Nerf crowd about to ruin the game again

Hear, hear!
As you've well described, picking your battles is the way to go in this game. Picking the wrong one should always result in death.

I completely agree that having to pick your battles, and the possibility for real danger of death make for far more interesting gameplay.

But...

How does the SCB stacking "infinite shield mechanic" accomplishes "having to pick your battles"? It actually does the precise opposite. That's why there are players saying that SCBs are absolutely crucial for going into SSS whith small or badly outfitted ships to fight hordes of npc opponents. There goes the "having to pick your battles"...
 
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Man just can't get over a multi role load out not being able to wreck a combat load out. I'm cracking up over here
This is Elite tough choices are a part of the game. Now you wanna Fight with the big boys then put on your big boy pants and get a similar loadout.
otherwise stick to your multi role ship and pick your battles mate.
 
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Nonya

Banned
Man just can't get over a multi role load out not being able to wreck a combat load out. I'm cracking up over here
This is Elite tough choices are a part of the game. Now you wanna Fight with the big boys then put on your big boy pants and get a similar loadout.
otherwise stick to your multi role ship and pick your battles mate.

I like you. You can fly in my sky a little longer. :)
 
If they do 'nerf' scb then I hope they do it in a logical way... Something like only one can be fitted (like a shield gen)
Though I'm sure some will then complain that condas start stacking 6 shield boosters on the utility mounts as well
 
If they do 'nerf' scb then I hope they do it in a logical way... Something like only one can be fitted (like a shield gen)
Though I'm sure some will then complain that condas start stacking 6 shield boosters on the utility mounts as well

That's got a more straight up downside, though - the recharge time once that shield goes down would be insanely long.
 
I'm sorry, I tend to look at this from the viewpoint of a inactive soldier who has been in firefights before.

Then drop that viewpoint - this is a game. Fun is the objective, not victory.

You NEVER want a fair fight. You want a fight to be as "boring" as possible and every fight is dangerous as hell.
You always want to the stack the odds in your favor, period. You want the other guy dead or running in terror - preferably running in terror to their death.

Imagine World of Tanks with this design. Imagine playing every match in a T110E5, against T-34s.

I think the real problem is folks flying in opening wanting to be a gangster until it's time to do gangster "stuff".

Nope. The problem is people want to play without any risk to their ship.

Your own logic still applies - if you're outmatched in skill then run! Using badly designed module mechanics to make up for a lack of skill is exploiting as far as I am concerned.
 
The main complaint here is that without the current scb stacking meta a player would not be able to win every fight against NPCs disregarding skill, ship or numbers.

This game is not about being the only hero in the galaxy, some fights you should have to run from. Some should be avoided completely. Until scbs are set up so only 1 can be used in a fight, against NPCs it is difficult to lose even when vastly out numbered and out gunned.

It also means all the excellent work on the hull and subsystem damage system is never used.
 
Nope. The problem is people want to play without any risk to their ship.

The main complaint here is that without the current scb stacking meta a player would not be able to win every fight against NPCs disregarding skill, ship or numbers.

This about sums it up.

The SCB "extra lives" button is ridiculous. Its just a way for lazy pilots to compensate through the push of a button.
 
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The main complaint here is that without the current scb stacking meta a player would not be able to win every fight against NPCs disregarding skill, ship or numbers.

This game is not about being the only hero in the galaxy, some fights you should have to run from. Some should be avoided completely. Until scbs are set up so only 1 can be used in a fight, against NPCs it is difficult to lose even when vastly out numbered and out gunned.

It also means all the excellent work on the hull and subsystem damage system is never used.

+1 REP

perfectly said, just hope it doesn't fall on deaf ears!
 

Nonya

Banned
Just remember folks, when FDEV goes meddling with how things work they usually break several things just to fix one perceived "problem".
Be careful what you wish for - you just might get it and then some.
 
Man just can't get over a multi role load out not being able to wreck a combat load out. I'm cracking up over here
This is Elite tough choices are a part of the game. Now you wanna Fight with the big boys then put on your big boy pants and get a similar loadout.
otherwise stick to your multi role ship and pick your battles mate.

Ignoring large ship disparities, I don't see it as a simple case of having

1. Player Multi-role loadout
2. Player Combat loadout


Shield Cell Banks, in their current "health potion" implementation, are so immensely powerful that you have:

1. Player Multi-role loadout

2. Player Combat loadout with no SCB
  • Capable of tangling with most NPCs
  • Effective against players with Loadout #1

3. Player Combat loadout with 1 x SCB
  • Effective against players with Loadout #2
  • Totally outclasses players with Loadout #1
  • Totally outclasses most NPCs

4. Player Combat loadout with 2 x SCB
  • Effective against players with Loadout #3
  • Totally outclasses players with Loadout #1-2 and NPCs

5. Player Combat loadout with 3 x SCB
  • Effective against players with Loadout #4
  • Totally outclasses players with Loadout #1-3 and NPCs

6. Player Combat loadout with 4 x SCB
  • Effective against players with Loadout #5
  • Totally outclasses players with Loadout #1-4 and NPCs


Nothing else in the game's OUTFITTING options escalates like this. Nothing.

It encourages "srs player vs player" types into a narrow "SCB arms race" loadout, which in turn drives them into limiting gameplay paths.


Ironically, in my opinion, it reduces their likelihood of "gudfites", because any player NOT riding the bleeding edge of "SCB arms race" (a) won't put up any kind of fight, and (b) chances are, they won't even fight - they will just leave the area.
 
if you're outmatched in skill then run! Using badly designed module mechanics to make up for a lack of skill is exploiting as far as I am concerned.
Except it is a part of the game and has been for a long time. With your logic we might as well all fly around with pythons and anacondas with no internals or pirate load outs (Peasant loadout). Because lets face it what else is there.. if your thinking hull reinforcement packages please don't embarrass yourself. This is also only the really end game pvper's who do this stuff anyway and people who say don't want to wait the 5- 8 minutes or so time it takes to recharge their shields. But I love how you just say nobody could win if they stack shield cell banks is straight ignorant. Cause you could too and then once again it become about skill, but since your probably can't even afford to A Fit a ship capable of stacking and taking the fight to them to find out if you have what it takes to fight them. No instead i'm going to complain about it on the forums with no experience behind what i'm saying and pretend I know what i'm talking about. Plus shield cell banks below the rank of your shield don't accomplish very much..... But once again I'm sure you knew that
 

Scudmungus

Banned
Change. Change aal part of growth. Devlopment.

Yuh tink dey not gonna tinka wid flying? Wid modules?

10 yrs long time. Adapt. Or do not adapt.

:D
 
I think you may be overreacting here.

Nevertheless, I play predominantly "PvE" and I for one don't use SCBs, don't much care for them and certainly don't see them as critical to PvE. My preference would be that as long as SCBs exist they should be limited to one module per ship, as with other type-limited modules. So in a sense that would be a "nerf" I would agree with. It certainly wouldn't bother me in the least if they were removed altogether, but I don't think that is necessary.

So with respect, I think you create a false 'them and us' (PvP vs PvE) mentality when you assume all predominantly PvE players fall into your "Don't nerf SCBs!" camp.

Pretty much this, and this applies to the open vs solo/groups as open doesn't have to mean pvp.
 
Well, SCBs have their place in the game. No real reason to get rid of them completely yet. But no reason a balance pass can't be done on them as there'll be a ton of metrics.
 
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