Break through SCBs instantly with modified railguns (Newletter 121)

Yep, this, some kind of sliding scale depending on how many are fired having a detrimental effect on the effectiveness of the SCBs being fired. Not an insta-collapse of shields though, no way!
 
Hello Commanders!

2.1 Beta is going to throw a bunch of options into combat, so there might well be lots of tweaks once it starts.

However, initially, the threat of feedback cascade will be very real, so I guess we'd all better strap in for a healthy dose of combat insanity.

Why not prepare for this by having an organised feedback forum then so everything is contained in an ordered fashion. Kinetics, lasers, missiles etc etc.
 
Part of the point of Beta is to do a little experimentation, this is certainly one that has potential to be nuts (though until you see how all the changes fit together judging based on the current metagame is... unreliable) - we've discussed a few other options internally and will see how this goes when people start using it. Keeping the flavour (bonus against shield cells) but toning down the effect (perhaps jut a damage bonus), and/or introducing major downsides (longer charge time, damage nerf, obscene power draw) are all possibilities as we move through beta.

So far I see counters to both SCB usage, and dedicated Silent Running builds (by overheating them). If anything, things will start to get interesting since one build can directly counter another now with more variety.
 
I do love me some insanity :D

As for whether you'll be able to see special weapons on other ships before they fire at you... good question, I'm not sure we've decided yet ourselves ;). The support for it's there, one of the details we're still ironing out.

Why not just use it as a scb interrupt? When one person sees the enemy pop a bank, the first person let's one of these fly and the bank is spent without recharging the target's shield.

Rather than make it 1 hit a shield, a simple interrupt mechanic would be more balanced. No extra damage.
 
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Since it isn't (currently!) possible to know for sure when someone is recharging their shields (although you can make an educated guess!) I would say that this weapon will require some skilled timing to get the best of. I'm guessing it will have limited ammo, long reload and possibly a heat penalty as well to prevent just hosing down opponents to stop them regenerate their shields?

I'd hope so, as this has the capacity to seriously unbalance certain scenarios. As I'm not a PVP player, I don't use SCBs too much.
 
1 year ago it was all about shields. Now it is as if they are trying to make them completely obsolete. The drastics changes from one side of the spectrum to the other is what is so frustrating.

Missiles....way op

becomes:

Missiles....completely useless

and over a year later we get:

We are going to look at them and re-balance for 2.1. (which we still don't know how well the balancing will be)

The problem is when the nerf stick comes out it's months if not years for correction.
 
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Since it isn't (currently!) possible to know for sure when someone is recharging their shields (although you can make an educated guess!) I would say that this weapon will require some skilled timing to get the best of. I'm guessing it will have limited ammo, long reload and possibly a heat penalty as well to prevent just hosing down opponents to stop them regenerate their shields?

I'd hope so, as this has the capacity to seriously unbalance certain scenarios. As I'm not a PVP player, I don't use SCBs too much.

As I'm not a PVP player, I don't use SCBs too much.
... that's why you don't know what are you saying
 
This is certainly an extreme weapon.

Maybe it shouldn't break the shield but deal bonus damage against shield during SCB recharge phase.
 
I like the heightened risk/reward element this brings to SCB's. Could be a problematic, depending on implementation, but I really like the idea. I think too much of combat currently is based on "tanking" incoming damage. Things that give you more reason to fly better, rather than just reverse thrust and blast face-to-face, are very welcome.
 
One thing that was mentioned is that a weapon can only contain one upgrade at a time. We still have no idea what the armor piercing, boostd damage and the like modifications do. For all we know this rail variant could be half damage and/or range.
 
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I like the heightened risk/reward element this brings to SCB's. Could be a problematic, depending on implementation, but I really like the idea. I think too much of combat currently is based on "tanking" incoming damage. Things that give you more reason to fly better, rather than just reverse thrust and blast face-to-face, are very welcome.

You can't fly that much better against Hit Scan weapons now rails do require good aim against smaller vessels but against Large Ships which are reliant on SCB's for PvP combat, then they are screwed.

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One thing that was mentioned is that a weapon can only contain one upgrade at a time. We still have no idea what the armor piercing, boostd damage and the like modifications do. For all we know this rail variant could be half damage and/or range.

So you mount one rail with that set it to a different firegroup and the second you see the blue flashing of a shield you pull it out and take out a ships shields and then go to normal loadout.
 
The drastics changes from one side of the spectrum to the other is what is so frustrating.

So much this.

Interrupt spells exist in nearly every game. Some one is about to pop a heal? Punch them in the throat and silence them. I've never seen anything as ridiculous as halving someone's health as well as an interrupt.

I get that balance is hard, but seriously, if it's not one thing it's another. There are so many good balancing ideas that already exist in modern gaming, makes me wonder what competitive games Frontier devs play, if any.

I'm genuinely beginning to wonder if balanced combat is out of their league in terms of long term design quality.
 
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Maybe let just beta roll out and test it? All I see is people running around with hands in the air and screaming "WE'RE ALL GONNA DIE". Of course tweaking will be necessary, that's what betas are for.
 
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I'm genuinely beginning to wonder if balanced combat is out of their league in terms of long term design quality.

Sammarco we know this railgun is a your creation, I love your gamedesign!!! Out of balance, without sense .... but BRAVE.

I propose the laser that will istant break the canopy if the other use any chaffs.
 
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