You PvP’d in a Type-7?
Technically Blockade Running against Cmdrs would be Player vs Player, no?
Then the Type 7 is used in PvP Successfully
You PvP’d in a Type-7?
The buffed T9 misses out IMO, an extra 256 tons of cargo is nice, but won't be much good vs 2 angry FASs. If anything those extra tons will slow you down, potentially making your escape harder - more so if mass locked (which can be the case vs FAS, bizarrely).
About mass lock, perhaps you're thinking of a different ship (Orca, maybe?)
The T-9 has mass inhibition factor of 16, the FAS has 14, so no amount of FAS can mass inhibit a T-9.
I'm sure I've been mass-locked in a T9 by a FAS.
Or was it a Python? Maybe I was dreaming....I need more sleep anyway.![]()
Lol, who actually cares about an imaginary club made up by a few forum members? The fact that a 400 tonne ship is part of that club makes it even more silly.
Last I checked there was a whole bunch of big large pad ships, and I've been PvP & PvEing successfully in all of them..
Limited strictly to a PvP perspective:
It's really been the Big Two since 2.1.
The total boosted base shield value matters too much for it to be otherwise.
SCB's get eaten by cascade rails. Base shield plummets under RNGineered firepower. After shield drop, modules die near-instantly to super penetrator rails or high yield shell cannons.
Any would-be T-10 CG fighters might be well advised to watch the vid in my recent Rail Cutter thread in the PvP forum before venturing out with a suicidal 2,000 Mj max base shield.
Sorry if this isn't good news...
Tbh it was things like that made me spend more time in Mobius, that guy was a waste of everyone's time.
The thing is, it's not a "purely PvP perspective" in a game where there is no difference in the available ships and equipment between PvP and PvE game modes.
Except it's not true... NPCs never use feedback rails or any other special effects for that matter. This means SCBs are available in PvE but practically unavailable in PvP.
If feedback cascade didn't exist, the T-10 would probably be a somewhat viable choice for PvP, because it could make up for its lack in base shield strength with its C8 SCB, when using a C7 shield generator. Unfortunately it does exist, so SCBs have basically been removed from the game in PvP, especially for big ships which have no hope to ever dodge a railgun shot.
Personally I think feedback is way OP and should be either entirely removed or capped at a 20-25% reduction in SCB effectiveness. Until then the T-10 is not even remotely competitive with the big three. It's fine for PvE, but since everything is fine for that, it's not enough.
If feedback cascade didn't exist, the T-10 would probably be a somewhat viable choice for PvP, because it could make up for its lack in base shield strength with its C8 SCB, when using a C7 shield generator.
Personally I think feedback is way OP and should be either entirely removed or capped at a 20-25% reduction in SCB effectiveness. Until then the T-10 is not even remotely competitive with the big three. It's fine for PvE, but since everything is fine for that, it's not enough.
Thinking caps on...
The upgraded type-9 makes a better case to be called the fourth big ship.
It seems to me that, if at all possible, any fix to these specials should somehow be aimed at preserving their current benefits against evasive targets whilst reducing benefits against near-immobile ones. Thinking caps on...
Except it's not true... NPCs never use feedback rails or any other special effects for that matter. This means SCBs are available in PvE but practically unavailable in PvP.
If feedback cascade didn't exist, the T-10 would probably be a somewhat viable choice for PvP, because it could make up for its lack in base shield strength with its C8 SCB, when using a C7 shield generator. Unfortunately it does exist, so SCBs have basically been removed from the game in PvP, especially for big ships which have no hope to ever dodge a railgun shot.
Personally I think feedback is way OP and should be either entirely removed or capped at a 20-25% reduction in SCB effectiveness. Until then the T-10 is not even remotely competitive with the big three. It's fine for PvE, but since everything is fine for that, it's not enough.
So add a long-ish rearming timer but give them more charges?FDev needs to change them such that the number you have available in a given fight (and the strength of their effect in that fight) is far more modest, but the endurance of the module (how many fights it will be useful in) is much much higher. Until then, the fundamentally different use cases for PvP and PvE will make them impossible to balance.
The problem is that without feedback, SCBs are too strong (and just generally unsatisfying gameplay). Their use in PvE and PvP is wildly different, too. For PvP, you can practically (without feedback cascade) just tack the total MJ value of the cells onto the base shield value. It's all getting used for one fight, and all part of the huge boring wall of safety that needs to be chipped through to actually start doing damage. In PvE, those cells need to be stretched out over several fights. They're more of an "oh shi-" reserve for when things go south. You have to ration them out, because you don't have that many.
FDev needs to change them such that the number you have available in a given fight (and the strength of their effect in that fight) is far more modest, but the endurance of the module (how many fights it will be useful in) is much much higher. Until then, the fundamentally different use cases for PvP and PvE will make them impossible to balance.
So add a long-ish rearming timer but give them more charges?
The problem is that without feedback, SCBs are too strong (and just generally unsatisfying gameplay). Their use in PvE and PvP is wildly different, too. For PvP, you can practically (without feedback cascade) just tack the total MJ value of the cells onto the base shield value. It's all getting used for one fight, and all part of the huge boring wall of safety that needs to be chipped through to actually start doing damage. In PvE, those cells need to be stretched out over several fights. They're more of an "oh shi-" reserve for when things go south. You have to ration them out, because you don't have that many.
FDev needs to change them such that the number you have available in a given fight (and the strength of their effect in that fight) is far more modest, but the endurance of the module (how many fights it will be useful in) is much much higher. Until then, the fundamentally different use cases for PvP and PvE will make them impossible to balance.
So add a long-ish rearming timer but give them more charges?
In that regard, I Wonder if something like this would work for SCB's :
- All SCB modules only provide one charge.
- SCB's work like a very large capacitor : overflow from the sys capacitor is used to refill it if the SCB is empty. Once refilled, can be triggered again.
- Rework feedback cascade in some way
- Use E to A grades as a way to choose between fast charge rate - low capacity or low charge rate - high capacity.
i.e. that would make them work like boosting with engines, but on a way longer time frame, limiting their use in PvP combat to once/per, while in PvE they could be
recharged over a long enough duration or while flying in SC.
Great idea, grades now relate to how much shield is restored, each one is single use and needs to be recharged on a cooldown by sys pips. Agree also with TS that specials should have higher proc chance on small ships.
I say single use on a cooldown/recharge (so if you want ot use two in quick succession, you need two modules).