Let's Fix: SCBs

Indeed. Though, the elefant in the room is that powerplant sniping pretty much bypass the whole point of having armour in the first place. Just hit that one module enough and game over.
IMO the fact that it's the go to target in 90% of the cases in PvE (for PvP I can't really say) point to it as being an overwhelming imbalance.

I think removing the death on hit at 0% would help*. Cutting power by 50% is already quite nasty. Give players a reason to target the shield generator, SCB's and other such modules.


*And make sense. A fusion reactor has such low density plasma that any breach of containment will just shut it down with little harm. No risk of runaway reactions and other such things ;P
Agreed. I'd like there to be a bit more choice when deciding which module to target.
 
aren't SCBs pointless when you hit your target with flechettes? :D

i found them to be my new fav. tool in PVE to kill those terrorist leaders. a few hits and their shield generator and many other subsystems are dead.
 
aren't SCBs pointless when you hit your target with flechettes? :D

i found them to be my new fav. tool in PVE to kill those terrorist leaders. a few hits and their shield generator and many other subsystems are dead.

Really? I've seen videos of people "successfully" using them and couldn't help but think to myself that they only work on targets too inexperienced to use MRPs or avoid strafe out of the way of slow projectiles. Where the RRFs are useful against human ships, RC Torps would be even more effective.
 
The elefant in the room is that powerplant sniping pretty much bypass the whole point of having armour in the first place. Just hit that one module enough and game over.
IMO the fact that it's the go to target in 90% of the cases in PvE (for PvP I can't really say) point to it as being an overwhelming imbalance.

I think removing the death on hit at 0% would help*. Cutting power by 50% is already quite nasty. Give players a reason to target the shield generator, SCB's and other such modules.
At the risk of taking this SCB thread off-topic, that is something I can 100% agree with too.

If PP at 0% is game over, what is the point of remaining hull integrity and all that armour? Realistically, PP at 0% should result in zero pips for your PD, not an instant death. You'd be forced to R&R under fire where your (unpowered) hull armour, HRPs and MRPs can prove their worth - hopefully buying you enough time to get thrusters and give you a chance to get back in the fight, or make a run for it. If you were lucky or wise enough to keep your ENG bar topped up, you can probably squeeze off a boost just as you hit R&R so that you're not a sitting duck, (just an easy-to-track duck, instead).
 
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At the risk of taking this SCB thread off-topic, that is something I can 100% agree with too.

If PP at 0% is game over, what is the point of remaining hull integrity and all that armour? Realistically, PP at 0% should result in zero pips for your PD, not an instant death. You'd be forced to R&R under fire where your (unpowered) hull armour, HRPs and MRPs can prove their worth - hopefully buying you enough time to get thrusters and give you a chance to get back in the fight, or make a run for it. If you were lucky or wise enough to keep your ENG bar topped up, you can probably squeeze off a boost just as you hit R&R so that you're not a sitting duck, (just an easy-to-track duck, instead).

My Power plant is so armored that there is almost no point in even trying to target it. My hardpoints, on the other hand...
 
My Power plant is so armored that there is almost no point in even trying to target it. My hardpoints, on the other hand...
I'm a fan of B-grade + armoured engineering for big ships, and A-grade + armoured engineering for all my other ships. If I'm going to have an Achilles heel, you better believe I'm going to be wearing some damn sturdy boots.
 
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I don't know how much of this parallels pre-existing suggestions, so apologies for not bothering to dig up source-idea threads.

What I'd do to SCBs:
- no excessive heat penalty that effectively *requires* heatsinks to be used
- can only fit 1 module per ship, just like shields
- is no longer ammo-based
- instead of having ammo, is SYS-charge-based, either 'impulse' mode like how boost currently works, or what I'd prefer (same as with boost) where you can hold down the button and keep draining your SYS reserves until drained
- has a cooldown between uses, relative to how long you held down the button and kept it active
- the amount of recharge and rate of recharge is variable and can be tweaked to be balanced, *perhaps as part of an overall comprehensive balance pass you might say* (cough cough hint hint cough cough)
 
I'm a fan of B-grade + armoured engineering for big ships, and A-grade + armoured engineering for all my other ships. If I'm going to have an Achilles heel, you better believe I'm going to be wearing some damn sturdy boots.

That's a great turn of phrase; I'm totally going to rip it off and use it like it were my own.
 
I don't know how much of this parallels pre-existing suggestions, so apologies for not bothering to dig up source-idea threads.

What I'd do to SCBs:
- no excessive heat penalty that effectively *requires* heatsinks to be used
- can only fit 1 module per ship, just like shields
- is no longer ammo-based
- instead of having ammo, is SYS-charge-based, either 'impulse' mode like how boost currently works, or what I'd prefer (same as with boost) where you can hold down the button and keep draining your SYS reserves until drained
- has a cooldown between uses, relative to how long you held down the button and kept it active
- the amount of recharge and rate of recharge is variable and can be tweaked to be balanced, *perhaps as part of an overall comprehensive balance pass you might say* (cough cough hint hint cough cough)

Where do you get the rest of the energy from?

A stock 8A Power Distributor has a 48MW Systems Capacity and a stock 6A Shield Cell Bank delivers 349,6MJ per charge that is a delta of 301,6, so where do you get the rest of the energy from? fuel could work I guess... or just old fashion handwavium:D.
 
No need of handwavium :

When the system capacitor is full, the overflow from the distro recharge rate goes to the cell.

Say your overflow is 1MJ/s and the cell is 100MJ. The the empty cell will need 100s to reboot and be usable again.

Note that if at any point during that time pips ate diverted from sys and/or damage is taken and sys is starting to get drained to recharge the damaged shield, SCB recharge will be interrupted.

Imo allowing for multiple cells u6nder that scheme would be fine.

Small deviation : I do think the very high +150% shields from 4 pip in sys will need a second look. It looks really crazy high (and is)
 
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At the risk of taking this SCB thread off-topic, that is something I can 100% agree with too.

If PP at 0% is game over, what is the point of remaining hull integrity and all that armour? Realistically, PP at 0% should result in zero pips for your PD, not an instant death. You'd be forced to R&R under fire where your (unpowered) hull armour, HRPs and MRPs can prove their worth - hopefully buying you enough time to get thrusters and give you a chance to get back in the fight, or make a run for it. If you were lucky or wise enough to keep your ENG bar topped up, you can probably squeeze off a boost just as you hit R&R so that you're not a sitting duck, (just an easy-to-track duck, instead).

A reinforced powerplant with one single MRP will remain a lot longer than the hull of the ship.
I don't think that powerplant sniping is any problem. Of course it's the favorite target in PvE but (aside the current bug) higher ranked NPC's are able to use proper power prioritys and they run usually still thrusters and some weapons if powerplant is down.

Nobody dies from one shot at a 0% powerplant. There are needed a few more hits. In my Vulture i can fire with the class 3 beam a looooong time at a 0% powerplant and they still don't die.
I need at least additionally the class 3 MC and a good pack of rounds to make them poof.


To the SCB's.....
In my opinion they are good as they are. In PvE they are just pure additional healthpoints, in PvP they need some more brain to use.
I have successfully used specialised SCB's (6sec spin up) in my Corvette. Just make sure that you have those 5-6 sec window of being not targetable by your opponent which isn't that hard to do. The feedback rails got already nerfed so that you need multiple shots and hits to reduce the SCB effectively.
Also i like to use thermal cascade and thermal shock against SCB users. Regardless of heatsink, with those mods you WILL take heat damage when using an SCB which hurts a lot of modules.
Since modules start malfunctioning at 85% and a lot more often at 70% (imo malfunctions happen already to uselessnes) this is a good way to punish people for using SCB's.

But hammering with kinetics at shields and than complaining about the durability of SCB's makes no sense in my opinion. Every loadout has it's own advantages and disadvantages. Choosing wisely is A and O in this game.

My Power plant is so armored that there is almost no point in even trying to target it. My hardpoints, on the other hand...

I have to agree here.
Even with 2x MRP, a few hits from dumb-missile spamming NPC's and all hardpoints are gone, no matter how they are arranged on the ship. Than you sit there with 92% hull and have to leave because loosing the teeth. I can't do that to NPC's :S
My weapons are mulfunctioning to fully uselessnes at 70% integrity where NPC's still spit out full power with 2% hardpoints.
In PvP it becomes more visible. If i shoot a players hardpoints with packs down to 70% he is already 100% dead if he doesn't leave than. The gap between players modules malfunctions and NPC god-mode modules is huge!!
 
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No need of handwavium :

When the system capacitor is full, the overflow from the distro recharge rate goes to the cell.

Say your overflow is 1MJ/s and the cell is 100MJ. The the empty cell will need 100s to reboot and be usable again.

Note that if at any point during that time pips ate diverted from sys and/or damage is taken and sys is starting to get drained to recharge the damaged shield, SCB recharge will be interrupted.

Imo allowing for multiple cells u6nder that scheme would be fine.

Small deviation : I do think the very high +150% shields from 4 pip in sys will need a second look. It looks really crazy high (and is)

Just saying with all this nonsense SCB second capacitor work - the more you fiddle with this the more you damage the bi-weave builds, especially with the 4 sys. Generally no complaints against a bi-weave tank when the issue is with prismatics.
 
Just saying with all this nonsense SCB second capacitor work - the more you fiddle with this the more you damage the bi-weave builds, especially with the 4 sys. Generally no complaints against a bi-weave tank when the issue is with prismatics.

Agreed too.
Also don't forget, that other countermeasures like chaff, heatsink, PD's, ECM and anti-EMP also drain sys capacitor. Ever tried to use a chaff with an empty sys capaity? Or an heatsink?
Bi-weave builds with other countermeasures would become seriously disadvantages through that.
 
Remove the whole damn thing.

Your shields are what they are. Bi-weaved, prismatic, whatever. Your capacitor too, optimized for your liking. Both engineered the way you see right. Go manage your pips in combat, but when the shields go down your hull/systems takes the beating and that's it. Stay and fight as the last stand or go away and let the shields recharge if you can.

The fights won't be as boring as they are now.
 
Just saying with all this nonsense SCB second capacitor work - the more you fiddle with this the more you damage the bi-weave builds, especially with the 4 sys. Generally no complaints against a bi-weave tank when the issue is with prismatics.

Even biweave shields stop regenerating when you're getting hit. If your shield isn't regenerating, then any SYS power generated while your cap is full is wasted. SCBs with this setup would allow someone to better utilize their SYS charge rate regardless of their shield.
 
That's fair, and I totally get where you're coming from. Indeed, if we're talking about larger ships having a more "naval" than "aircraft" feel to them this is almost part of that feel - contrary to popular myth a losing ship in a naval battle would much more often withdraw - damaged, massive crew casualties, in danger of becoming unseaworthy and succumbing to the elements but very rarely promptly destroyed - than it would be sunk in the actual battle. One wonders if perhaps the answer to this whole thing would be for ED to introduce some way of "scoring" that defeat of the opponent, driving them into fleeing the field rather than just relying on "you blew it up therefore you won"?

If i force someone to wake i count that as a battle won, i dont require their rebuy to feel good or some message from the game telling me good job.
 
My Power plant is so armored that there is almost no point in even trying to target it. My hardpoints, on the other hand...

For many ships an amored powerplant requires a lot on sacrifice in defensive as well as offensive ability, in comparison with what is possible when overcharging. It would leave a build pve-centric or at least not super imposing to pvp build

Ps Railguns ignore mrps
 
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For many ships an amored powerplant requires a lot on sacrifice in defensive as well as offensive ability, in comparison with what is possible when overcharging. It would leave a build pve-centric or at least not super imposing to pvp build
I honestly wouldn't mind the overcharged recipe simply being removed. The extreme availability of power has severely limited the extent to which power draw can be used as a balance lever.
 
A reinforced powerplant with one single MRP will remain a lot longer than the hull of the ship.
I don't think that powerplant sniping is any problem. Of course it's the favorite target in PvE but (aside the current bug) higher ranked NPC's are able to use proper power prioritys and they run usually still thrusters and some weapons if powerplant is down.

Nobody dies from one shot at a 0% powerplant. There are needed a few more hits. In my Vulture i can fire with the class 3 beam a looooong time at a 0% powerplant and they still don't die.
I need at least additionally the class 3 MC and a good pack of rounds to make them poof.


To the SCB's.....
In my opinion they are good as they are. In PvE they are just pure additional healthpoints, in PvP they need some more brain to use.
I have successfully used specialised SCB's (6sec spin up) in my Corvette. Just make sure that you have those 5-6 sec window of being not targetable by your opponent which isn't that hard to do. The feedback rails got already nerfed so that you need multiple shots and hits to reduce the SCB effectively.
Also i like to use thermal cascade and thermal shock against SCB users. Regardless of heatsink, with those mods you WILL take heat damage when using an SCB which hurts a lot of modules.
Since modules start malfunctioning at 85% and a lot more often at 70% (imo malfunctions happen already to uselessnes) this is a good way to punish people for using SCB's.

But hammering with kinetics at shields and than complaining about the durability of SCB's makes no sense in my opinion. Every loadout has it's own advantages and disadvantages. Choosing wisely is A and O in this game.



I have to agree here.
Even with 2x MRP, a few hits from dumb-missile spamming NPC's and all hardpoints are gone, no matter how they are arranged on the ship. Than you sit there with 92% hull and have to leave because loosing the teeth. I can't do that to NPC's :S
My weapons are mulfunctioning to fully uselessnes at 70% integrity where NPC's still spit out full power with 2% hardpoints.
In PvP it becomes more visible. If i shoot a players hardpoints with packs down to 70% he is already 100% dead if he doesn't leave than. The gap between players modules malfunctions and NPC god-mode modules is huge!!

Rail guns bypass mrp's protection and amored powerplant ship builds are generally less combat effective than their overcharged counterparts.

I honestly wouldn't mind the overcharged recipe simply being removed. The extreme availability of power has severely limited the extent to which power draw can be used as a balance lever.

I honestly expected you would say that, you strike me as someone who would be more than happy to revert combat and ship outfitting back to 1.0
 
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For many ships an amored powerplant requires a lot on sacrifice in defensive as well as offensive ability, in comparison with what is possible when overcharging. It would leave a build pve-centric or at least not super imposing to pvp build

Ps Railguns ignore mrps

I'm talking about a Chief in that scenario, but I'm in the process of building a new FdL, and in that case I imagine Armored won't produce the required power I'm looking for. But the scenario I was speaking to, it was all about targeting the PP resulting in "fight over" and I was just pointing out that it isn't strictly true. There's not any reason to put anything besides g5 Armored on the Chief, in fact. Also, that's not correct about rail guns ignoring MRP's.
 
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