In case they see a buggy...?
Dumb Fire works better. Plus the name is fitting.
In case they see a buggy...?
Fortunately, FD know that the vast majority of players prefer the current state of the shields.
The likelyhood of any significant change to shields is very small.
Second: if anything, ships actually need a shield buff instead
NPCs need to all start using engineered weapons, and TTKs need to be brought way down, to no longer than about 30 seconds for your average fair fight between two ships of equal size/firepower.
I kinda feel like the best way to achieve that would be to get rid of shields altogether. Which would also remove the compulsion most players have to run away once their shields are down.
There's nothing "fortunate" about dumbing down a game in an effort to appeal to the masses.
Because if you can have all the things all fully maxed out, then where is the interesting tradeoffs?
I'm sad that I can't give over 9,000 rep for this. Nail on the head, dude.
If you want to nerf yourself go right ahead, drop in an underpowered PP, knock yourself out. No need to drag the rest of us with you.
"Tradeoffs... phffft.
I'm flying around in a highly engineered Cobra III and the shields feel far too weak to me. Only two utility slots means that to have anything remotely competitive (even for PVE) I have to sacrifice the ability to do anything else with those slots. I worry about threads like this because they focus so much on ships that feel completely out of reach to me.
It's for the entirely valid reasons that you cite, sir, that any rebalance would have to be most careful and well-considered.
At one end of the curve, absolutely no nerf is needed at all for ships with only two utility slots.
At the other end of the curve, all ships with eight utility slots would need some other form of help if there were to be a straight nerf to booster-stacking.
A significant part of the problem, though, is that Frontier did not design, release and develop the game up to 2015 with the core concept being that utilities would be some kind of 'Holy Grail Slot'. And yet, in March 2016, with 2.1, that's what utilities became...
You may be actually right. I took the mission with my Clipper tonight and the Anaconda actually did some serious damage. Anyway, it is too easy.I find the Anaconda the toughest target fire power wise, the Cutter just takes a little longer... After a little change in my loadout the npcs don't even try to use SCBs...
If I synthesize ammo I can take 3-5 of these missions in a row, but normally I just take 2 at the time so things don't get too repetitive.
I use my Corvette, 2200 shield (4 boosters), 4150 armour.
Too easy for some, too difficult for many.
Who shall FDev listen to and please?
Make it so the hardest content is hard for the best pilots, and then add plenty of content of varying difficulty for pilots of all skill levels. The elite ranking system for NPCs is already the perfect tool for this. Still learning the game and / or not so great at combat? Don't expect to take on elite anacondas.Too easy for some, too difficult for many.
Who shall FDev listen to and please?
Too easy for some, too difficult for many.
Who shall FDev listen to and please?
And you are still not considering that doing each ship is a large undertaking, not to mention just jacking up heavy duty boosters just breeds entirely new problems. First thing you will see will likely be mass resist loadouts still running 3500 Mj on large ships just from the use of a couple heavys and the 20% from A rated boosters for resists... this in turn will see more pvp devolve into plasma vomit festivals to feed on absolute damage (not that its a far cry from now lol). Just jacking up booster power draw doesn't solve the issue.OK, I've said it several times already, but I'll say it again. You increase the power requirements for Heavy Duty shield boosters. Make it so that small ships which can only fit 4 max can still make it work. But the large ships with 8 utility slots would not be able to fit 8 shield boosters with most of them being engineered for heavy duty AND still have enough power for maxed out weapons and internals. Tweak the max power values for each ship individually. It's not rocket science.