Altering HRP and Shield Cell Bank balance.

Controversy ahoy.

In 1.4 and prior, shield cell banks had a relatively linear scale with shield strength and also had low heat sink costs. No matter what ship or weight you had, SCBs restored a set amount to the shielding.

1.5/2.0 massively buffed HRPs to the point where smaller ships roughly 1/5 the size of larger ones could attain 3/5s the armour HP if built solely for hull. However, SCBs were also nerfed for smaller ships, recharging miniscule amounts of shielding that more or less makes them useless. Meanwhile, larger SCBs merely give larger ships even greater shield longevity due to their insane recharge values at the cost of a heatsink, and when combined with the flat recharge rate of biweaves, it gives them considerable tanking ability over time.

So in short, 1.5/2.0, in order to get the greatest effective HP out of a smaller ship, you stack hull on it. For larger ships, you mostly do shields, but full hull tanking is somewhat viable, but still impractical in universe.

Does anyone else see a problem with this? Smaller ships can become tanks to huge degrees with tiny hitboxes. At the same time, they sacrifice maneuverability and speed and jump range to achieve this. Doesn't this defeat the purpose of a small, nimble fighter? Shouldn't the game be focusing on making small ships nimble and viable via agility, while bigger ships can still do their tanking?

It makes absolutely 0 sense to me that SCB effectiveness doesn't scale to hull mass and relative shield strength per ship. It also makes 0 sense to me that a Viper MK4 can stack 1600-1800 hull with no shields compared to an FAS which can obtain only 2600 hull by comparison. Those number values are lucirious given the size and relative mass of each ship.

I by no means can propose a full solution but I find that as far as game elements go, the current system of hull tanks being more effective on smaller ships completely unimmersive.

My basic preliminary idea is that, SCB class scales to relative hull mass. Most smaller ships can then benefit from limited modules to use smaller class scbs effectively while larger ships must use larger SCBs to achieve similar effectiveness.

Example: A viper uses a class 2A SCB and recharges 100 shield strength. An anaconda using a 2A would recharge, say, 20 shields. It'd be useless. However, if it were using something like a class 6 or class 7, it'd recharge 200 or so.

Not only does this make shield cells viable for smaller ships again instead of useless for everybody, it also prevents larger ships from stacking on excessive SCB tanking prior to 1.5/2.0.

However, regarding Hull Reinforcement Packages, they should scale far more exponentially with module size, especially since the weight to armor ratio is ludicrously bad. 2D gives 190 hull for 4 tons, but a 5D gives 390 for 32 tons. Armor should scale to *weight* and not by class. Also, consider the fact that a single 4D gives more armor than a base cobra has to begin with just shows how awkward the scaling is.

Again, why should smaller ships be more effective by simply having more health (stacked onto a tiny hitbox) as they sacrifice everything about being small? Agility, nimbleness, speed, jump range utility.

I believe that altering these would help preserve some game balance while making the upgrades more immersive.
 
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I agree with this mostly. They sort of started to fix SCBs and then people whined and they came back more powerful than ever. The HRP buff was supposed to allow large ships to remain viable without being overly reliant on SCBs, but now hull tanking in big ships is still not really viable and SCBs are even stronger than before. HRPs are ridiculously OP on fighters which as you say are tiny hitboxes that can magically tank now. What needs to happen is a complete rework of HRPs. HRPs should never have been an additive armor increase and that has become even more obvious now with the buff. HRPs should provide a % bonus on base hull like shield boosters do for shields. Also when are we going to get new C4 weapons for our Corvettes? At least buff the C4 PAs a little? They're hardly better than C3 PAs...
 
What are you complaining about? SCBs have already been nerfed.
If the numbers on Coriolis are correct, then a 6A SCB only recharges 205 MJ of shields. That is not even a single ring of shields for an Anaconda. And you cant use more than 1 without overheating like crazy or having to spend a utility slot on heat sinks. I stopped running SCB on my FDL in PvE. Its not worth it with the new bi-weave shields. I would rather have more armor.

Your argument with small ships does not make any sense. Small ships are agile because of their light weight and you would prefer them to use SBCs instead. An SCB and HRP of the same class have exactly the same weight. So a ships with SBC will not be faster or more agile than one with HRP of the same class.
 
What are you complaining about? SCBs have already been nerfed.
If the numbers on Coriolis are correct, then a 6A SCB only recharges 205 MJ of shields. That is not even a single ring of shields for an Anaconda. And you cant use more than 1 without overheating like crazy or having to spend a utility slot on heat sinks. I stopped running SCB on my FDL in PvE. Its not worth it with the new bi-weave shields. I would rather have more armor.

Your argument with small ships does not make any sense. Small ships are agile because of their light weight and you would prefer them to use SBCs instead. An SCB and HRP of the same class have exactly the same weight. So a ships with SBC will not be faster or more agile than one with HRP of the same class.


Except SCBs actually haven't been nerfed at all; they are stronger than ever before now.

"If the numbers on Coriolis are correct, then a 6A SCB only recharges 205 MJ of shields. That is not even a single ring of shields for an Anaconda."

I can tell you from experience that this is simply false. An A7 (hardly better than an A6 according to coriolis at 225 MJ) recharges almost the entire shield of my Corvette (7C bi-weaves, 4 A boosters). I have a hunch that the 205 MJ figure is actually how much it recharges per second. Edited again: actually I think the Coriolis values are just still outdated for some reason.

See the graph here: https://forums.frontier.co.uk/showthread.php?t=208616
 
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Except SCBs actually haven't been nerfed at all; they are stronger than ever before now.

"If the numbers on Coriolis are correct, then a 6A SCB only recharges 205 MJ of shields. That is not even a single ring of shields for an Anaconda."

I can tell you from experience that this is simply false. An A7 (hardly better than an A6 according to coriolis at 225 MJ) recharges almost the entire shield of my Corvette (7C bi-weaves, 4 A boosters). I have a hunch that the 205 MJ figure is actually how much it recharges per second. Edited again: actually I think the Coriolis values are just still outdated for some reason.

See the graph here: https://forums.frontier.co.uk/showthread.php?t=208616

Thanks. I did not know this.
I have always felt that SCBs in 1.4 were not balanced in terms of weight vs shields restored so it looks like this has changed. It was a little ridiculous for something that weighs twice as much to only restore an additional 15 or 20%. They do cause a lot of heat now, so using more than one SCB at a time is not possible without heat sinks.

On the subject of HRPs, if they are not an additive armor increase then it doesnt make a lot of sense. Why would an additional 4 tons of hull reinforcement on a Conda be any better than on a Viper?
The fact that fighters now have more armor just means that they have a slightly better chance of surviving, but are still no match for the bigger ships. Fighters still do not have enough internal slots to become tanky.

Fighters with armor also force you to use something besides beams and pulse lasers in your weapon loadout. This is a good thing IMO.
 
Thanks. I did not know this.
I have always felt that SCBs in 1.4 were not balanced in terms of weight vs shields restored so it looks like this has changed. It was a little ridiculous for something that weighs twice as much to only restore an additional 15 or 20%. They do cause a lot of heat now, so using more than one SCB at a time is not possible without heat sinks.

On the subject of HRPs, if they are not an additive armor increase then it doesnt make a lot of sense. Why would an additional 4 tons of hull reinforcement on a Conda be any better than on a Viper?
The fact that fighters now have more armor just means that they have a slightly better chance of surviving, but are still no match for the bigger ships. Fighters still do not have enough internal slots to become tanky.

Fighters with armor also force you to use something besides beams and pulse lasers in your weapon loadout. This is a good thing IMO.

It's a game balance issue. A viper with a tiny hitbox should not be able to tank like an Anaconda; that's just silly. Even multicannons take forever to wear down the new hull tank fighters. They don't just have a better chance of surviving; there's basically no point in ever using anything else. Also the way I see it the larger ships are compartmentalized such that even if one section takes massive damage the ship can go on fighting. This wouldn't make sense with a fighter.
 
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It's a game balance issue. A viper with a tiny hitbox should not be able to tank like an Anaconda; that's just silly. Even multicannons take forever to wear down the new hull tank fighters. They don't just have a better chance of surviving; there's basically no point in ever using anything else. Also the way I see it the larger ships are compartmentalized such that even if one section takes massive damage the ship can go on fighting. This wouldn't make sense with a fighter.

Ok, now you are just exaggerating. A viper cant tank like an Anaconda. It has 20% of the Anaconda's armor.Even an FDL does not come to close to a Conda.
These are the builds I came up with, but maybe I am missing something. Please link one of these hull tank fighters that are so difficult to take down with multicannons.

http://coriolis.io/outfit/viper/23A3A3A2D3A3D2C1717----B4292725.Iw1+kA==.Aw1+kA==
http://coriolis.io/outfit/anaconda/....MwBhBYzBGW9gTA4sTFAi5tXEA===?bn=Battle Conda
http://coriolis.io/outfit/fer_de_la...AwRj4yrI.MwBhBYEYWs4JkZZlxpEA?bn=Military FDL
 
Ok, now you are just exaggerating. A viper cant tank like an Anaconda. It has 20% of the Anaconda's armor.Even an FDL does not come to close to a Conda.
These are the builds I came up with, but maybe I am missing something. Please link one of these hull tank fighters that are so difficult to take down with multicannons.

http://coriolis.io/outfit/viper/23A3A3A2D3A3D2C1717----B4292725.Iw1+kA==.Aw1+kA==
http://coriolis.io/outfit/anaconda/....MwBhBYzBGW9gTA4sTFAi5tXEA===?bn=Battle Conda
http://coriolis.io/outfit/fer_de_la...AwRj4yrI.MwBhBYEYWs4JkZZlxpEA?bn=Military FDL

Well yes, it was an exageration, but not a very big one really. More like 50% of the armor. Something 5% of the size of an Anaconda shouldn't have 20% of the armor, much less 50%. Have a look at these silent running builds. Before you dismiss them, know that we have been easily running off Corvettes, Cutters, etc. with these in PvP, while outnumbered.

http://coriolis.io/outfit/viper_mk_iv/44A4A4A2D3A3D4C1s1s202002022b2b29272725.Iw1-kA==.Aw1-kA==

http://coriolis.io/outfit/cobra_mk_iii/44A4A4A3D3D3D4C1s1s202002022b2b2b272727.Iw1-kA==.Aw1-kA==
 
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Well yes, it was an exageration, but not a very big one really. More like 50% of the armor. Something 5% of the size of an Anaconda shouldn't have 20% of the armor, much less 50%. Have a look at these silent running builds. Before you dismiss them, know that we have been easily running off Corvettes, Cutters, etc. with these in PvP, while outnumbered.

http://coriolis.io/outfit/viper_mk_iv/44A4A4A2D3A3D4C1s1s202002022b2b29272725.Iw1-kA==.Aw1-kA==

http://coriolis.io/outfit/cobra_mk_iii/44A4A4A3D3D3D4C1s1s202002022b2b2b272727.Iw1-kA==.Aw1-kA==

Those are pretty extreme builds and you give up on being able to regenerate from damage or do anything else other than fight, but after playing with the numbers more I do see your point.
A Cobra or Viper having Anaconda or FAS levels of armor... yeah, perhaps Armor should scale to weight and ship size.

I did notice something from playing with the numbers. A ship with weak shields like the Cobra MK III is actually better served by Class 4 armor then Class 4 shileds, 330 armor vs 124 MJ of shields. Similar result with the FAS. Anaconda on the other hand has such kick ass shields that using 7D shields without shield boosters gives you 490 MJ of shields (while the highest armor is a Class 5 and is 390). So for a Conda Tank build it still makes sense to run shields.

And a Cobra MK3, can have a choice of 120 MJ of shields and SCB or 660 extra armor (for the same 2 class 4 internal slots).
I have always thought shields should be the primary defense of a space ship and hull armor for those "i better retreat" moments.
So I agree that FD needs to take another look at the balance here and decide what they will encourage us to use.
 
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Those are pretty extreme builds and you give up on being able to regenerate from damage or do anything else other than fight, but after playing with the numbers more I do see your point.
A Cobra or Viper having Anaconda or FAS levels of armor... yeah, perhaps Armor should scale to weight and ship size.

I did notice something from playing with the numbers. A ship with weak shields like the Cobra MK III is actually better served by Class 4 armor then Class 4 shileds, 330 armor vs 124 MJ of shields. Similar result with the FAS. Anaconda on the other hand has such kick ass shields that using 7D shields without shield boosters gives you 490 MJ of shields (while the highest armor is a Class 5 and is 390). So for a Conda Tank build it still makes sense to run shields.

And a Cobra MK3, can have a choice of 120 MJ of shields and SCB or 660 extra armor (for the same 2 class 4 internal slots).
I have always thought shields should be the primary defense of a space ship and hull armor for those "i better retreat" moments.
So I agree that FD needs to take another look at the balance here and decide what they will encourage us to use.

Yeah, and with the SCB changes it makes the choice even more obvious on small ships. Class 5 SCBs are pretty much the same as 1.4; above class 5 are vastly buffed, and below class 5 are nerfed. I suppose that this patch does do something to remedy the SCB problem – once you get down to your A4 SCBs in your Anaconda you'll stop recharging your shields as effectively, and you can't double up A5s anymore, but overall I think the status quo has been firmly upheld. HRPs are no different really. My opinion is that to some extent all styles of build should be viable. When one module is so overwhelmingly powerful that there is no point in using anything else on a given ship that is the very definition of overpowered. In addition to making small ships too powerful this is starting to kill small ship build variety.
 
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On the subject of HRPs, if they are not an additive armor increase then it doesnt make a lot of sense. Why would an additional 4 tons of hull reinforcement on a Conda be any better than on a Viper?
The fact that fighters now have more armor just means that they have a slightly better chance of surviving, but are still no match for the bigger ships. Fighters still do not have enough internal slots to become tanky.

Fighters with armor also force you to use something besides beams and pulse lasers in your weapon loadout. This is a good thing IMO.

Armor should not be something fighters should be building on. My primary point is that stacking armor on smaller ships is totally unimmersive and has no reasonable explanation for the significant armour increase. It's totally arbitrary and what I hope to do is to make the balance a little less arbitrary. Elite "prides" itself on being a sim but the gameplay elements are literally anything but a sim.

>The fact that fighters now have more armor just means that they have a slightly better chance of surviving

This is with *current* mechanics and obviously I seek to change this because my entire post is dedicated to how wrong it is. Think about it this way. Fighters use agility and speed to evade damage. To stay in the field, they use the lightest equipment to maintain their presence. Shouldn't this be SCBs? But no, with current game mechanics, it's literally just stacking 30 tons of armor. It's unimmersive and turns the game into more of a "tank and spank." This is another rabbit hole but the last thing this game needs is more MMO bullet sponge nonsense. I don't want to be rolling in 50 tons of armor just so I can arbitrarily stay in the field longer, simply by upgrades instead of pilot skill. Some sim.

>Fighters still do not have enough internal slots to become tanky

A Viper MK4 can load up nearly 1700 armour compared to the 2600 of a Federal Assault Ship. That really doesn't make any sense. The Cobra MK4 can probably load up more as well.

>Fighters with armor also force you to use something besides beams and pulse lasers in your weapon loadout. This is a good thing IMO.

Not necessarily. This is a very specific "benefit" that doesn't encompass the larger picture of the problem. Again, this goes back to the fact that fighters shouldn't be capable of excessive tanking to begin with (generally speaking, I'm not here to nitpick couriers and vultures.) This just goes back to how dumb it is to slap armor on smaller ships and call them fighters. It's like slapping 500lbs of armour onto an F22 raptor thinking it can take 3 SAM missiles instead of 1. They should be able to evade and deploy countermeasures against them, not be made out of anime armor and come out unscathed.

Just because it's the future doesn't mean that there's a paradigm shift in the way combat works. Small and fast. Big and tanky. Much more immersive.
 
Moderate approach to HRP

Armor should not be something fighters should be building on. My primary point is that stacking armor on smaller ships is totally unimmersive and has no reasonable explanation for the significant armour increase.

Actually, I think it makes a lot of sense that smaller ships would focus on armor. Shields recharge, armor doesn't, so ships that focus on long term engagements would focus on shields whereas those who focus on short term skirmishes would focus on armor.

That being said, I think the small HRPs are overpowered. I'd make the scale like this:

Class1.4 Armor2.0 ArmorProposed
11511050
230190100
360260200
4120330350
5240390600
61000
71650
82700

Note that even the Class 6-8 hull reinforcements are still weak compared to SCBs, as a Class 6A SCB now it's been buffed with the Horizons update gives 1760MJ of shield strength, which can be multiplied by 2.5 by 4 pips to SYS. The SCB approach also avoids module damage as long as it's combined with appropriate use of heat sinks, whereas with hull components can be targetted.

But note my scale reduces hull reinforcements for all sizes up to 4 (well, the increase is very small for the Class 4 version), so all the small ships will get a nerf to armour stacking, which is probably reasonable.
 
Not sure if this is as simple as HRP vs SCB.

More or less...


Shield size X has 10 hp
HRP size X has 20 hp
SCB size X has total of 50 hp


Shield + SCB has 60 hp
2x HRP has 40 hp


Shield variant has better protection vs module damage.
Shield variant can be bursted to have 50 hp less.
Shield variant most probably has to use HSL for SCB.
Shield variant has to reserve power&pips for the shields


But the most important from all...
HRP variant has the SR


What if, HRP, the material it is made of, would make it harder for HSL to sink heat from the ship. HSL would work, but could not reduce the heat as rapidly.


SR variant would be light, agile, glass cannon.


I admit that I have not thought this from every aspect, but might not be a bad idea.
 
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