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

So this^^ In my battle asp i have sacrificed all modules for combat but one. Therefore i have a good fighter but can only carry 32 tonnes which in an ASP is a tiny amount. EMP weapons are rumored to be introduced soon, lets give it some time before complaining and calling for cell nerfs plz

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It seems you are having trouble reading my posts..4 lasers (2 med 2 small) can strip shields faster than a shield cell can replace it..i said this above...(you are strangely putting cannons and beam lasers in the same context..do you even understand how the different weapon categories work?)

I'm not having trouble reading your posts. I can recharge shields faster than two vipers at the same time or an anaconda can damage them with their full loadout of lasers. The only thing that I have found that I can not beat with shield cells is a direct shot from an anconda's plasma accelerator.

And yes, I do understand how different weapon categories work. Perhaps you shouldn't be so condescending? They serve different purposes, but with the current implementation of shield cells, cannons are worthless to bring with you, since you NEED to get through shields to ever be able to utilize them effectively, and since cannons are mathematically incapable of getting through shield, even with the aid of two beam lasers, or other anti-shield weaponry, they are obsolete.

I doubt that.
Very mature. I attack nobody in this thread, and I get this sort of needless hostility? What the hell?
 
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i think the way i would like to see it implimented is that what ever % of shields you regen, adds directly to heat. replenish 90% of your shields? take a 90% increase to ship heat. sure auto heat sinking would be standard, but you can carry a lot more SCB then Heat sinks. and a protracted fight will still leave you hurting. it would also force a utility slot to mount heatsink instead of chaff
 
Not sure why we need yet another thread on this topic but i'll just state the same thing i have in those threads. Shields can be easily removed by decent firepower and even 1 shotted with large hard point rail guns rendering cells obsolete.

So you're suggesting there's no problem then, and it make sense for someone to have 4 shield cell generators so they can sit there for battle after battle with medium sized craft/weapons basically never in fear of losing their shields?



A number of areas of this game - even though it's released - still need dire attention. Being able to have multiple shield cells is an example!
 
I've been thinking much the same way about shield cell units. I think they should hold one charge per unit, and recharge from any spare 'bars' after weapons, engines and weapons are fully charged. That way you can get more then one use out of a cell per combat, but you need to be careful with your power. Don't know about more then one cell per ship; you could only charge one cell at a time, and cell class and rating would be compared to shield generator class/rating to determine what proportion of your Shields would recover.

Not done much PvP so don't know how this would pan out in the game, though.

This is what I had in mind, too. Power in SYS first works on fixing up the shields, then once that's done, the excess goes into charging the shield cell(s). Give each bank 1 rechargeable shot that generates a decent amount of heat when used. A "cooldown" is thus built in, since you can't recharge the cell unless you're sitting at 100% shields, and not using any power to fix them.

Instead of arbitrarily limiting ships to one shield bank, just make them have a substantial amount of MASS. You can still fit as many as you like, but you have to sacrafice maneuverability and jump range to do so. More balanced, with no arbitrary limits and cooldowns. :)
 
and since cannons are mathematically incapable of getting through shield, even with the aid of two beam lasers, or other anti-shield weaponry, they are obsolete.

This isn't right, my Cobra ONLY has 4 multi cannons (I love the dakka) on it and it cuts through shields just fine thanks.
 
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I don't see them getting rid of shield cells. This isn't a PvP game, even though it's allowed. FD has even stated it isn't a PvP game and that they encourage players to work together. Either don't mess with someone using shield cells or don't mess with anyone period...

"Not a pvp game" means that pvp is not the only focus of the game. Doesn't mean it's not fully supported. There is a huge difference between the devs saying "this isn't a pvp game" and "we don't care about pvp and won't balance it".
 
I answered your questions above, shields are all important and a decent pvp player will always avoid any form of hull damage. I'm not forcing a config on anyone good pvp players should know what config is best and use it ;)

You fail to see the problem: a mandatory module that only slows down the fight is bad game design. No one said that shield are not part of the optimal config. Just that it shouldn't be that way.

It seems you are having trouble reading my posts..4 lasers (2 med 2 small) can strip shields faster than a shield cell can replace it..i said this above...(you are strangely putting cannons and beam lasers in the same context..do you even understand how the different weapon categories work?)

Again, it's not about what is viable, it's about what should be viable. Lasers should not be the only viable choice for pvp.


Edit: I somehow get the feeling that some people here just want to keep playing in easy mode.... Why else would anyone want to keep things that way???
 
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I agree something has to change, the ability to consistantly use them consecutively does bother me, and the battles in the end simply come down to who's got the most fitted. Having the ability to fit more than one bank is a tad ludicrous so at the very least, limit one bank per ship.

As far as deployment, at present there is no 'down side' to activating a cell, no energy draw or heat raise, so implementing such disadvantages as excessive heat bulid up and power draw could solve this, however, another solution to mix in the pot, I'm not sure if anyone has suggested this already, but here goes:

Can only deploy a shield cell with hardpoints retracted. Would need some sort of timer to tell you exactly when your weapons were completely retracted (perhaps a similar thing to FSD cool down timer), and then these cells could only be used as part of an evation tactic, not an offensive attack like we can now. They are a defensive module after all.

Lancer
 
This isn't right, my Cobra ONLY has 4 multi cannons (I love the dakka) on it and it cuts through shields just fine thanks.

They won't even tickle someone chaining shield cell charges. You will probably run out of ammo before you kill them.

The ONLY way to overcome it is to find a way to instantly take someone's shields down. But most of the weapon damages were nerfed a long time ago to prevent exactly that, plus it's poor game design if this is the only way to beat the shield cell mechanic.
 
How can shield cells trivialise PvP?

If any competent commander has shield cells, then surely this balances out any advantage between the players. In fact shield cells should lengthen the combat time and increase the opportunity for fun??

use of shield cells may reduce NPC combat experience, make it easier to survive etc etc nut in PvP combat they should increase it
 
How can shield cells trivialise PvP?

If any competent commander has shield cells, then surely this balances out any advantage between the players. In fact shield cells should lengthen the combat time and increase the opportunity for fun??

use of shield cells may reduce NPC combat experience, make it easier to survive etc etc nut in PvP combat they should increase it

Nobody has to die if they don't want to. Ever. PvP or PvE, you can take hundreds and hundreds of shots from almost any gun in the game.

It's stupid.
 
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Nobody has to die if they don't want to. Ever. PvP or PvE, you can take hundreds and hundreds of shots from almost any gun in the game.

It's stupid.
in PvP play how is that a bad thing?

In PvP combat if both players have shield cells then the advantage is levelled out

in this case combat time is extended which should equate to more fun and the use of shield cells itself becomes a combat skill to set the true Elite apart from the rest.

a player who just spams his shield cells early in combat without attempting evasive manoeuvre or disengaging to then engage etc etc will stump his learning experience and fail to master all aspects of comat and his ship. The true Elite pilots will dump these commanders on their asses
 
And given they make so much difference, any NPC bounty hunter above dangerous would likely be stacking them too, which doesn't seem to be the case.
 
People defending shield cells either just love I win buttons or they never tried them in the first place. Because how can anyone defend such a flawed game design concept is beyond me.
 
People defending shield cells either just love I win buttons or they never tried them in the first place. Because how can anyone defend such a flawed game design concept is beyond me.

It does seem after B1.06 combat has been on a downward path IMHO.

And the fact the idea of having multiple shield cells has even made it to release, demonstrates this.
 
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