Goodbye Open til SCB issue is sorted

Achilles7

Banned
Well, this isn't a rant, I have every confidence in Frontier realising that they have made a huge mistake with multiple SCBs and putting it right!
I was in open, playing the game as a multipurpose, bounty hunter, smuggler, assassin (chaff and SCB depleted slightly from previous cmdr who attacked me while I was dealing with an AI Python in a RES while doing a multiple pirate mission, not credit farming!).
Just doin my thang, in supercruise looking for WSS, when I scanned two cmdrs in a wing-enemy Empire in Fed territory, so throttled down (love a good fight with equal ships!), allowed them to interdict me..submitted, only the deadly Courier appeared and so began my tail of woe! Firstly, I hit my deploy landing gear instead of hardpoints, not a good start..so I can't even boost to turn..doh! Anyway, down to 1 ring on my shields before SCB gets me back up and running, now I'm ready for the dogfight. we start duelling and it's clear that I'm in the more agile ship..I'm getting on him first in every turn, he's got more chaff than the entire USAF, but no probs..just turned off targetting..got his shields down to 1 ring again and again and again, I'm now out of everything with a few hundred rounds of multi-cannon ammo left. How many SCBs has the Courier got? He gives up the dogfight tactic (good strategy..I'm not blaming the cmdr at all!) then starts reversing pummelling my shields, I catch him he boosts away rinse and repeat. Now he has 2 rings as I watch his shields regenerate for the 15th time and I'm down to critical..running out of ammo, I run. Leaving with a bad taste in my mouth, given that we both know who should have won that duel!
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!

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.
 
Agreed. I tend to have one SCB in my ASP which once gone is gone. I tried multiple SCBs but I didn't enjoy the tactic for basically the reasons you describe. It's also why I don't reload my instances for better bounty hunting or use crowd sourced trade data. Each profession, or aspect, you engage in within this game will have it's ups and downs, the real skill is learning how to ride this wave and stay alive and that, for me, is also where the fun lies.
 
Pesonally I would remove the SCB's all together and re-implement the Elite 'Extra Energy Unit' the energy could be used as a special pip (or more dependent on level) to recharge faster but thats it, yes having insta shield recharge may seem nice but its just a over used and over abused tactic.

Actually im gonna whack it in there as a suggestion :)
 
Pretty dramatic coming from someone who seemingly enjoys pvp. Yeah, you got to be superior pilot AND you got to have optimal number of SCB's. And then they could have reinforcements, both without SCB's, but will obliterate you simply because they are two, and you - are one.

I'd say a list full of friends is more dangerous than python full of SCB's.

Nerf the friend list before it's too late, FD!

Only one friend per ship!
 
Pretty dramatic coming from someone who seemingly enjoys pvp. Yeah, you got to be superior pilot AND you got to have optimal number of SCB's. And then they could have reinforcements, both without SCB's, but will obliterate you simply because they are two, and you - are one.

I'd say a list full of friends is more dangerous than python full of SCB's.

Nerf the friend list before it's too late, FD!

Only one friend per ship!

Its not a case of nerfing friends list its a case of pilots with no skill just popping SCB's like they gone outta fashion just to stay in combat. Elite is supposed to be about pilots skill not how much armour and SCB's you can stick on a ship if that was the case we would all fly Lynx bulk carriers or Panther Clippers FULL of SCB's and armour.
 
I think SCB's make sense for exploration or trading, so I would not remove them, what I think needs to happen is to change the way they operate. I would make switching them in a time consuming task, so they take five to ten minutes to come on line, whilst draining power, so you are more vulnerable during that period. Then when you bring one on line it has to stay on line for a period of time otherwise it causes damage, say an hour. Effectively that would make them irrelevant for combat.
 
I think SCB's make sense for exploration or trading, so I would not remove them, what I think needs to happen is to change the way they operate. I would make switching them in a time consuming task, so they take five to ten minutes to come on line, whilst draining power, so you are more vulnerable during that period. Then when you bring one on line it has to stay on line for a period of time otherwise it causes damage, say an hour. Effectively that would make them irrelevant for combat.

Or simply make each one take 10-25% of your powerplants power this way using them in combat is stupidly risky.
 
Weighing in again, it basically ruins the tactical aspect of the game. If every PVPer played purely tactical games they would all have identical ship configurations, with heavy use of SCBs. Diversity is the key to engaging tactical gaming, this allows us to use our imaginations to defeat our foes rather than our bank balances.
 
I think SCB's make sense for exploration or trading, so I would not remove them, what I think needs to happen is to change the way they operate. I would make switching them in a time consuming task, so they take five to ten minutes to come on line, whilst draining power, so you are more vulnerable during that period. Then when you bring one on line it has to stay on line for a period of time otherwise it causes damage, say an hour. Effectively that would make them irrelevant for combat.

A simple fix would be to make multiple SCBs in a ship behave like a single unit. If you switch on/off one of them they all switch on/off. I think this was the original intention of FD since all SCBs (if switched on) fire simultaneously.
 
I think SCB's make sense for exploration or trading, so I would not remove them, what I think needs to happen is to change the way they operate. I would make switching them in a time consuming task, so they take five to ten minutes to come on line, whilst draining power, so you are more vulnerable during that period. Then when you bring one on line it has to stay on line for a period of time otherwise it causes damage, say an hour. Effectively that would make them irrelevant for combat.

Part of the problem is that missiles used to do a good job of being a weapon-of-last-resort for traders until they were nerfed to oblivion. I think that a single shot emergency buff of some sort makes some sense but SCBs change the whole combat dynamic too much.

There are other things that could be done that would be more interesting and less intrusive on the game mechanics e.g. a single shot capacitor booster that increase the capacity of one capacitor by 50% for 30 seconds with different variants for eng/wep/sys.

A more radical idea would be to dispense with the whole module specific slot concept and just have a single total slot limit where you could fit any combination of module classes upto that total limit. It would allow people to customise ships for different roles and thier play style much more. For example you could "millenium falcon" your asp (or whatever) by just fitting a honking great engine and not much else.
 
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A simple fix would be to make multiple SCBs in a ship behave like a single unit. If you switch on/off one of them they all switch on/off. I think this was the original intention of FD since all SCBs (if switched on) fire simultaneously.

Maybe quick charging the shields like this could cause damage equivalent to the overcharge rate, so if your shield held 50 units and you charged 60 ya shield would take 10% damage this coupled with the all fire at once deter the 'ooo I will have five SCB's to be indestructable' brigade. Would certainly deter me if my shield had 50 units and combined SCB's whacked in 150 ending up with no shields cause of over use would really make ya think.
 
But i think that there should be any difference between some ships (cheaper ships) and others (like anaconda), i mean, an eagle alone should never be capable to defeat a conda. If you remove shield cell banks, it could happen i think...

Sorry for my bad english, its hard to me but i try it
 
But i think that there should be any difference between some ships (cheaper ships) and others (like anaconda), i mean, an eagle alone should never be capable to defeat a conda. If you remove shield cell banks, it could happen i think...

Sorry for my bad english, its hard to me but i try it

Not if the anny is configures with turrets etc, having higher grade shields as well would make them tougher against an eagle. Also the eagle would be faster but a few higher power hits would take it down.
 
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