Well, I tried out an SCB. Seems useful when you're in a corner, like for emergencies, particularly against a group or a big ship. Not something I'll be hitting all the time though.
Noticed the in-game comparison windows only show them having maximum ammo of 1, even though the ones I tried have 4 and 5.
That ocurred to me as well. Lots of inconsistencies like that in the design of these accessories. The Kill Warrant Scanner is my personal bugbear. It does the same thing as the standard scanner, just deeper, but seems to have limited range and can only be manually operated, rather than more logically just augmenting the functionality of the standard one.
Noticed the in-game comparison windows only show them having maximum ammo of 1, even though the ones I tried have 4 and 5.
My problem with SCB is they use power from your ship's power plant. Why would charged cells need to use your ship's power? They are batteries after all. You're getting penalized by the cost of the cell, the cost of the reload, the cost of the internal slot (understandable) and the cost of power usage to your reactor. It doesn't make sense to me. ...If anything, a cell bank should reduce the amount of power your plant is losing, not increase it. If the argument is that the cell bank has to remain charged, then what's the point of a reload? Why can't your ship just recharge your cell banks the way it does your shields? It's using the power.
Too many penalties requiring too much grinding, to the point where nonsensical things are being implemented just for the sake of stretching out the time in game to achieve a personal goal.
That ocurred to me as well. Lots of inconsistencies like that in the design of these accessories. The Kill Warrant Scanner is my personal bugbear. It does the same thing as the standard scanner, just deeper, but seems to have limited range and can only be manually operated, rather than more logically just augmenting the functionality of the standard one.
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