Goodbye Open til SCB issue is sorted

The real issue is the fact that the fight is over as soon as someone loses their shields.

If anything combat related needs addressing, it's that.
 
The real issue is the fact that the fight is over as soon as someone loses their shields.
Only if lots of torpedos are part of the equation. If you check your opponents outfitting before rushing into the fight you can account for that as well as anything else (except a silent runner perhaps - but you better be careful in that case either way).
 
It's a skill to choose a correct load out for the job. The most skilled man in the world armed with a rock is going to die against a two year old sucking on the trigger for a nuclear launch sequence.

You're telling me I can't see things when you yourself are being completely blind. If someone were skilled, they'd be able to look at the situation and say 'I am not prepared for this' and choose a different tactic other than to charge straight in to battle.

Ok i'll try again... one thing is fighting in an arena with different sword, shield spears and choose to use an heavy armour or a lighter... this is a fight with balanced rules...one thing is allowing in this fight arena to use kevlar high tech armour with laser guns. It's logic that all the warriors will choose lasers and kevlar armour despite their skill...because this is the only way to survive. This is BAD BALANCE. The loadout or skill choice is overwhelmed from the need of more SCB.. this is the issue...i'm not talking about to get rid of them, but in that way they're bad and umbalanced
 
It's logic that all the warriors will choose lasers and kevlar armour despite their skill...because this is the only way to survive. This is BAD BALANCE.
It's not bad balance - it just keeps players from fighting with mining lasers ;)

And as already proven the second way to survive is to go stealth instead of shield.
 
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It's not bad balance - it just keeps players from fighting with mining lasers ;)

And as already proven the second way to survive is to go stealth instead of shield.
Maybe back in beta in sthealt you survive...try now. Lol
 
No, CQC will solve these problems as there are no financial penalties for loosing a CQC loaned ship in a set arena contest.

edit: why are so many in here ignoring the very skilled no shield hunters that take down other shields before the cells kick in? They seem much superior to 'the only sensible way to outfit for PvP'


Actually you are not seeing the problem I was discussing. Yes, there will be no financial penalties arising...that is my point. What will happen to PvP players, their opportunities, and the quality of their time in the galaxy? Where will those that truly want a 'real' PvP experience play? What type of PvP player will remain in the galaxy at large? Where will the targets for these types of players be actually playing? There is a huge shift coming into this game and it does not benefit the galactic PvP'er.

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Maybe back in beta in sthealt you survive...try now. Lol


There is a solid meta growing for stealth...whether it can overcome the SCB meta...-<shrug>
 
What will happen to PvP players, their opportunities, and the quality of their time in the galaxy? Where will those that truly want a 'real' PvP experience play? What type of PvP player will remain in the galaxy at large? Where will the targets for these types of players be actually playing? There is a huge shift coming into this game and it does not benefit the galactic PvP'er.

Exactly where they are getting it now: being hunters in power play.

Also I don't think duellists going off into CQC is a bad thing. Especially for the ones that have a sour taste just thinking about shield banks and other possibly even dirtier fighting tactics employed inside an open galaxy.
They can get their classic mirror dog fighting inside CQC. Everyone looking for the high risk and financial penalty will still get it when hunting enemy power players.
 
Which is why PVP is a pretty one-dimensional affair now. No body half-way sane in its mind would seriously go into a PVP fight with a ship fitted for multi-roles (leave alone some very few exceptions here). There always was and always will be such a gap and I'm fine with that. Shield cells have just widened this gap into ridiculousness.

Agreed, which is something the supporters of how they are currently used just don't seem to get.

You can't get fourteen times the firepower. You can't get fourteen times the engine speed. You can't get fourteen times the cargo space. But you CAN get fourteen times the shields.
 
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Exactly where they are getting it now: being hunters in power play.

Also I don't think duellists going off into CQC is a bad thing. Especially for the ones that have a sour taste just thinking about shield banks and other possibly even dirtier fighting tactics employed inside an open galaxy.
They can get their classic mirror dog fighting inside CQC. Everyone looking for the high risk and financial penalty will still get it when hunting enemy power players.


PowerPlay is not played where people can be shot at, either someone announces for RP reasons they were going to be somewhere to do just that or they want to be shot at. I went out hunting one night and found no one for more than 5 hours. Will never do it again. Biggest waste of game time I, and my wing, ever did. Obviously, mileage varies...but for the PvP people I play with...not worth it.

As far as the state of PvP in the galaxy, we have to wait and see...unfortunately, from a behavioral/economic/game standpoint...I see nothing but a huge black pit. However, there could be some reason that people will remain available to be killed in the galaxy.
 
There is a serious problem arising within this game and I am interested in seeing how it will be resolved....basically, PvP is fighting a war where every battle turns most of the player base against it. Some of this is risk aversion...but more of it (IMHO) is the inherent lopsidedness of the proposition. The discussion we are currently having exacerbates this issue because those playing the rewarding part of the game cannot carry enough healing potions to play the game evenly with the PvP player.

Basically, you can play the game or you can PvP. Sometimes playing the game costs you assets. PvP is always a losing proposition, asset-wise....win or lose..attacker or attacked. All the player has to play for is the 'feels'. Fun for some...negative for most. However, players have a choice to remove this loss from their game. You can see the outcome of this...and where this part of the discussion would go...I suggest not going there. However, those that PvP will find themselves in a growing situation where they are in an increasingly target poor environment...and when CQC opens this will become a very large problem.

I wish the PvP players the best...honestly...I just do not see a positive future for these types of roles in the future. This is unfortunate and includes the idea that SCB's tip the scales to far from balance.
This is kind of what I was getting at when I mentioned the blindness of people.
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I did trading once. I had a T6. I'd like to think I'm a smart man. I took A rated modules, a better shield, some SCBs, and chaff. In the end I had about 20% less cargo and 20% less jump range than a pure trader.
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I got interdicted by something that completely outclassed my ship: a clipper. The clipper ordered me to drop my cargo. I applied all my ED experience to this situation, and made a judgment call. My FSD timer clicked, I deployed chaff, started spinning up, and boosted away.
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I won this combat scenario. I escaped, damaged, but alright. My attacker lost this combat scenario. He did not get my cargo. In fact, he did not even get through my shields. Why? Because I applied my skill in my decision making. My skill told me to build defensive at the cost of profits. My skill told me to flee. My skill won me this PvP fight.
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Difference - Multitasking Python vs Dedicated Cargo Python - is there an 14 times difference in the amount of cargo carried?

No?

Well, how about the fact that a dedicated PvP Python has 14 times the shield strength: (numbers crunched by Kremmen here: https://forums.frontier.co.uk/showthread.php?t=171185&page=29&p=2626537&viewfull=1#post2626537 )



Who also aptly explained what the end result of SCBs as they currently are will end up as: ( https://forums.frontier.co.uk/showthread.php?t=171185&page=4&p=2620084#post2620084 )

The last time we had this debate (SCBs Boil My Blood) nobody adequately was able to get around the logic of these two points, they just ignored it.
Again: blindness. This 14 times shield strength means little. Anyone keen on punching through SCBs is going to take frag cannons or rails, and it will take me approximately eight seconds to do so. A single SCB takes what, three to activate five to fully deploy? So...
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Ok i'll try again... one thing is fighting in an arena with different sword, shield spears and choose to use an heavy armour or a lighter... this is a fight with balanced rules...one thing is allowing in this fight arena to use kevlar high tech armour with laser guns. It's logic that all the warriors will choose lasers and kevlar armour despite their skill...because this is the only way to survive. This is BAD BALANCE. The loadout or skill choice is overwhelmed from the need of more SCB.. this is the issue...i'm not talking about to get rid of them, but in that way they're bad and umbalanced
What kind of rubbish is this?
The moment you log in, you step into the arena. Whether you bring Kevlar and a rifle to the arena or a knife and a backpack to the arena is nobody's choice but your own. You are condemning yourself if you bring the latter. No change to balance will fix a player's stupid decision to run into a fighting arena with nothing but a shirt and a backpack.
 
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The last time we had this debate (SCBs Boil My Blood) nobody adequately was able to get around the logic of these two points, they just ignored it.

while i can't agree with the first point (specifically: "13,6x shield strength is a shame", why?), i can't even spot the 'second point' in a seemingly random collection of mostly gratuituous assumptions about player behavior ... care to point at it?
 
This is kind of what I was getting at when I mentioned the blindness of people.
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I did trading once. I had a T6. I'd like to think I'm a smart man. I took A rated modules, a better shield, some SCBs, and chaff. In the end I had about 20% less cargo and 20% less jump range than a pure trader.
.
I got interdicted by something that completely outclassed my ship: a clipper. The clipper ordered me to drop my cargo. I applied all my ED experience to this situation, and made a judgment call. My FSD timer clicked, I deployed chaff, started spinning up, and boosted away.
.
I won this combat scenario. I escaped, damaged, but alright. My attacker lost this combat scenario. He did not get my cargo. In fact, he did not even get through my shields. Why? Because I applied my skill in my decision making. My skill told me to build defensive at the cost of profits. My skill told me to flee. My skill won me this PvP fight.


You are talking to a trader that understands all this. However, I would like an option to stop...and use my outfitted T9 to fight someone with....unlimited SCB's prevent this from occurring...there is only one loadout a T9 should have....enough shields and armor to last a high jump. SCB's force all players to only play singular roles...it removes any chance for 'OMG I cant't believe you did that moments!' Sorry...SCB's bad design that limit players to certain builds....less possibility for interesting interactions...less overall fun for all players.
 
I think the biggest thing here is that it isn't a matter of trading off one thing for another. You're not looking at two fighting ships on even footing.

You're talking about multipurpose ships being able to outperform dedicated combat ships because the only limitation on SCBs is power usage, and multipurpose ships don't have nearly the same limitation there.

I think if we look at the basic balance of ship types, the issue would begin to resolve itself. Though we don't yet have a dedicated combat craft in the Anaconda tier, even a single FDL should be of significant concern to an Anaconda pilot if things were appropriately balanced.

Warships should be devastating in combat. The current combat model combined with the lack of SCB limitations has put that out of balance.
 
Remove SCB's once they fix the damage model (which they said is upcoming in next patch). SCB's are a band-aid for their broken subsystem targetting/damage model. They should not be needed once it's fixed.
 
Agreed, which is something the supporters of how they are currently used just don't seem to get.

You can't get fourteen times the firepower. You can't get fourteen times the engine speed. You can't get fourteen times the cargo space. But you CAN get fourteen times the shields.

I don't think anyone outright supports how they are currently used. Sure they can be fine tuned like anything else in the game.
But complaining about them being what they are or outright demanding their removal just doesn't seem appropriate.
That said I do think similar modules for fire power (extra ammunition cargo or laser charges?) and engine power (boost charge ...? perhaps just have one energy cell charge that can be applied to either sys/eng/wep instead of scb) could be great.
After all 14x the shields ins't exactly what it is - it's 14x the chance to restore your shields - with a capable opponent you may fail on your first try.
Warships should be devastating in combat. The current combat model combined with the lack of SCB limitations has put that out of balance.

I thought anacondas are first of all somewhat well armed cargo ships (see the large bulky box at the bottom).
There are dedicated battle ships of the same size coming that will probably outperform it on that front.
 
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Remove SCB's once they fix the damage model (which they said is upcoming in next patch). SCB's are a band-aid for their broken subsystem targetting/damage model. They should not be needed once it's fixed.


I agree with the sentiment...but doubt you are correct in the implementation. There is some fiddling with the damage model...particularly around the 'powerplant go boom' attack. You could be correct...but it would be a surprise to me.
 
I don't particularly think there is anything broken about SCB's in their current state.

Leaving with a bad taste in my mouth, given that we both know who should have won that duel!

The person who came more prepared.

How can you play in open normally? without loadout set up for PvP ie I've got KWS, limpet drone, heat sink, cargo racks, so one SCB and 2 chaff launchers along with the fact that other missions use up some of your defences..it makes the whole experience pretty depressing!

Your complaint ultimately seems to be that you took a giant Swiss Army knife into a sword fight and found that the tooth pick and magnifying glass weren't as useful as the more specialized tools of your opponent.

Basically, with PvP, who wins? the best pilot or the ship with the most internal compartments?..the game mechanic is truly awful in this respect, but, as I said..roll on 1.4.

Part of being a good pilot is preparing for and choosing your fights wisely.
 
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You got outplayed bcus your lack of knowledge about the ships and im sure that you dont have a proper loadout, many ppl doesnt realize that scb are like rock paper sizors, if you had good burst/nuke power you can take down shields and dont let them use one scb, but with lasers and multicannons agains a SCB build you have to run, 2nd the curier has more shields than a vulture and potentially 8 SCB.

I win several times agains scb builds on my stealth dbs.
 
You got outplayed bcus your lack of knowledge about the ships and im sure that you dont have a proper loadout, many ppl doesnt realize that scb are like rock paper sizors, if you had good burst/nuke power you can take down shields and dont let them use one scb, but with lasers and multicannons agains a SCB build you have to run, 2nd the curier has more shields than a vulture and potentially 8 SCB.

I win several times agains scb builds on my stealth dbs.

It is r,p,s between PvP people, well rock or paper anyway. And not having enough SCB's means you are rock all the time. Against anyone else their choices are limited to the 'hold your breath and make the high jump before I die'. Since there is no reward to players that PvP in the game...there is no reason to outfit anything in a PvP manner unless you are planning on PvP'ing in a particular ship.
 
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why not just make the scb's produce more heat so the only thing you can do is just keep basic maneuvering without crossing into the major cook off zone? torps produce a ungodly amount of heat if they fire at same time why arnt scb's?
 
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