How long do you want to shoot at someone's shields? 1 minute? 2 minutes? 10 minutes?
https://s.orbis.zone/coue (My build)
This build can handle 23 minutes of 200 mostly absolute damage per second coming at it. The counters to waiting 30 minutes to drop the shields is to use Reverb Torps or Mines, both of which can be countered easily, or building a super DPS machine like this (https://s.orbis.zone/couj) that has 1200 DPS a second yet still takes a minimum of 8 whole minutes of overheating to drop the shields. Nobody wants to fight for upwards of forty minutes.
This one can handle again, 22+ minutes of constant damage per second, with the only counters better DPS or reverb cascade torpedoes or mines. Nobody wants to fight for 40 minutes.
This is not fun; who wants to wait 30-45 (accounting for breaks while in jousting, etc.) minutes to drop the shields on a cutter? I propose a solution; Make the shield booster and engineering have greatly increased yields for the first 2-4 boosters, (depending on ship) but exponentially decrease returns for the rest. This is to give greater incentive to players to take advantage of other utilities, and to give greater diversity. Fdev could even use this to create new content, like new combat utilities that can be used for certain things. Second, if implemented correctly, this change would drastically change the abnormally high kill times for ships of large and medium sizes, and allow for quicker, yet still long enough battles.
Hypothetical shield booster values:
1a G5 HD
1x +55%
2x +60%
3x +64%
4x +50%
5x +39%
6x +24%
7x + 20%
8x +12.5%
Even this may not be enough to stop the shield meta, since a 200% increase in shields with 4 boosters is still extremely high.
https://s.orbis.zone/coue (My build)
This build can handle 23 minutes of 200 mostly absolute damage per second coming at it. The counters to waiting 30 minutes to drop the shields is to use Reverb Torps or Mines, both of which can be countered easily, or building a super DPS machine like this (https://s.orbis.zone/couj) that has 1200 DPS a second yet still takes a minimum of 8 whole minutes of overheating to drop the shields. Nobody wants to fight for upwards of forty minutes.
This one can handle again, 22+ minutes of constant damage per second, with the only counters better DPS or reverb cascade torpedoes or mines. Nobody wants to fight for 40 minutes.
This is not fun; who wants to wait 30-45 (accounting for breaks while in jousting, etc.) minutes to drop the shields on a cutter? I propose a solution; Make the shield booster and engineering have greatly increased yields for the first 2-4 boosters, (depending on ship) but exponentially decrease returns for the rest. This is to give greater incentive to players to take advantage of other utilities, and to give greater diversity. Fdev could even use this to create new content, like new combat utilities that can be used for certain things. Second, if implemented correctly, this change would drastically change the abnormally high kill times for ships of large and medium sizes, and allow for quicker, yet still long enough battles.
Hypothetical shield booster values:
1a G5 HD
1x +55%
2x +60%
3x +64%
4x +50%
5x +39%
6x +24%
7x + 20%
8x +12.5%
Even this may not be enough to stop the shield meta, since a 200% increase in shields with 4 boosters is still extremely high.