So, I did a test in Beta 3 today, in my Cutter.
I wanted to test out some very light shields, only 6D, on the Cutter, as part of a cargo-hauling build for PVE.
The build I eventually wound up with has only 315 MJ of shields, with 52.5% kinetic resistance, 64.0% thermal resistance, and 67.4% explosive resistance (I'm using Class E boosters to up the resistances, without much weight or power draw).
So they are very light shields, for a Cutter
I mounted weapons on the thing, just so I could take it to a RES site and see how the shields would fare. I just wanted to be sure they could take enough hits to allow an escape, if I get interdicted while hauling cargo around.
I was pleasantly surprised at how well they held up. They are definitely enough to ensure my survival during normal cargo runs or missions.
I believe this shows pretty clearly that the shield changes aren't a death sentence in PVE by any means. PVP may be another matter, I know nothing about PVP.
Here's a video of the test. I show the build first, then at around 6:20 I start the combat test.
And link to the vid. Your ships has about 7-8x less shielding than a combat loadout would have, and people report being killed by lone vipers in under two minutes. Wish I could get my vid recordings to work, got massive stutters all over them.
and this shows how bad this fix is
if this goes live pvp players will start to whine about it in less than 30 days because resistance shields will be super OP
Search the CMDR sundae post in there:
This guys will not rest until a sidewider take down with easy a cutter/vette/conda.
This game are already so broken, and the staff broke more and more in every update, sadly!
Hope they find a new way to fix this, even removing ALL THE ENGINNERS and REMAKE with more wisdom, to not break the entire game again.
Progression must to be real, if not, this will be a Vulture only game.
Would you rather go back to the shields you had before engineers?
AND, even widouth enginners you will can archieve + 160% shields using shield boosters in a big3. (+20% each.)
I`ts that im trying to say: All is broken, not only shields - this experimental effects are just OP, compare with a normal RPG that effects are in 5-15%, we have heat gain above 95% now....
I guess if I didnt have the HOTAS Oculus combo it wouldn't be very good build though. The Mouse and game controller are too twitchy to pull of the precision shots. Thermal on the packhounds also do a great job on the shields as well.
There is a reason the big lumbering low-agility ships have big shields, it should be hard for smaller ships to engage them without extra ships.
This is the way of things in this universe.
Trying to nerf the big expensive ships down to a "similar playing field level" as the smaller ones (for PVP or PVE) is just silly and would frankly simply deter anyone from using them at all.
If the problem is post Engineering numbers getting out of hand - maybe you should look at balancing the mods instead, or other "Plain Sight" balancing to ship slots and the like that players can see - instead of hidden diminishing returns formulas that were never required before.
Some of the reasons for negative feedback in the other thread are making my head hurt with stupidity
Elite: Dangerous Xbox One - Uncensored
"Remember to bring your big boy pants!"
keep in mind that this fix will make it pointless to do grade 4 and 5 Shield boosters blueprints
previously i suggested limiting the number of SB per ship to 50% of Utility slots + reducing shield boosters blueprints by 25%
so i will modify my suggestion to limit the SB to 4 for all ships so it doesn't hurt non big ships