SCB, Regeneration and Concordant Sequence balance idea

A lot of talk has been going around hit point inflation, which is exacerbated by resistant shields combined with SCBs.

So I'm suggesting is that during both the SCB charge up time and application time, the shield due to this massive rapid energy insertion no longer functions normally and is unstable.

As a result, not only does any incoming damage go straight through to hull, but also that damage is also still applied to the shield due to it's unstable state.

I'd apply the same effect to wing members receiving a Concordant Sequence effect or a Regeneration Sequence effect.

Basically, the idea is that whenever your shields are healing beyond their normal operating limits they're overloaded and no longer protect you, although they are still damaged by the disruption of incoming fire.

I think this is a easy fix that will do a bit to address hitpoint inflation and make combat a bit more tactical.

Currently, pointing two cutters with efficient Regen Sequence beams at each other and sticking them in a REZ site, with turrets on fire at will, and going out for lunch is an effective way to stack up bounties. The fact that you can do that suggests to me that the current system is broken. This change I think isn't drastic but moves things in the right direction.
 
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A lot of talk has been going around hit point inflation, which is exacerbated by resistant shields combined with SCBs.

So I'm suggesting is that during both the SCB charge up time and application time, the shield due to this massive rapid energy insertion no longer functions normally and is unstable.

As a result, not only does any incoming damage go straight through to hull, but also that damage is also still applied to the shield due to it's unstable state.

I'd apply the same effect to wing members receiving a Concordant Sequence effect or a Regeneration Sequence effect.

Basically, the idea is that whenever your shields are healing beyond their normal operating limits they're overloaded and no longer protect you, although they are still damaged by the disruption of incoming fire.

I think this is a easy fix that will do a bit to address hitpoint inflation and make combat a bit more tactical.

Currently, pointing two cutters with efficient Regen Sequence beams at each other and sticking them in a REZ site, with turrets on fire at will, and going out for lunch is an effective way to stack up bounties. The fact that you can do that suggests to me that the current system is broken. This change I think isn't drastic but moves things in the right direction.

Temporary phasing weakness is something I might get on board with if it means lowering the over-high heat back down to sane levels so that it doesn't *require* a heat sink with every use.

More important for hit point inflation, however, is rebalancing Engineers, I feel. That, and shield boosters/HRPs being weirdly disproportionately inexpensive & strong compared to base armor and shield generator upgrades.
 
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