Now FD have made an attempt at "balancing" SCBs to prevent the daisy chain spamming of them, surely similar attention can now be given to chaff units?
For example, a quote from another discussion of mine:-
At the moment, there's a strong impetus for people planning on encountering other CMDRs to:-
a) Have buckets of chaff.
b) Have fixed weapons.
All this is down to chaff units allowing gimbals (& of course turrets) to be severly compromised, hence becoming a no-brainer for outfitting.
A question: Why do we not see NPCs with 3 chaff units (daisy chaining them)? It's for the same reason we don't see NPCs with 4+ SCBs daisy chaining those, or aiming for Power Plants. Because it would make for frustrating gameplay. So why is it any different for CMDR vs CMDR combat?
The only solution I can see is a limit to their usage per X seconds such that a logical balance can be introduced so gimbals/turrets are compromised for X seconds, and then after that, gimbals/turrets get "their turn" for Y seconds... Unless something interesting can be done with heat when they are used?
ps: I'd also on the side like to see an option to set gimbals to fixed (toggle/hold) rather than having to unlock your target. But this in itself is not enough to address the chaff problem as it doesn't help turrets.
For example, a quote from another discussion of mine:-
Chaffs don't bother me (but I have 3 launchers on my FDL). Everyone who comes with gimb lasers has either an incredible bad aim or a slow ship (Python, Conda) or is simply just lazy to hit NPCs.
At the moment, there's a strong impetus for people planning on encountering other CMDRs to:-
a) Have buckets of chaff.
b) Have fixed weapons.
All this is down to chaff units allowing gimbals (& of course turrets) to be severly compromised, hence becoming a no-brainer for outfitting.
A question: Why do we not see NPCs with 3 chaff units (daisy chaining them)? It's for the same reason we don't see NPCs with 4+ SCBs daisy chaining those, or aiming for Power Plants. Because it would make for frustrating gameplay. So why is it any different for CMDR vs CMDR combat?
The only solution I can see is a limit to their usage per X seconds such that a logical balance can be introduced so gimbals/turrets are compromised for X seconds, and then after that, gimbals/turrets get "their turn" for Y seconds... Unless something interesting can be done with heat when they are used?
ps: I'd also on the side like to see an option to set gimbals to fixed (toggle/hold) rather than having to unlock your target. But this in itself is not enough to address the chaff problem as it doesn't help turrets.
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