I think if armour packs would give the same amount of armour as SCBs give shield energy, we'll see SCBs being used far less. I don't know if someone already suggested it or not, didn't read the whole thread.
I think if armour packs would give the same amount of armour as SCBs give shield energy, we'll see SCBs being used far less. I don't know if someone already suggested it or not, didn't read the whole thread.
For some ships, for others it easily puts them over the weight threshold that gimps their maneuverability. Also, repair bills are a big deal for some people, especially those who buy ships they can barely afford. Given the choice between being slightly less tanky but taking no hull damage most of the time and taking hull damage every fight they'll take the former every time.
That was the most incredibly boring fight I've ever seen...I saw one video recently with the same statement "it comes down to who has the most SCBs"
Here it is.
https://www.youtube.com/watch?v=31obck-XM64
If you fight like that - that's not the SCB problem.
Simply move them from internal slots to utility hardpoints. Problem solved.
I believe Sandro also mentioned another adjustment they were considering which was to increase the "warm up" time of modules when you turn them back on, can't remember where the post was though.
I like that idea, not only will it adjust SCB stacking tactics but will have knock on effects; such as making it harder for people to run from combat (if they are turning off FSD for more power), which I know will make some people happy, and will generally lead to more thought in power setting.
While I don't buy the "limiting them to 1 per ship will make all loadouts the same and boring" argument, as currently everyone runs the same loadout of ALL THE SCBS, I think the intention has merit and I'd like to see more viable options for internal such as Weapon cell banks, boost cell banks, ammo storage, extra weapon coolout systems, BUFFED hull reinforcement packages. At the very least all the options will mean it takes more time before some bright spark (/lifeless cretin) finds out the optimum build and ruins the fun as everyone uses that.
Basically I'm not opposed to SCBs, but currently there is no reason to do anything but max shields and SCBs it seems.
Sandro said in one of the mayhem live streams that his rebalance idea fpr SCB's was-
1/ Increase the amount of heat generated when they are used
2/ Give them a chance of doing damage to the shield generator when used
3/ Increase the 'warm up' time (as clifsson says above)
And then what happens when FD adds an other usefull combat internal X ? same nerf rivers of tears for module X ?
And then what happens when FD adds an other usefull combat internal X ? same nerf rivers of tears for module X ?
I would love to be able to sink somthing like a battleship or aircraft carrier with my rubber dinghy. They should nerf armor steel and go back to wood, so I can chop a hole into their hulls with my handaxe.
You are right and they going to keep poping up until they fix it, I don't understand how other people don't see a problem with SCB stacking? I play the to be competive and to have fun not getting annoyed by broken mechanics. A multi purpose ship is stronger than a dedicated fighter because shields last longer, I have a problem with that.
Do we reduce the costs of the python and anaconda by half then ? Because if they get restricted to trade and exploration, that the value they would have.
And no one in his sane mind would use a "combat" fitted anaconda with a 35M rebuy for PvP after such nerf. So only solo, which then makes even more ships half useless.
Ok, dude. What. Are. You. Flying. ?.
How you do it is you set your ship up so you can dish out some extra damage at the point when you see the effect of them activating the SCB. You have several seconds to crush the shields before the SCB kicks in. You just have to make sure you have enough energy in WEP or ammo (not in reloading state) to do so. That's it. Really, that's all.
If you just keep your finger on the trigger constantly shooting at the other guy, he will know exactly how much damage you can do in given amount of time so he can prepare & time their SCBs. Surprise him. Get in some shots with a railgun or two. Or a C4 PAC.
If you're already flying anything decent, these ideas should be coming to you naturally, over time & experience.
Are you trying to get a Python in an Eagle or something? If so, it's not the SCBs. Believe me.
The problem is that the game is so dominated by shields that SCB's are the only game in town.
If heavy armore was to totally bounce shots, things would be more interesting. And if having shields down was not game over in large slow ships, things would also be more intersting.
Also, if you ship cost half a billion credit (for combat), I would expect it to be better in some ways than the 100M one. If it is not, then both should be the same price isn't it ?
Also, conda/corevette/cutter can be balanced via resistance/speed/agility/firepower so that none is better than the other, just different.