where I'd expect "four of four" - and 1/2 after I've used one. Now, I've only ever used one Cell so far before I've either escaped or taken out my attacker, but I worry that one time I'll try to use a third cell and it won't work.

Other than this oddity, pretty happy with the cell balance as it is - but then I wasn't spoilt by the prior balance :)

Scoob.
 
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