I'm of the opinion that the current implementation of SCBs is unsatisfying. It's frustrating to watch your progress against someone's shield get erased over and over again. Since you can't even see their SCB ammo going down, it makes fights feel like an endless slog. Because of feedback cascade, SCBs are of questionably utility the slower ship in a given PvP engagement, giving a substantial advantage to the already-advantaged faster ship (they can out-range the opponent's feedback rails and bank tank, while their opponent can't do the same). They annoying, and exist in a knife's-edge state of either being too strong in a given fight, or almost useless.
As such, I challenge you, no, US, to come up with better implementations. I'm not talking about just tweaking numbers here- I'm talking alternate implementations. If you come up with an idea and like it, make sure to ALSO POST IT IN THE SUGGESTIONS FORUM so the devs see it. Include a link to the post here if you do, so other people can find it. If you like someone else's idea, make sure to ACTUALLY COMMENT ON IT IN THE SUGGESTIONS FORUM, TOO. Rep does nothing to increase visibility; only comments will help the idea get seen by the devs. To get things started, I'll leave you with the idea I just posted:
Edit: Since people seem to missing the point of the thread, have some clarification from a post I made later in the thread:
This is what I want people to think about:
How can we change SCBs such that
1) There an effective module that's a compelling choice when you're equipping your ship
2) Not obvious to "un-fun" to deal with from the other side
3) Have counter-play options (and ways to defend against said counterplay) that involve gameplay and player input, not just special effects and rock-paper-scissors build selection.
4) Are not overly game-changing when no counter is present
5) Are not useless when a counter is present
One thing to note: I understand that super pen, and to a lesser degree missile, are currently very hard to deal with once your shields are down. THAT IS ANOTHER PROBLEM THAT NEEDS ADRESSING. That topic is beyond the scope of this thread. For the sake of discussion, please just assume that those particular problems are dealt with, or even better, come up with some clever solutions for those problems and put them in the suggestions forum! I'm not a fan of, "You can fix X! Y is broken too!" mindset, as all that does is make nothing get fixed.
As such, I challenge you, no, US, to come up with better implementations. I'm not talking about just tweaking numbers here- I'm talking alternate implementations. If you come up with an idea and like it, make sure to ALSO POST IT IN THE SUGGESTIONS FORUM so the devs see it. Include a link to the post here if you do, so other people can find it. If you like someone else's idea, make sure to ACTUALLY COMMENT ON IT IN THE SUGGESTIONS FORUM, TOO. Rep does nothing to increase visibility; only comments will help the idea get seen by the devs. To get things started, I'll leave you with the idea I just posted:
Proposal:
- SCBs
- SCBs no longer function while the shield is up
- Instead, SCBs can be used to accelerate the shield rebuilding process
- The player would still need to wait for the shields to start rebuilding (16 second delay after shields fall)
- SCBs would otherwise function as the do now: generate heat, consume an ammunition, and dump a bunch of MJ into the rebuilding shield to speed it up
- Excess SCB charge after the rebuild is done is lost. I.E. if your shield is only 400MJ (200MJ to rebuild) and you use a 300MJ SCB, the shield will still only come up at 50% (100MJ wasted)
- Feedback Cascade:
- Make feedback cascade come with the following stats: -50% breach damage, +400% damage vs. SCBs
- Makes feedback cascade do less damage to most modules, but 200% "normal" damage to SCBs. Give you a good tool for limiting someone's SCBs, but requires you to hit the actual module to utilize it. Since SCBs now only work in the shield rebuilding phase, you will definitely get a chance to try and destroy your opponent's SCBs before / during their use. On the defending side, you can fit MRPs to intercept some the damage to your SCBs to protect them, but be warned- the MRPs will be taking a pounding if your opponent is successfully hitting your SCBs with feedback cascade rails (since they're intercepting double-damage rail attacks)
Why:
- Shields are not terribly fun to fight against. The hitbox is bigger (less aim needed), none of your damage sticks, and the entire module targeting / damage system is irrelevant. Slogging through the shield, only to watch all your progress get erased (over and over again) by an SCB is very frustrating. It feels like you're not making any progress, since you can't even see their SCB ammo going down.
- This proposal would make sure that all shield progress "stick". Tearing down someone's shield guarantees that you'll get at least 16 seconds to do some damage to their hull and modules. From the defending side, you only have to worry about 16 seconds or so of vulnerability before you can potentially rebuild your shield again with an SCB.
- Allows CMDRs to potentially counter SCBs even if they don't have that one special effect, by way of targeting and shooting the SCB module while the opponent's shield is down
- Allows CMDRs to defend against feedback cascade rails, by way of having MRPs and AFMUs, and / or by angling their ship to "hide" the module from fire. Big ships can reliably field SCBs against smaller faster ships, as long as they're prepared.
- This moves feedback cascade in line with the rest of the module targeting / damage / repair mechanics, instead of it existing as its own edge case
- Makes armour more relevant in general, even to a more shield-focused ship.
Edit: Since people seem to missing the point of the thread, have some clarification from a post I made later in the thread:
This is what I want people to think about:
How can we change SCBs such that
1) There an effective module that's a compelling choice when you're equipping your ship
2) Not obvious to "un-fun" to deal with from the other side
3) Have counter-play options (and ways to defend against said counterplay) that involve gameplay and player input, not just special effects and rock-paper-scissors build selection.
4) Are not overly game-changing when no counter is present
5) Are not useless when a counter is present
One thing to note: I understand that super pen, and to a lesser degree missile, are currently very hard to deal with once your shields are down. THAT IS ANOTHER PROBLEM THAT NEEDS ADRESSING. That topic is beyond the scope of this thread. For the sake of discussion, please just assume that those particular problems are dealt with, or even better, come up with some clever solutions for those problems and put them in the suggestions forum! I'm not a fan of, "You can fix X! Y is broken too!" mindset, as all that does is make nothing get fixed.
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