I'm a bit disappointed with the nature of the nerf. Increasing the cost per cell or number of cells per bank won't deter many players from using multiple banks - unless the costs are truly astronomical and scale exponentially with the size of the module (which would make sense, IMO). And as shield cells are best managed with the module tab - where one should only ever be turned on - I doubt increasing the passive power draw will materially impact folks flying around with multiple banks.
What would materially impact their usefulness is a longer cool down. I like this much more than a lengthy power up, as the latter really just encourages shield cell spamming and multiple cells. With a lengthy cool down, however, a player cannot simply sit still and spam cells. I also think this would make multiple shield cell banks less attractive.
Of course, I'd personally love to see both a lengthy cool down AND the ability to fit only one shield cell bank per ship.
Disagree. CD too high makes them useless. Too low makes them stay as good as they are now. It would be constant tweaking of cooldowns with every patch to ship and weapon balance possibly demanding another pass. Ugh.The only real way to balance these ridiculous items is to increase the cooldown substantially, so they are more of a 1 hit emergency item than a crutch for people to rely on for entire encounters.
why not just give everyone exactly the same stuff if you want it to be fair? surely the aim isn't to make play 'fair' but to allow people to do what they want? just because people can fill their ships with shield cells doesn't follow that they will in the same way that not everyone runs the same weapon set up when surely one is optimal. the fact that I can out run any other ship that interdicts me (other than a same spec cobra) and jump away equally makes PvP pointless if the other person is looking for a fight but it doesn't mean we restrict people to lower class specifications and thus make combat inevitable. The skill of the pilot comes in getting the other person to use up their shield cells first; get more shots on target; turn quicker and turn faster. shield cells don't change the dynamic of a fight they merely prolong it which if you're taking on another player is surely fine?
I disagree. This is only true if the players in question have 1, maybe 2 shield cells, not more. In reality, I've seen some people fit a full hold of SCBs on an ASP, getting 46 (!) charges. I mean, sure, you CAN somehow take his shields down faster than he can recharge them, but 46 - that's just ridiculous.Shield cells don't change the dynamic of a fight they merely prolong it which if you're taking on another player is surely fine?
I just realized, Frontier Development has virtually no multiplayer experience, now things are beginning to make sense...
Hello Commanders!
Just a quick heads up: we've been looking at the stats for shield cell banks and have made some tweaks, which should filter out in a near future update. Basically, cell capacities have been reduced, cost per cell has been increased, and the passive power draw for having a cell bank active has increased.
We're not totally convinced this is the end of tweaking shield cell banks, but we think it will be a move in the right direction.
I think the best solution was already posted here: beef up the shields and hull on bigger ships, beef up integrity of critical internals (power plant, fsd...) and get rid of cells for good. This would work nicely for both pvp and pve. Malfunctioning components would actually matter and targeting anything else but power plant would now be viable tactics.
I had a nice all cmdr encounter at anarchy nav point where 2 ASPs, some cobra/vipers ganged up on python who had bounty on him. We couldn't do anything. I didn't expect us to win but a reasonable scenario would be at least SOME hull damage on that python. It stood there like an impenetrable fortress and just beamed us one by one to death. Watching the ever recharging shields with basically infinite amount of cells at his disposal was a bit sad actually and left me with a bitter taste.
Agreed, but unfortunately, it seems like it will never happen. We'll be lucky if shield cells even get a rework to make them something other than health potions/health multipliers, which is just in my opinion a broken mechanic. Sandro speaks about "skill based" potions with the coming nerfs, but I can't see the concept of a health potion being skill based since it still essentially boils down to "do you want more health, y/n?"
Hopefully I'm wrong and Sandro is right, but the amount of fun combat yielded to me took a sharp nose-dive ever since the introduction of these things. They're an archaic MMO trope, and for a sim game like Elite I can't imagine anything more out of place. Perhaps we'll get other tropes such as a "healing" ship that casts long range shield cells at us, and we can introduce a taunt feature on the python so that it can be a traditional 'tank'.
A longer cooldown that applies across any/all units? If the cooldown is 15 seconds. You can't use ANY shield cell unit you have for that long.What would materially impact their usefulness is a longer cool down.
SCBs totally break this by allowing hardware entirely compensate poor skills.
I see no reason why 'skill' as you define it should take precedent over wit (or patience) or indeed, having deep pockets to afford to fly in a heavily armoured and protected ship.