Did 1.1 change power draws?

Hopped back into Viper after 1.1, and suddenly the same loadout that worked before (around 100%) is now 106% and unable to do combat without basically nerfing the whole thing like tiny weapons only, etc.. Please tell me I'm making a dumb mistake. This totally kills the viper if true. crossing fingers to find out I'm dumb, do tell....
 
I would guess you have shield cells, they now take more power. Read the patch notes for a full breakdown.

That must be it. Thank you. Very sad shield cells went from too good to totally unusable. To the other poster, thanks but I can't battle even with everything non essential for combat powered down (including framedrive). I see no room for any other ways to cut back on power. Seems like power is the top killer for any good loadouts, much more so now. I want it balanced, but this is not the way to do it, still needs some serious tuning. Keep at it FD. :)
 
Yeah, shield cells increased in power draw... and I suspect there may be something else as well but darned if I know what.
(Maybe thrusters??)
All I know is I went from 91% power usage before 1.1 to 110% power usage after the 1.1 "update"... I did not change a thing to my cobra so totally update related
 
Yeah, shield cells increased in power draw... and I suspect there may be something else as well but darned if I know what.
(Maybe thrusters??)
All I know is I went from 91% power usage before 1.1 to 110% power usage after the 1.1 "update"... I did not change a thing to my cobra so totally update related

Exactly dbcher, thank you, a huge change with giant ripple effects for a simple nerf. The problem is, if decent loadout now means no shield cell, then the rebuy cost is way way way out of whack. More realistic combat is great, but suddenly the cost of death becomes crazy and one more reason to actually avoid combat!!. I think it is important feedback as they balance things.
 
The price of defeat stays he same, but the threat of being defeated, or the chance of defeat goes up. That is ad it should be. It will make us think before we jump something. I believe that the power draw has been increased for chaff too, I could be wrong on that though.
 
Shield cells went from 8 to 4. Tested to fire one off when i was down to 1 ring of shield and BAM - cracked canopy and dangerously close to death. :D Not only less of them now, but they also take effect slower. No more popping at the last second! Apart from that i didnt notice any different power draw in my setup.
 
Well, look at it this way. People have been complaining that the game was too easy. Now its harder. :D

Hehe, actually totally I agree with that. Cells, while awesome, were too cheap & easy (don't think I ever died from enemy fire back to beta), but now I fear it will way over-impact combat. If it is 10 times easier to die now, it should be roughly 10 times cheaper to die = balance. I don't think we want either of those, but maybe 3-5 times as easy to die and half the rebuy cost? If the cells aren't worth the slots they fill nor the power they draw, no one will use them and the great idea is lost. If the old high cost of losing ships will now hit you much more often, no one will want to use good ships in combat. At least that's my pre-python view of things. ;)
 
Actually, I think that shield cells were balanced absolutely the right way. Larger ships having larger power plants have less issues with the new power drain. Smaller ships need to be creative now to use them. The times when you could have used them at the last moment are gone.
 
I don't know how some of you people set your ships, I got A rated, 1 or 2 class down (from shield class) SCB running on all my combat & pirate ships (see sig) just fine. Some will have modules like FSD, Cargo Door, Fuel Scoop set to shut down during combat, but you definitely can run an effective ship WITH SCB post patch just fine.
 
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My Viper has the same conundrum as of 1.1 and I found disabling shield cells meant I could use all my systems when they were needed as per my priority profile (seeing as the server errors prevent me from buying more energy efficient weaponry). It certainly makes combat in a Viper more interesting, and in a way balances things up against less combat-savvy ships like Asps and Cobras that could cope with the power draw but are less nimble. I have no idea how it will impact on Viper vs. Pythonaconda scenarios, or if the forthcoming Fer-De-Lance will complicate things further.
 
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I appreciate the many reasoned responses all. :)

Actually, I think that shield cells were balanced absolutely the right way. Larger ships having larger power plants have less issues with the new power drain. Smaller ships need to be creative now to use them. The times when you could have used them at the last moment are gone.

True on ship/size balance. But creative! Yes I like that idea if there were lots (or even a few) interesting options, but not if creative just means a tradeoff between SCB and a fun, playable loadout. Managing modules is one thing, but so few viable configs and weapon options (not even low heat/power type options now). And again balance includes the probability of death vs. cost of death, the ratio which has now radically changed. (Not trying to sound snarky btw) :)



I don't know how some of you people set your ships, I got A rated, 1 or 2 class down (from shield class) SCB running on all my combat & pirate ships (see sig) just fine. Some will have modules like FSD, Cargo Door, Fuel Scoop set to shut down during combat, but you definitely can run an effective ship WITH SCB post patch just fine.

Maybe if by "1 or 2 class down" you mean are putting 1s in 2 slots, and 2s in 3 slots kind of thing. But at least my viper could not fit any decent weapon combo (including dropping down from medium to small size (1s in 2 slots)) without killing SCB even when turning off FSD, cargo hatch, interdicter, etc.. Knocking my head on wall as I keep revisiting sensors and life support, hoping to find some power headroom.

Not needed, but happy to see your full config if you care to share. Maybe the viper is esp limited on power?
 
I appreciate the many reasoned responses all. :)

True on ship/size balance. But creative! Yes I like that idea if there were lots (or even a few) interesting options, but not if creative just means a tradeoff between SCB and a fun, playable loadout. Managing modules is one thing, but so few viable configs and weapon options (not even low heat/power type options now). And again balance includes the probability of death vs. cost of death, the ratio which has now radically changed. (Not trying to sound snarky btw) :)

Maybe if by "1 or 2 class down" you mean are putting 1s in 2 slots, and 2s in 3 slots kind of thing. But at least my viper could not fit any decent weapon combo (including dropping down from medium to small size (1s in 2 slots)) without killing SCB even when turning off FSD, cargo hatch, interdicter, etc.. Knocking my head on wall as I keep revisiting sensors and life support, hoping to find some power headroom.

Not needed, but happy to see your full config if you care to share. Maybe the viper is esp limited on power?

Viper was always quite limited by its power plant. So, yes there should be a trade off between having SCBs or a load out that would allow you having more fun. 1.1 and SCB rebalancing made the game more fun and interesting for me and this was especially caused by SCB rebalancing.
 
Maybe if by "1 or 2 class down" you mean are putting 1s in 2 slots, and 2s in 3 slots kind of thing. But at least my viper could not fit any decent weapon combo (including dropping down from medium to small size (1s in 2 slots)) without killing SCB even when turning off FSD, cargo hatch, interdicter, etc.. Knocking my head on wall as I keep revisiting sensors and life support, hoping to find some power headroom.

Not needed, but happy to see your full config if you care to share. Maybe the viper is esp limited on power?

[Viper]
M: 2F/G Multi-cannon
M: 2F/G Multi-cannon
S: 1G/G Multi-cannon
S: 1G/G Multi-cannon
U: 0I Chaff Launcher
U: 0E Kill Warrant Scanner

BH: 1I Military Grade Composite
RB: 3A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 2A Life Support
PC: 3A Power Distributor
SS: 3A Sensors
FS: 2C Fuel Tank (Capacity: 4)

3: 3A Shield Generator
3: 3E Cargo Rack (Capacity: 8)
2: 2A Shield Cell Bank
1: 1A Fuel Scoop

Power:
Retracted 10.98MW
Deployed 13.20MW
Available 12.00MW

Modules shut down when hardpoints deployed: FSD, cargo hatch, scoop

The scoop is there because I got nothing to put in that slot, you can put scanner/cargo rack/interdictor/whatever. You can reduce sensor to 3D and life support to 2D. That will increase the amount of power available & you can choose weapons with more power consumption. I actually find Viper easy to set up.

Eagle is a bit more of a challenge, but I can still run my favored trio of fixed MC on it:
[Eagle]
S: 1F/F Multi-cannon
S: 1F/F Multi-cannon
S: 1F/F Multi-cannon
U: 0D Kill Warrant Scanner

BH: 1I Military Grade Composite
RB: 2A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 1D Life Support
PC: 2A Power Distributor
SS: 2D Sensors
FS: 2C Fuel Tank (Capacity: 4)

3: 3A Shield Generator
2: 2E Cargo Rack (Capacity: 4)
1: 1A Shield Cell Bank

Power:
Retracted 9.37MW
Deployed 10.61MW
Available 9.60MW

Modules shut down when hardpoints deployed: FSD, cargo hatch
 
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Hey EagleEye, thanks for taking the time to do that! I will review, but first glance looks like your answer to power is to avoid any lasers. Sweet config I think, but for taking out shields (and for variety & visuals), I really like some beams. Anyway, thanks for opinions and info while helping me deal with the initial shock. I still think lots more balancing to do to max fun and reduce frustration, but I admit in some ways it's harder for an individual player to see the whole grand long term scheme, if there is one. ;)
 
I don't know how some of you people set your ships, I got A rated, 1 or 2 class down (from shield class) SCB running on all my combat & pirate ships (see sig) just fine. Some will have modules like FSD, Cargo Door, Fuel Scoop set to shut down during combat, but you definitely can run an effective ship WITH SCB post patch just fine.

My eyes! My eyes! how can you bear it! My eyes! :D
 
I had the Viper for a long time, never used Shield Cells, and it is a lot of fun.
I moved to the Cobra, but only because I want to use a pair of Rail Guns, at least for a while. Consider using chaff to avoid getting hit by the big ships gimballed defenses instead of Shield Cells and/or Point Defense against missiles.

My loadout in the viper was 2 C2 Fixed Multicannons 2 C1 Fixed Beams.
Chaff Launcher, KWS

RB: 3A Power Plant
TM: 3A Thrusters
FH: 3A Frame Shift Drive
EC: 2D Life Support
PC: 3A Power Distributor
SS: 3D Sensors
FS: 2C Fuel Tank (Capacity: 4)

3: 3A Shield Generator
3: 3E Cargo Rack (Capacity: 8)
2: Empty
1: 1C Fuel Scoop
 
  • Like (+1)
Reactions: Ven
Hey EagleEye, thanks for taking the time to do that! I will review, but first glance looks like your answer to power is to avoid any lasers. Sweet config I think, but for taking out shields (and for variety & visuals), I really like some beams. Anyway, thanks for opinions and info while helping me deal with the initial shock. I still think lots more balancing to do to max fun and reduce frustration, but I admit in some ways it's harder for an individual player to see the whole grand long term scheme, if there is one. ;)
I am the proponent of more dakka = more fun. I am actually dissapointed there is no C3 & C4 MC, I have to put Pulse Laser in those slots...
 
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