Since you didn't bring shield cell banks and the Sidewinder did, you lose.
I'm sure that would happen.
Since you didn't bring shield cell banks and the Sidewinder did, you lose.
I'm certain of that too.
No, really.
I appreciate the changes, however I believe a cooldown should be implemented. If a big python can have 4 shield cell banks that can fire all the time, then it is virtually impossible to crack it down.
But what about the cargo space, doesn't a combat ship need MAD cargo space? (not an actual question)This, plus only being able to fit one bank instead of fifteen and voilà, it`s not broken any more! See, devs, that wasn`t too hard, was it?
Don't remove Shield Cells. Introduce a Hull/Armor variant, make it a 'more', last thing this games needs is less. Shield cells do drag things out, mixing it up or making an Interruption Module for using against them may also be a thing to do. Do please do something, but don't start removing (or even nerfing) things yet because its like taking food from a starving puppy.
Don't remove Shield Cells. Introduce a Hull/Armor variant, make it a 'more', last thing this games needs is less. Shield cells do drag things out, mixing it up or making an Interruption Module for using against them may also be a thing to do. Do please do something, but don't start removing (or even nerfing) things yet because its like taking food from a starving puppy.
Hello Commander Jimac!
To be fair, we're not simply balancing around credit cost. And to your other points, well, we have to make calls for the game based on all sorts of criteria: different aspects of game play, fiction context, player experience, etc.
Basically, we're not just making a player versus player game. And yes, once our next changes roll out, there might still need to be some further changes. But I simply disagree that it's a flawed concept. I think it's a sold concept that we're committed to making as good as possible for the game.
Hello Commander Redan!
Looking at the various rewards and penalties is an ongoing effort, so when we find tweaks we think will make the game better we'll push them through.
Hello Commander NeilF!
Carrying multiple shield cell banks will mean that you're not carrying something else. And with a higher power draw requirement, the more banks you carry the more likely you will need to micro-managing your power plant.
Don't get me wrong, I don't want shield cell banks to be the "be all and end all" of module selection; we going to keep an eye on them once the changes roll out, it will be great to get feedback from the player base, and if more tweaks are required (even to the point of cool down usage, one cell bank only etc.) we won't be afraid to implement them. I'm certainly not going to sit here and announce that "everything is awesome! Tss, mm, tss, mm, tss, mm".
I simply disagree with the notion that because they can create imbalance - they should be dropped. In my opinion, given the amount of imbalance it's possible to create for any situation - this argument is not strong enough to sway me.
I hope this helps show where we're coming from on this, naturally, no-one is forced to agree with out stance.
Carrying multiple shield cell banks will mean that you're not carrying something else.
In any reasonable ship, looking for combat, this is a non-issue surely? ie: The internal compartments wouldn't be in use for anything?Hello Commander NeilF!
Carrying multiple shield cell banks will mean that you're not carrying something else.
Well that could be the answer. If you can't power more than one at a time, then great! However, as people have already mentioned it wouldn't take much effort to create Voice Attack command to flick over from Shield Cell 1, to 2, and then from 2 to 3, thus allowing 2 or more shield cells to be used easily in a single engagement.And with a higher power draw requirement, the more banks you carry the more likely you will need to micro-managing your power plant.
Guess I better bring some SCB then, huh? I wonder what would happen if I didn't have a shield generator and they did? Or if I had only gimballed and they had chaff? Think about all those encounters where they aren't perfectly balanced! ... it's all about choice. If you CHOOSE to not bring them, that's YOUR choice.
They needlessly prolong fights to an insane degree is my problem. Furthermore, do you really think this is just a PVP issue? They've removed all challenge from the already easy PVE game. NPCs pose no threat, we can effortlessly take down Elite Anacondas in pretty much any ship, not even bothering to dodge fire. It's detrimental to the PVP game because if both of you are abusing shield cells, it's impossible for either of you to die, and it's detrimental to the PVE game because it removes all challenge.
Why not make it a skill based mechanic instead of a simple shield potion? Perhaps a time sensitive 'block' or something that only lasts for a short while with a significant cooldown. Why not have it occupy a weapons hardpoint so that you have to sacrifice offense for defense? Because right now, if you're a combat oriented ship, there are no downsides to loading yourself up with 6 or more shield cells. Hell, in my cobra, I can have 30+ of them. That allowed me to dominate multiple players and NPCs because they didn't have as many, and I didn't even have to bother dodging their fire.
Please consider a different approach to shield cells instead of a basic, skill-less (it does not take skill to press a button and have your health go to full) mechanic that we have now. This has seriously killed all joy in combat for me with this mmo-esque healing mechanic.
What you may find easy, others may find difficult. (PvE)
Have you taken on an player python in your sidewinder with shield cells? (PvP)
The mechanic works fine for what it does, think about it, you are already doing a multitude of tasks, in addition to this you now need to know the rating of the shield cell, the active discharge and replenish time, the amount of ship shield you have left (dependent on shield class size and ship type), the weapons being used to deplete your shield, and then have a skill shot of hitting the button at the right time for maximum effect vs enemy fire. (its not just an I win button)
Hello Commander NeilF!
It's fair to say that more internal modules may end up appearing.