Scrap or redesign shield cell modules, they are too overpowered and trivialize PvP.

Funny, I don't see it as a broken mechanic at all. The concept of a booster cell that takes up compartment space is perfectly logical.
The only thing possibly wrong is that you can fit so many.
Hopefully FD will stick to their guns with the concept but maybe nerf it a little to one per ship with say a 4 cell charge.

You should read my post earlier then - it explains why it is fundamentally at odds to the basic power-system that underpins all combat and flight.

i.e. " a broken mechanic" because it breaks other parts of the system it was designed to fit into, as well as having a cascading effect into other areas.

There's really not much point debating it though, either FD will recognise the problem, or they wont...

To me it seems apparent that the "Magic potions" was a quick-fix and we will see significant changes in short time.... but it really needs resolving before new equipment is implemented otherwise it will be impossible to judge any form of balance (and the inevitable and inexorable MOB inflation will occur).

There IS a good reason why there is so little "higher quality" tech currently available.. at least, one hopes so... if it all comes tumbling out ontop of this unresolved issue then I fear for any good combat mechanisms to ever be produced.
 
I just stated my opinion.
Gave you a bad rep in exchange for your bad rep ;)
And I gave you a bad rep in exchange for your bad rep ;)

cPxRDvlSj9QKA.gif
 
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Hell, why not take it a step further and have hull cell boosters, which rapidly repair your ship? That way, if you ever mess up, you can go right back to 100% again no problem, and fights between two vipers can last 2+ hours

Sarcasm won't get you anywhere.

And I gave you a bad rep in exchange for your bad rep ;)

cPxRDvlSj9QKA.gif
You really wanna play that game ? You gave me a bad rep because i gave a friend of yours a bad rep because he gave me a bad rep in exchange ?
LMAO
 
Just make it so ships can only carry one cell bank total. This would stop players loading up on shield banks, and still keep combat a challenge in the game. I only have one cell bank in my Cobra as I use them in the spirit they are meant to be used. The other day I killed my first Anaconda and the fight was close even with shield cells.

You remove them from the game completely then you remove some of the combat capabilities from a lot of the ships in the game.
 
Sarcasm won't get you anywhere.


You really wanna play that game ? You gave me a bad rep because i gave a friend of yours a bad rep because he gave me a bad rep in exchange ?
LMAO

What sarcasm? It's a legitimate suggestion. If shields can work that way, why not the hull to even it out? Why is it ridiculous for a hull to be able to rapidly recharge, but not shields? Some double standards there, man. In any case, I'd appreciate it if you stopped calling people names. I only gave you bad rep because of your terse, and frankly, immature & inflammatory behavior which is below the standard of this forum. We can disagree and keep things civil. :)
 
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Me and a group of mates test pvp and setups daily and all is pretty balanced

No need to cry nerf because you got pwned


Learn to gear and go pwn yourself
 
Me and a group of mates test pvp and setups daily and all is pretty balanced

No need to cry nerf because you got pwned


Learn to gear and go pwn yourself
Well, I don't know about you guys but the above has won me over. In fact I think I might be in love. Give us a kiss...
 
Funny, I don't see it as a broken mechanic at all. The concept of a booster cell that takes up compartment space is perfectly logical.
The only thing possibly wrong is that you can fit so many.
Hopefully FD will stick to their guns with the concept but maybe nerf it a little to one per ship with say a 4 cell charge.

This. Stacking them is just plain wrong, even on a cargo ship. I feel one is perfectly reasonable though, and isn't a bad thing for extending combat/escaping pirates. The decision on whether or not to fit one on a kitted out, power hungry and weight consious Viper isn't an easy one in my opinion. I really don't get where anyone has fun fitting more than one. FD needs to fix it to one module. How the charges should scale with size is up for debate.
 
One cell bank module per ship, and tada, fixed.

- - - - - Additional Content Posted / Auto Merge - - - - -

Should be titled...

"Please stop traders using shield cells, they have time to escape my ganking" lol

Just joking, don't hate lol
Real traders dont use shields.
 
Currently as it stands in-game, shield cell modules are a I-win button of shield regen even under heavy fire. Whilst this makes hunting down NPCs trivially easy (and just a matter of managing how many cells you have left), it makes PvP utterly pointless.

Any self-respecting pilot would have shield cell modules. Those who want to ensure a win will fill their internals with nothing but shield cell modules to ensure they have more than the enemy. It soon degrades a situation of who has more shield cells, instead of who's a better pilot. That's never fun, and never fair.

What I propose as a fix is to scrap the entire concept of shield cell recharge entirely, and rebalance the module so that it enhances whatever current shield generator is fitted onto the ship passively instead, and with more combat damage sustained, the module sustains more damage until it breaks or malfunctions, returning the shield generator back to baseline performance.

Lets call it a shield recharge module.


  • Limited to one per shield generator, which means one per ship.
  • Tremendously increase downed shield recycling from what can be 30 seconds-2minute now, to 3-7 seconds depending upon shield generator grade/class and ship.
  • Any and all damage to shields will wear down the module. Downed shields will wear it down even more.
  • The more damaged the module, the worse the sped-up shield down recycle time is.
  • Module breaks on next downed shield state, which then recycles as baseline.

This makes it still a vital combat module, whilst not turning it into an I-win button with an ammo limit. It encourages people to naturally have attacks and retreats during combat and not be forced into waiting on shields to come back, giving the attacker free reign for however many minutes it takes.

It also encourages smart play from opposing pilots, who now have real reason to take the natural flow of combat (be it attack or defense) dependant upon one's shield state and/or other factors, instead of just staying full-on 4-pips to weapons and just hammering their trigger, gulping down a shield cell when needs arise.

Epic 1-on-1 duels are now possible and exciting, which rewards smart and skilled play instead of an exercise in who brought more shield cells to a fight.

EDIT 1: Seems a mod moved this out of the correct section and into here, and merged many more threads to my original post. All well and done, though I feel exposing this to the greater forum community just unnecessarily increases the noise-to-signal ratio. Also, there are some folk stating that sticking to 1 module is fine and balanced, but then I will iterate the Assassination Mission Anacondas, being taken down by Cobras, Vipers, and even Eagles with just one shield cell mod. If you're going to take down the end-game ship in the middle-of-the-road ship, you should either fail outright, or you shouldnt be facing endgame ships as targets, which brings forth more systemic problems with risk vs reward in combat in Elite: Dangerous currently.

Agreed. I love everything about this game and feel the logic and design making sense to me but when I discovered shield cells I had the same "What the **** are you serious?" feeling that these make PVP all but pointless now. Not just PVP but it damages the immersion for me now that I'm asking myself, "Why isn't every other ship using these?" To currently have 9 recharges for my eagle's shield feels far too much like god mode and it clearly separates the NPCs from the humans which is not the direction I think we should go. The only reason I'm using them is because I feel I will be at a severe disadvantage in a PVP encounter if I don't (as I imagine many others are). It's going to be hard enough to shoot a human opponent before the FSD powers up if they decide to run and shield cells will make it nigh on impossible. Like the often desired Itchy and Scratchy Movie I feel shield cells are a case of something many people may think they want but are better of not having that wish fulfilled. So if we are not going to kill shield cells, chop them up into little pieces and bury them never to be mentioned again then I have 3 possible alternatives:

1. Make the shield cell an extra layer of protection for your shields i.e. 4 rings instead of 3

2. As has previously been suggested make them recharge your shields faster such as +20% to +50% depending on quality

3. Instead of using them to recharge a working shield, make them half the time that your shield takes to re-initialize after breaking

Just a few suggestions. I'm actually quite confident that Frontier will at the very least super nerf them at some point as they just do not fit well in the game as they currently are and everything else seems to be getting handled so well. Keep up the good work folks but +1 to making Elite Dangerous again!
 
We're not all hardcore gamer dog-fighting experts with £200 HOTAS rigs and head-tracking kits either.

I used all 7 of my shield boosters taking out an expert Fed dropship with my cobra mkIII and got away with 40% hull. It's not an I WIN button at all.

I would not want them to nerf it.
 
Oh look - another of those 'please make it easier for me to kill other players' threads.

No. They are fine as they are. You want to take down my shields and burn through my shield cells and chaff you get a better ship, better gear and better combat skills.
 
Just make it so ships can only carry one cell bank total
Agree. Would like to see it limited to one bank, single use, very expensive.
Should be an "oh, damn - made a stupid mistake and this may save my behind until I get out of here"-card. Not a portable fortress of invulnerability to keep on fighting against a superior foe.
But in the end it's up to the Devs what kind of use they intended with this.
 
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I wouldn't deny that a hotas and head-tracking set-up gives an advantage but wasn't there a part of you asking yourself why the fed drop ship didn't simply use shield cells to beat your cobra?
 
This. Stacking them is just plain wrong, even on a cargo ship. I feel one is perfectly reasonable though, and isn't a bad thing for extending combat/escaping pirates. The decision on whether or not to fit one on a kitted out, power hungry and weight consious Viper isn't an easy one in my opinion. I really don't get where anyone has fun fitting more than one. FD needs to fix it to one module. How the charges should scale with size is up for debate.

My fun as a trader comes from escaping an attack or forcing the attacker to think again. How much 'fun' the other guy is having is not part of the equation. There's plenty of weapons that if an attacker is good enough will quickly take shields down so recharge becomes impossible if by 'PvP' you mean two explictly consenting players who want to have at each other rather than one PvP and one unwilling victim.
 
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