With the Type 10 unleashed (and upgraded in 3.0), is The Big 3 now The Big 4?

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.
 
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. :p
 
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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. :p

Python mass locks the T9, not that it matters, the only time I have ever been in a situation that I might consider as griefing, an Elite Python cmdr in the Deciet system. Fortunately only elite in rank and not skill, he hunted me (and others ) for a few days, I just wanted an FSD upgrade on a freighter build. Had fun using reverb cascades during the cooldown, was able to high wake easily out of the situation every time.

Tbh it was things like that made me spend more time in Mobius, that guy was a waste of everyone's time.
 
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..

Clearly you are mistaken, tho? Forum is full of experts, m8. [narrator: no, it isn't]
 
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...

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. What is true for PvP will also be true for PvE, it's just that the E in PvE tends to be easier to tackle...particularly when there's drastic amounts of power creep present.
 
Tbh it was things like that made me spend more time in Mobius, that guy was a waste of everyone's time.

That is exactly how I feel about ganking/griefing. A waste of my time. I don't really mind being destroyed but it just means an hour of playing being thrown away to get the rebuy back.
 
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.
 
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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.

Sure. Tell that to the FAS driver who was unable to destroy my type-10; and left. Laughing. He was happily nocking my targeting out, but he missed on one shield cell charge (nailed a couple of them really well though) and then had to try and deal with ~1100mj being drained into my shields. Meanwhile, the fighter was pretty much keeping his shield down so I was able to keep emptying rounds into their hull.

And then, then they had to chew through ~5K in armour, once they did manage to plough the shields down. Between a successful shoulder charge (it removed 30% of their hull) and the fact it was just a wall of armour they had to get through, they had a bit of an uphill battle. And I am by no means an exceptional pilot!

I am not saying the type-10 will always be triumphant; but you're ignoring relative player competencies and the fact that even though it's a really big target, you can still miss, it still has a ton of armour with the highest base hardness there is, has a canopy that's basically made of unobtanium and with a fighter in tow, isn't a trivial thing to dispatch.

Now, if it was a cutter then they have a massive speed advantage, but they are big and hard to miss and it's really just going to be a war of attrition for them and myself; a Corvette would be an interesting thing, but again they are a big target, and aren't really much faster than I am.

I can't tell if you are speaking from experience of endlessly being destroyed in a type-10 via PVP, or are theorycrafting a bit. Between the correction of the hardpoints, which had massively reduced the ships DPS output prior, and the increase in distro to a class-7 (that allows for more energy hungry hardpoint options, it certainly let me do quite a few interesting builds in beta) - never mind that now essentially allows a shield to almost entirely regen without interruption, I tend to think it's just not that simple.

I suspect I will have more visitors to try and wreck my boat, and I don't think they'll have an easy time.
 
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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.

This ^^ is literally word for word what I thought when I learned of the release of the T-10.

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.

I don't think that feedback cascade is inherently OP. It's not OP at all against Courier or even Fer-de-Lance, both of whom, properly flown, will probably suffer little or no SCB loss in a 1v1, even at current values.

It's just one of several weapon effects, other obvious examples being TLB and dispersal, that Frontier completely failed to balance across target sizes. Basically every single time someone hits a Courier, they deserve to get a powerful special effect to trigger as their reward. Every time they hit a T-10? Not so much.

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...
 
Thinking caps on...

Well you could tie resistance to the sensor grade, so E grade is bad all the way to A grade being really resistant....you could also have it another way- A grade being best all round (at a price of credits, power etc), and B grade having the most effective resistance due to its chunkiness (at a price of weight).
 
The upgraded type-9 makes a better case to be called the fourth big ship.

100% agree. Last night I sold my Type-10 after testing it out to see what it's like. It's a great ship, and I'll revisit it later, but last night after refitting my Type-9 for trucking/mining, I realised what a beast it'll be once the extra class 8 module is added. Definitely a contender for the Big Ship list in Beyond 3.0
 
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...


That's interesting and a perspective I hadn't considered.
 
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.

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.
 
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.

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.

So add a long-ish rearming timer but give them more charges?

I say single use on a cooldown/recharge (so if you want ot use two in quick succession, you need two modules).
 
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.

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.
 
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So add a long-ish rearming timer but give them more charges?

I'm actually a fan of ditching ammo, and making them charge-based. Have them fill up from the SYS capacitor when the shield ISN'T charging (is either full, or under fire). Keeps them relevant over many fights, limits their stacking ability (since several would all be competing for your limited SYS cap), and gives relevance to both small (frequent small boosts) and large (more rare, big boost) modules.

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.


Yeah, something to that effect.
 
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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).

I second this single use long recharge idea. Have the recharge at a mj/hr similar to a shield gen of equivalent size should give sufficient cooldown.


On truesilvers rail question. Could it be solved by scaling the scb amount cancelled directly to weapon damage. Say each feedback cascade cancels damage×3 (complete guess) scb recharge. That way smaller ships using smaller modules are still cancelled in 1-2 hits bit big ships with big scbs need to be hit multiple times. Make it so that the effect only cancela one scb at a time id multiples are chained.
 
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