How would you close the PvP/PvE optimal build gap?
Gap? When something is a light year wide might need a term that expresses it more meaningfully.
Mind the Gap. How about mind the gulf, void, abyss or chasm.
How would you close the PvP/PvE optimal build gap?
First off start calling it what it really is: Combat vs. Credit Grinding build gap.
After that, well, then we'll see!
Gap? When something is a light year wide might need a term that expresses it more meaningfully.
Mind the Gap. How about mind the gulf, void, abyss or chasm.
Here is my take on it :
- SCB's only carry one charge.
- Can only be used shield down to boost recharge. 50% progress to reform shield for an equivalent level SCB (i.e. 6A cell will reform 50% of a 6A shield).
- Cannot be used on active shields.
- Once depleted will use sys capacitor overflow to refill slowly.
- Use A/B/C/D/E for variations : more charge but slower, less charge but faster, lighter and heavier variants, maybe also more or less heat efficient.
- Feedback now works as follow : for each MJ of damage done during an SCB use, the amount of damage MJ done is substracted from the ongoing charge and an equivalent amout of heat is applied to the ship, weighted by the PP efficiency. Maybe damage the cell a bit as well.
Why is it good : less combat slog working through ennemy cells, and allow for small vulnerability periods where one can try to damage ennemy modules before the cells bring it back up.
IMO that would enrich combat quite a bit and make it more tense / fun. Stuff like missiles / superpen will need some tweaking but this is possible to do. Running a shield tank with a supercharged
PP with low heat efficiency will be dangerous with feedback and lower PP integrity.
Also, 1 cell per SCB with recharge through sys cap overflow would limit spamming them in a short amount of time while avoiding to force players back and forth to the stations for extended PvE sessions (i.e. win-win)
As an aside : one could imagine a similar module for weapons to refill the cap very fast and allow for maximum burst damage during a small period of time. A bit like the heat sink on beam SLF's.
While some good could potentially be done by tweaking certain numbers up and down, that wouldn't address the problem of SCBs just not being fun to fight against, or of them being countered so severely by feedback cascade. I'm not a fan of super hard counters coming from weapon choice /special effects, and things being ultra strong when not hard countered. I believe polarized balance situations like that are bad for gameplay. I want more counterPLAY, and less counterBUILD.Good thread Frenotx, was considering raising such a thread myself.
For a very, very simple tweak that might actually be accepted over a larger mechanics change: why not just flatten the curve for SCB gains across classes, and then reduce the effectiveness of feedback rails? It's well established that low class SCBs are pretty much useless, making them little more than dead weight on small ships, where they are absolute MJ churning monsters on high class SCBs.
How about we just reduce the curve so they aren't so massively inflated at higher classes? Reduce the MJ they heal while affecting smaller ships less. I'd say go as far as to actually increase the healing at lower classes but really, we don't need effective shield healing iCouriers...![]()
I really like the thought of one "charge", but with the ability to refill via spare SYS power. I've never really liked the ammunition approach, as it gives a big advantage to a "fresh" combatant, and makes balancing between PvP (where all the charges will be used in one fight) and PvE (where CMDRs need to stretch their resources over several fights) awkward. I'd like the relative "in a given fight" utility of a module to remain consistent across all forms of combat.
Make sure you make a post in the suggestions forum, if you haven't already!
While some good could potentially be done by tweaking certain numbers up and down, that wouldn't address the problem of SCBs just not being fun to fight against, or of them being countered so severely by feedback cascade. I'm not a fan of super hard counters coming from weapon choice /special effects, and things being ultra strong when not hard countered. I believe polarized balance situations like that are bad for gameplay. I want more counterPLAY, and less counterBUILD.
Agreed, hence my second suggestion. I just feel that baby steps is the answer. IMO the ideal solution is for shields in their entirety to only reduce incoming damage with a further decrease to weapon penetration depth, but good luck to that happening lol.
I entirely agree that reducing the rock/paper/scissors aspect of combat is essential though.
Re single charge SCBs: a good idea, but I feel there should still be a reason to use multiple, or you drag everyone towards the same build with inflated shield AND hull HP because everyone now just sacrifices one SCB slot. Perhaps the SCB recharges over a lengthy period of time, meaning multiple banks are required for easy successive use? Either way infinite charges per bank does concern me that more players would approach a "run away repeatedly to regen" tactic.
Agreed, hence my second suggestion. I just feel that baby steps is the answer. IMO the ideal solution is for shields in their entirety to only reduce incoming damage with a further decrease to weapon penetration depth, but good luck to that happening lol.
I entirely agree that reducing the rock/paper/scissors aspect of combat is essential though.
Re single charge SCBs: a good idea, but I feel there should still be a reason to use multiple, or you drag everyone towards the same build with inflated shield AND hull HP because everyone now just sacrifices one SCB slot. Perhaps the SCB recharges over a lengthy period of time, meaning multiple banks are required for easy successive use? Either way infinite charges per bank does concern me that more players would approach a "run away repeatedly to regen" tactic.
I would be delighted too. Partial shielding with fast up/down shields make for a much more intense and tactical combat than slamming the SCB key each time a ring is lost.
Note that this is more of less what we have with thargoids and if makes for a much tenser/better fights.
As for the pve farming backlash: allow AFMUs to slowly repair HRPs. Done, problem solved.
This would move the combat toward a style close to IW2, which would be a good thing.
Don't even need to change AFMU behavior. Hull repair limpets already exist, and AFMUs can already fix MRPs. The only things you can't fix are the power plant, or a totally blown out canopy.
You mean something like :
- 3 rings, 100% absorbtion by shields
- 2 rings, 75% absorbtion, 25% bleedthrough with quarter pen lenght
- 2 rings, 50% absorbtion, 50% bleedthrough with half pen lenght
As per single charge SCB's :
Of course there is invective to use several : Either you use 2x in chain to fully recover shields ASAP, or you keep one for next time you're shields get knocked down. (Because the first one will probably not be refilled yet).
Even more so if say the C rated one give only a third of the charge but much faster => pack two and recover 2/3 of the shield in record time, lessening chances of feedback shenanigans.
Biweaves still regenerate faster than regular shields while up. It means your shield stretches further if you're good at evading fire here and there in the fight. They'd also still be helpful for when you're out of SCBs, or you don't want to use a cell.Where does this proposed SCB change fit in wiith Biweaves? It seems like it would turn the other shields into fast-rebuilds too, so why would anyone bother going for the weakest option, all other things being the same.. ?
Considering the only other combat modules are MOAR HEALTH (mrp, hrp, scb) and possibly an interdictor, I see this as a good thing. Gives an alternative to health stacking, and reduces the single-fight performance gap between a strictly-killing-stuff ship and literally any other profession.Big thing about repair limpets : it uses two slots, controller and cargo. If you add an AFMU to fix internals and MRP's it starts to add up to a lot for prolonged sessions. If you need too much modules, then
SCB's will still be the default "goto" option. Think of it, what is better : 3 single use rechargable SCB's or 1 AFMU, 1 Cargo rack and 1 repair limpet controller ?
AFMU vs SCB will be closer to equilibrium in term of hull tanking vs shield tanking. This is why I suggest the ability of slow repairs of HRP's with AFMU vs fast repair with limpets (ideally).
Something like that. I'm on the fence as to whether I'd personally implement scaling absorption or a flat absorption while shields are up, but that is very much the thrust of the idea, ideally supplemented by a few exceptions -e.g. far higher resistance to missiles.
The only reason I question whether multiple SCB builds would be viable were they to have infinite ammo is that players have proven themselves more than willing to drag a match out to extremes by running away in a fast ship, waiting for whatever they need to heal to happen, then coming back. It sounds yawn-fest worthy to me, and yet it's exactly what we had with reboot/repair - a few mechanics had to be put in place to make it less feasible to just run away mid battle to reboot/repair your shields to 50% whenever they drop.
Biweaves still regenerate faster than regular shields while up. It means your shield stretches further if you're good at evading fire here and there in the fight. They'd also still be helpful for when you're out of SCBs, or you don't want to use a cell
There's a huge problem/disparity between shielded combat and hull-tanked combat. FDev need to fix this at a much higher level than just looking uniquely at SCBs, in my opinion.