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.
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?
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!
.
Let's fight! I'm curious, what ship do you plan on fighting me with?
And this is case in point, as to why Shield Cell Boosters and Cells, are over-powered at the moment.
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.
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.
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.
LoL @ no lasers to cut through shields
Always a good character trait!I like to challenge myself.