Shield Cell Bank Limit

Just curious if FD is willing to consider a little balancing act in regards to the limit of shield cell banks one can carry.

Something like: two SCB modules per ship - max. Less than two might hurt the min-max crowd, I suspect.

Anyone else feels that some sort of limitation on the whole SCB business might bring around favourable change of pace?
 
Just curious if FD is willing to consider a little balancing act in regards to the limit of shield cell banks one can carry.

Something like: two SCB modules per ship - max. Less than two might hurt the min-max crowd, I suspect.

Anyone else feels that some sort of limitation on the whole SCB business might bring around favourable change of pace?

One is enough as an emergency tool. it shouldn't be something to spam non-stop until either side of the exchange runs out of cells. It also penalizes small ships disproportionally who don't even have the room to carry loads of SCBs, and masks some gameplay issues regarding shields, i.e. non-scaling regeneration, big ships having to wait like 10 minutes idle for shields to replenish - this status quo currently seems heavily influenced by the fact that Clippers, Pythons, Anacondas etc. can carry lots of SCBs to compensate - but they shouldn't have to.
 
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No, this is a bad idea. SCB's are a required requisite for large ships, en masse, to recharge shields. Anaconda A7 shield, without boosters, would otherwise take 10 minutes to fully recharge. Fully boosted, 25 minutes.

SCB's is a required crutch to use these big ships in combat without huge downtimes.

If anything, make SCB's use SYS power. It's not like it's used for anything else anyway in large ships. Also, proper shield recharge scaling would mean SCB's aren't necessary for normal operation.

One idea is to make it a single-slotted items, remove ammo and make it use SYS when used, perhaps with some cooldown. Don't just limit the number you can carry, it would make using larger ships painful for PvE.
 
No, this is a bad idea. SCB's are a required requisite for large ships, en masse, to recharge shields. Anaconda A7 shield, without boosters, would otherwise take 10 minutes to fully recharge. Fully boosted, 25 minutes.
Shield recharging rates need to be looked at before any changes can be made to SCB's, but this ...

One is enough as an emergency tool. it shouldn't be something to spam non-stop until either side of the exchange runs out of cells.
is a real problem and has been since they arrived.
 
I just think an entire shield overhaul is needed.

Plus I like the idea someone mention in another thread that SCB would force a massive drain on your system power to charge the shield. Better rating/class means more drained/more efficient.

The limit is fine imo. If someone wants to make a tank they can, but they lose out on other parts.
 
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The root of the problem is that large ships have to spam them, and that there is no downside to it. Limiting them would put large ship at a comparative
disadvantage with small ones.

Maybe using SCB should increase heat generation in proportion the the power delivered (lots of MJ's in few seconds), such that spaming them
can get tricky.

Also, if large ships would not be dead fish the second shields go down due to the cardboard made powerplant, maybe the invective of carrying insane amount of SCB
in ships like anacondas (I carry 6 banks that I switch on as needed) would be reduced.
 
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They should allow shields to be recharged exponentially faster over time if they are not being agitated after two minutes (faster if pips in sys) of no activity before putting this limit in.
This way the SCB can truely be used as a last resort to recharge the shields to full, depending on the class.
 
SCB limits are a good idea in general, especially for small ships. That said, I think a good way to limit them would be to increase their power draw and perhaps their mass (batteries are heavy things :)) as well as increased heat generation and cooldown times, so that using several of them becomes much harder to balance out with other ship functions during a battle.
 
The outcome is not dictated by how many SCBs one has, the movement, PIP management and range keeping is what wins the fight. At least a 1v1.
The SCB only prolongs the inevitable.

I m against any limitation on SCB, it is totally fine.

I agree
 
SCB limits are a good idea in general, especially for small ships. That said, I think a good way to limit them would be to increase their power draw and perhaps their mass (batteries are heavy things :)) as well as increased heat generation and cooldown times, so that using several of them becomes much harder to balance out with other ship functions during a battle.

That'd still hit the small ships the hardest, while only mildly affecting a Python or Anaconda that has 5+ SCBs and only ever one powered at a time (until they have to use the smaller ones and dual-fire them). Remember, SCBs were toned down, but it did nothing really to limit that kind of loadout. Making them just worse and worse leads to a situation where a Viper cannot afford the power draw or extra mass of a single SCB, where an Anaconda doesn't care about a few tons extra mass and a or two MW they can spare if they have to.

At the moment there are to relatively unrelated issues, both supported by a third underlying issue:

1. Endless SCB spam during a fight, leading to a battle where the winner is decided by who runs out of shield cells first.
2. SCBs required to recharge bigger shields in a reasonable amount of time.

Point #1 is immediately resolved when SCBs are limited to one per ship. Point 2 is resolved by also improving passive shield regeneration so that it scales with shield class and rating. Shield regeneration pauses any time it receives a hit, so better regeneration doesn't make big shields automatically impenetrable to smaller weapons; and it could be made so regeneration ramps up over time, starting at the current 1MJ/s and then reaching a decent maximum after, say, 30 seconds. This would also improve shield reinitialization times as they are directly derived from shield capacity and passive regeneration.

3. Power plant sniping.

It invalidates armour, hull packages, and over-emphasizes the danger of ever getting your shield taken down. If we assume the mechanic is there to stay at all cost, then armour and hull packages need to be changed to equally buff all internal modules (i.e. not guns and other bits sticking out of the hull). Coupled with SCBs limited to 1, a full battle loadout wouldn't be about stacking shield boosters and SCBs exclusively, but you'd have one good SCB and install hull upgrades into the other slots, plus heavy armour on your bulkheads.


Ideally, imo a protracted fight shouldn't be two sides trading blows and consuming shield cells until one of them runs out cells, their shields collapse and their power plant is quickly disposed of.

Instead, SCBs would be an emergency measure, and getting your shields down is only a temporary setback, they will come back up soon enough so that you may armour-tank for a while, and when the shields are reinitialized, maybe then one uses a shield cell to immediately bolster them again. it's also a battle of attrition, but much more varied, interesting, and not dictated solely by the number of shield cells either side has at their disposal.
 
SCBs should not be limited, because the big ships would basically lose their shield advantage over small fighters.

The Vulture for example, and even the new Courier have almost as strong base shields as a Python. The Python can prevail, because it can carry more SCBs.

If SCBs were limited to one per ship, the base shield strenghts would have to be reworked with the big ships being given an order of magnitude stronger base shields, than they have now. There would be no point in flying a Python let alone a Conda, if they didn't have their outstanding shield endurance.
 
Maybe using SCB should increase heat generation in proportion the the power delivered (lots of MJ's in few seconds), such that spaming them
can get tricky.

Good Idea

- - - Updated - - -

There would be no point in flying a Python let alone a Conda, if they didn't have their outstanding shield endurance.

Thats some serious . I fly a Python (a6 Shields, 3 Shield Boosters no SCB ) and its doing just as fine against NPCs as my Vulture was ( actually better bc quicker to the kill ) and have ample space to trade ....
 
Thats some serious . I fly a Python (a6 Shields, 3 Shield Boosters no SCB ) and its doing just as fine against NPCs as my Vulture was ( actually better bc quicker to the kill ) and have ample space to trade ....

Maybe I should have mentioned the obvious fact, that there are more serious dangers out there, than NPCs.
 
In the past, we get huge nerf on shield cells, please stop ask for something what is not discussed in general forum where is majority of players, and don't forget when Thargoids will come you will be sorry for nerf what you ask here.
 
SCBs should not be limited, because the big ships would basically lose their shield advantage over small fighters.

The Vulture for example, and even the new Courier have almost as strong base shields as a Python. The Python can prevail, because it can carry more SCBs.

If SCBs were limited to one per ship, the base shield strenghts would have to be reworked with the big ships being given an order of magnitude stronger base shields, than they have now. There would be no point in flying a Python let alone a Conda, if they didn't have their outstanding shield endurance.

Ideally, SCB limit would go hand in hand with a significant shield regeneration buff, so that over the course of real fight, that Python or Anaconda would see their shields rebooted, too, and can temporarily hull tank. and then, regardless of SCBs, it shouldn't be that once you shields are down, they stay down for the rest of the encounter. It is part of why a dogfight of, say Viper vs Viper, is much more fun than a battle Python vs Python. In the former engagement, each side can try to prolong the fight in order to get their shields up again, things like that; in the latter, once someone's shields are down, they need not even care about that SYS capacitator at all, and either run, or hope the other side's shield falls soon, too.
 
Limiting SCB = Direct nerf to the few oversized powerplant ships, you could maybe make a case for the anaconda having too many with too many boosters, however the clipper/python/asp all have characteristics that are quite poor to balance out.

I'll be completely honest here and say the same thing as before they got nerfed last time, i've never had a problem with shield cells in pvp, I think they unbalance pve because the AI doesn't use them but in PvP they come at a significant cost, but they require tactical thinking if you want to bypass them. The delay has made this especially easy now.
 
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Maybe I should have mentioned the obvious fact, that there are more serious dangers out there, than NPCs.

And? I play open all the time without SCB and the Python is still a good ship for it. In no way shape or form is there

no point in flying a Python let alone a Conda, if they didn't have their outstanding shield endurance.

In other words what you say is strictly true for PvP only (and even there the massive damage output I can achieve with my Python means I can melt even pretty strong shields relatively fast - much faster then a Vulture can melt my shields for example .. )
 
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