I took on a Fer-de-Lance, Vulture and Viper!

I'm surprised how well the gimballed cannons tracked such small targets.
I've only really used the large cannons on a clipper and a huge one on the FDL and they are a bit ordinary in hitting ships unless you are very close.
 
I have to give op credit BUT those 3 pilots were REALLY bad. It almost makes me want to hunt down random elites to test them out.
 
I'm surprised how well the gimballed cannons tracked such small targets.
I've only really used the large cannons on a clipper and a huge one on the FDL and they are a bit ordinary in hitting ships unless you are very close.

Large and huge cannon have lower projectile velocities that make aiming quite a bit trickier than the smaller cannon.
 
How does a player get to Elite without knowing how to deal with gimbaled cannons?

What does one's farmhard rank have to do with combat?

Morbad, I completely agree. I've fought Novice ranked players that were far more challenging than Elite ranked players. I would love for there to be a system in place dedicated to tracking PvP stats. Things like total player kills, kill/death ratio etc...
 
I have to give op credit BUT those 3 pilots were REALLY bad. It almost makes me want to hunt down random elites to test them out.

Look on the clip again and do the maths of the shield and amounts of hits etc. Is the other pilots really that bad.. I would also suggest to seek information outside this forum.
Cheers!
 
And this is case in point, as to why Shield Cell Boosters and Cells, are over-powered at the moment.

I concur. Here's my post from a while ago:-
The Shield Cells I expect is what concerns most people. Both the premise that people are simply arming banks of them + I'd also suggest the mechanic of them requiring ammo.

It seems to suggest two problems IMHO:-
1) CMDRs may simply buy multiple SCB too out tank opponents.
2) This approach, along with the necessity for ammo, means you may have been in a battle recently, and can therefore be at a serious disadvantage simply because someone else has a full ammo in their SCB(s).




Surely some approach can be found where SCBs don't simply become (an almost mindless) more=better? And where ammunition for them isn't required?

How about you require time to recharge up your SCB before re-use, and if you have multiple units (powered) the recharge time is brought down. Obviously:-
- this should be a non-linear time so two SCBs shouldn't reduce the recharge time as much as half the time, but by some proportion. Three should be even less effective still. ie: Diminishing returns.
- SCBs of different classes: You would recharge your shields from the most powerful SCB unit (only), while the others would only proportionally reduce the recharge time. So an A6 SCB would perform identically as A6 + A5 SCBs except the latter pair would recharge a little quicker... An A6 + A2 would behave yet again identically, but recharge slower than the A6 + A5.

^^ This noddy suggestion would get rid of (IMHO pointless) SCB ammo, and mean although mutliple SCBs can be used, it's less of an out-tank default option, if only because to use multiple SCBs you have to power them, and they have a diminishing returns effect. ie: Each one added has less and less of an improvement.
 
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And this is case in point, as to why Shield Cell Boosters and Cells, are over-powered at the moment.

Shield Boosters and Shield Cells allow my small ships to take on multiple ships at one time that are much bigger and more expensive. With all the big ships flying around today, it's the only way someone who enjoys flying smaller ships can stand a chance. I refuse to be bored to tears flying a big ship. They are slow, fat and boring. Boosters and Cells DO NOT need to be nerfed. If they are going to be, I want more small ships that can take a beating and still retain the slippery flight model that makes this game worth playing. The Viper is my favorite ship in this game. It's too bad that the days of small ship battles are dwindling.
 
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Shield Boosters and Shield Cells allow my small ships to take on multiple ships at one time that are much bigger and more expensive. With all the big ships flying around today, it's the only way someone who enjoys flying smaller ships can stand a chance. I refuse to be bored to tears flying a big ship. They are slow, fat and boring. Boosters and Cells DO NOT need to be nerfed. If they are going to be, I want more small ships that can take a beating and still retain the slippery flight model that makes this game worth playing. The Viper is my favorite ship in this game. It's too bad that the days of small ship battles are dwindling.

I disagree mafia. Big ships with bigger power plants, more shields and more internal slots benefit more from SCBs than small ones. What they do allow is for meta-aware pilots like yourself to gain a huge advantage over the inexperienced.
I would like to see small ships gain more relevance, but Skill Cells only hasten their demise.


(P.S. I need to fight you also. Not for the bounty but my PvP skills need sharpening up for 1.3)
 
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Shield Cells and boosters drive me away from PvP to be honest. It's not fun to constantly trade and trade until they're all used up, drawing out a 2-3minute fight to 10 minutes or more where the victor generally has more shield cells than the other. I get that shield cells increase survivability against bigger ships that have bigger weapons but at the same time it just kills pvp altogether as it's just frustrating and boring. Generally the meta of any game becomes a boring slog so there's not much new there... but this massive advantages using shield cells and boosters down to a T proves to be very boring for quite a lot of people and is far too advantageous for those who have mastered it.
 
Shield Boosters and Shield Cells allow my small ships to take on multiple ships at one time that are much bigger and more expensive. With all the big ships flying around today, it's the only way someone who enjoys flying smaller ships can stand a chance. I refuse to be bored to tears flying a big ship. They are slow, fat and boring. Boosters and Cells DO NOT need to be nerfed. If they are going to be, I want more small ships that can take a beating and still retain the slippery flight model that makes this game worth playing. The Viper is my favorite ship in this game. It's too bad that the days of small ship battles are dwindling.

That's a very good/valid point. But the downside of the current mechanic is people just have half a dozen shield cells, working their way through them one at a time, turning just one on at a time.

This to me does not seem reflect interesting gameplay or good flying, but instead a loop hole to simply out-tank each other. Do we see NPC ships with multiple Shield Cells for example?

Here's my suggestion from a few pages back... See what you think:-

How about you require time to recharge up your SCB before re-use, and if you have multiple units (powered) the recharge time is brought down. Obviously:-
- This should be a non-linear time so two SCBs shouldn't reduce the recharge time as much as half the time, but by some proportion. Three should be even less effective still. ie: Diminishing returns.
- SCBs of different classes: You would recharge your shields from the most powerful SCB unit (only), while the others would only proportionally reduce the recharge time. So an A6 SCB would perform identically as A6 + A5 SCBs except the latter pair would recharge a little quicker... An A6 + A2 would behave yet again identically, but recharge slower than the A6 + A5.​

^^ This noddy suggestion would get rid of (IMHO pointless) SCB ammo, and mean although mutliple SCBs can be used, it's less of an out-tank default option, if only because to use multiple SCBs you have to power them, and they have a diminishing returns effect. ie: Each one added has less and less of an improvement.​
 
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I've actually stopped using SCBs because I find it boring to play that way - for that reason I think I've been pro some change to SCBs but I like Z4.Mafia's reasoning about souping up the smaller ships so maybe there is a place for them.
 
That's a very good/valid point. But the downside of the current mechanic is people just have half a dozen shield cells, working their way through them one at a time, turning just one on at a time.

This to me does not seem reflect interesting gameplay or good flying, but instead a loop hole to simply out-tank each other. Do we see NPC ships with multiple Shield Cells for example?

Here's my suggestion from a few pages back... See what you think:-
How about you require time to recharge up your SCB before re-use, and if you have multiple units (powered) the recharge time is brought down. Obviously:-
- This should be a non-linear time so two SCBs shouldn't reduce the recharge time as much as half the time, but by some proportion. Three should be even less effective still. ie: Diminishing returns.
- SCBs of different classes: You would recharge your shields from the most powerful SCB unit (only), while the others would only proportionally reduce the recharge time. So an A6 SCB would perform identically as A6 + A5 SCBs except the latter pair would recharge a little quicker... An A6 + A2 would behave yet again identically, but recharge slower than the A6 + A5.​

^^ This noddy suggestion would get rid of (IMHO pointless) SCB ammo, and mean although mutliple SCBs can be used, it's less of an out-tank default option, if only because to use multiple SCBs you have to power them, and they have a diminishing returns effect. ie: Each one added has less and less of an improvement.​

This sounds like it might work! I think the danger of any game is that a certain aspect will come to dominate the game, and all the other fun and skillful aspects are suddenly overshadowed by this aspect. Horrible examples, but the 'magnum sniper rifle' in Counter Strike, or the 'arc cannon' in Titanfall: all previous skill and fun play is overridden by acquiring one particular (and often difficult until mastered) skill that trumps the others. I suppose to an extent this is a bit like real life, some sports games are a lot of fun at amateur level but becoming a pro requires a lot of practised repetition of one or two 'killer' aspects.
Having said that, I love the 'giant killer' nature of Z4Mafia's vidoes as the small ship overcoming bigger more expensive ships and the oppression of larger numbers is classic sci-fi genre. It would be a bit depressing if was impossible for the small but very skillful underdog pilot to pose any threat - blow up the Death Star, chase the Migs out of US airspace, batter the cylons and find Earth, etc etc etc. However, the reason I posted Z4's fight with James Tiberio Python (love that name) is that I think James Tiberio performs extremely well, employs many strategies and a range of weapons and defences, but still loses. Unfortunately I think it must be very hard to write a game where the underdog can win, and at the same time have ships that you can save up for for a year with bigger and better weapons...ie, I wonder how many people have watched this video and are, as we speak, hunting down big game in 'shotgun' Asps and Vipers :) - and again, I think it's great that we can watch these videos for inspiration...I have watched videos by Z4, Morbad and Hercules4 and found it a lot of fun to work out what they do, and try (disastrously) to incorporate them into my own playstyle - if I could just stop myself switching off my shield generator when I try to switch shield cell modules...oh well :)
 
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Do we all agree on the fact that the FDL player just dropped his shield ?
Did he push the Silent Running button by mistake ?
 
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