Make stealth and hull great again!

I've been playing elite since just after horizons came out. Pre engineering pvp was great because you had a multitude of options and play styles that were viable.
You could run the FDL as a shield tank, federal doorstops and clippers as biweave hull tanks or SR stealth builds. Back then there was variety!
But now you either use a FDL or get shat on. Corrosive and emissive ruined hull and stealth builds. And on top of that there is night vision which is great but also basically killed stealth.
FDev really needs to look at combat ships and make a huge balance pass since we're currently in a FDL rules all phase.
I suggest nerf corrosive and emissive.
 
Seekers need a look at too. I can't think of much that ruins a shieldless build than having missile spam thrown at it with the amount of module damage that is basically guaranteed.
 
The problem you point at is real, but your suggestion would just make fights take even longer. Why not balance things by introducing a 'Corrosive' for shields, nerfing Boosters, etc.? Shield tanks need to have drawbacks just as serious as Hull tanks have if you want them balanced.

As for stealth, tie Sensor resolution to night vision. If your Sensors can't detect a target, night vision won't apply to it. Also, drop the whole shooting-removes-stealth thing. It should all come down to your heat.
 
Agree that stealth should be viable. However I think it should come with significant advantages and equally significant risks. With appropriate potential rewards.
 
stealth and hull is basically the ax means of being awesome at that. It may not work much against humans but that's still how best to deal with aliens from what i've looked at (no aliens out in the rift).

and dont missiles have a answer (point defense) ?

As far as making fights last longer. That would be an improvement. Fights should last long. There should be time for micromanaging your ship and repairing things and even communication.

extremes should have significant compromises no matter what that extreme entails. And I'd agree with tying certain things like night vision to sensor rating/size. Things like night vision should have a cone and distance factor and maybe even a resolution factor. Maybe finally giving players a decent reason to equip a non-D rated sensor pkg.

I think night vision should be active - similar to the headlights but basically an infrared light, it'll make the most sense to fit how it works. It'll make going stealth while using it impossible and it would allow the above tying to sensors modules make better sense and it would allow seeing objects that are not emitting heat (different from their surrounding) (similar to how it currently works with objects).

I agree, shooting shouldn't remove silent running but there are certain consequences to that. If shooting doesn't eliminate silent running, and you are clean and the stealthy ship lands a shot on you while still stealth, how does your ship contact the authority to say who should get the warrant?

This would basically be a way to circumvent all law in the galaxy by just silent running while doing it. That seems ...unwise.
 
Agree that stealth should be viable. However I think it should come with significant advantages and equally significant risks. With appropriate potential rewards.

Having to fly in combat shieldless in silent running while trying to not cook your ship is pretty significant. Go fly around in a hazres in silent running and give it a whirl. Hope ya like sweating! ;)
 
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maybe the power draw of shield boosters should get cranked up? Make it so running 6 or 8 boosters only works if you dont have any guns so that way the traders dont have to moan about it but the combat pilots choose less boosters. Overcharged G5+monstered is a tough mod to live with but people do it. The access to easy power has given rise to ships stacked to the max with both shield and guns. I think players should have to choose, lots of energy weapons at the cost of some shield, or more shield at the cost of firepower.
 
maybe the power draw of shield boosters should get cranked up? Make it so running 6 or 8 boosters only works if you dont have any guns so that way the traders dont have to moan about it but the combat pilots choose less boosters. Overcharged G5+monstered is a tough mod to live with but people do it. The access to easy power has given rise to ships stacked to the max with both shield and guns. I think players should have to choose, lots of energy weapons at the cost of some shield, or more shield at the cost of firepower.

Basically this. If you don’t eliminate stacking shield boosters at least make it very costly. Power usage should multiply the way they multiply the shield strength itself.
 
The problem you point at is real, but your suggestion would just make fights take even longer. Why not balance things by introducing a 'Corrosive' for shields, nerfing Boosters, etc.? Shield tanks need to have drawbacks just as serious as Hull tanks have if you want them balanced.

As for stealth, tie Sensor resolution to night vision. If your Sensors can't detect a target, night vision won't apply to it. Also, drop the whole shooting-removes-stealth thing. It should all come down to your heat.

I'm all for hull builds and stealth, I really am.

but we had enough balancing through nerv, and I don't like that either. still sore bout the python nerf before I could afford one. if we ony nerf down where does that lead?

strengthening counters for shield builds or strenghening stealth would be better.
 
may be after odyseey, next season is "the big cleanup".

no more
  • powerplay,
  • engineers (but i like them)
  • speeding fines
  • rare good limits
  • Gamemodes (pick 2 of open/solo/CQC)
  • this liner is the top of its class, comms
  • <insert the recent rant thread>
 
Armor tanking should be just as viable as shield tanking. most modules should lie deep within a ship's hull and should not be able to be shot out until either most of the hull is gone or the opponent is using armor piercing weapons. Even with armor piercing weapons, the armor should still be able to take a portion of the damage with the remainder going towards the targeted module. Make armor tanking a thing!
 
Armor tanking should be just as viable as shield tanking. most modules should lie deep within a ship's hull and should not be able to be shot out until either most of the hull is gone or the opponent is using armor piercing weapons. Even with armor piercing weapons, the armor should still be able to take a portion of the damage with the remainder going towards the targeted module. Make armor tanking a thing!

i didnt like armor tanking money wise.... repairing a shot up corvette at 30% hull is expensive. losing shield-health only cost SCB refills... the costs can eat up the assassination proft.
 
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