Shield Booster Diminishing Returns- Stop the Stack

Is this broken?
Screenshot 2021-02-22 135603.png
 
Honestly, I do dislike that effect. It's useless right up until it's brokenly overpowered. And it makes Torpedoes as a whole much more useless than they really should be.

I would much prefer it if Torpedoes just ignored shields entirely. Then people could engineer them with whatever they want. Wanna kill their shield boosters? You can do that. Wanna kill their shield generator? Engineer for penetrator payload and you can do that, too.

I want Reverberating Cascade gone, along with Feedback Cascade and Corrosive Shell.
 
A possible trade-off would be to let shield boosters act like automatic shield cell banks.

If a ship with boosters is attacked, shield power is passively drained from the shield boosters first. If they are depleted, the capacity and the resistances are lost (They act as disabled modules and have no power draw if depleted). As long as they are active, bonuses and maluses from boosters stack with the bonuses and maluses the shield generator provides. If a shield booster is disabled by module malfunction, power priority or manually, they are immediately depleted.

Shield power from shield boosters cannot be recharged with shield cell banks, they have to be recharged at a landing pad, similar to SCBs.

In simple terms, convert the "shield boost bonus" into "shield boost capacity" relative to the shield strength of the shield generator acting as temporary HP.
 
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You forgot Pack Hounds...

Having played with Pack Hounds for quite a while, I honestly don't find them that bad. They're not as much better at dodging Point Defense fire as people might think, and their damage, while decent, is heavily restricted by a limited ammo pool. Plus they have heavy downsides of heat and distro drain, things other missiles have very little of.

They're low on my list, and I honestly find them to be relatively balanced overall. More powerful than many other missile options perhaps, but that's not saying much.
 
Having played with Pack Hounds for quite a while, I honestly don't find them that bad. They're not as much better at dodging Point Defense fire as people might think, and their damage, while decent, is heavily restricted by a limited ammo pool. Plus they have heavy downsides of heat and distro drain, things other missiles have very little of.

They're low on my list, and I honestly find them to be relatively balanced overall. More powerful than many other missile options perhaps, but that's not saying much.

I love missiles, though I’ve never unlocked packhounds. I don’t love them because they’re particularly impressive as a weapon system, because they actually feel a little underwhelming. But they’re a proper spaceship weapon, aren’t they! I’d like to enjoy torpedoes too, but with extremely limited ammunition they seem even more meh. Even with reverb cascade I’m led to believe that you need a significant number of them to hit to have a decent effect so it feels a bit like ‘all or nothing’ loading them up, though I am toying with the idea of sticking two large torpedo pylons on the Mamba hull I don’t know what to do with and calling it a strike bomber or something gnarly and cool like that.
 
I love missiles, though I’ve never unlocked packhounds.
Missiles are not good PvP weapons but can be great fun in PvE (as long as one is not a 'serious' payer) and Packs even more so. (one of the few PP modules I kept hold of)
With the 'Drunk Missile' launch of Packs (particularly a salvo of 5 from a Beluga) a smile is just about guaranteed as they weave their way toward the target... They are not particularly effective, but, does it really matter?
 
Missiles are not good PvP weapons but can be great fun in PvE (as long as one is not a 'serious' payer) and Packs even more so. (one of the few PP modules I kept hold of)
With the 'Drunk Missile' launch of Packs (particularly a salvo of 5 from a Beluga) a smile is just about guaranteed as they weave their way toward the target... They are not particularly effective, but, does it really matter?
Packhounds easily overwhelm PD and are absolutely devastating when used against a ship with shields down and hardpoints out. They absolutely wreck the guns and the utility modules. That may not kill the opponent, but cripples it.
 
Missiles are not good PvP weapons but can be great fun in PvE (as long as one is not a 'serious' payer) and Packs even more so. (one of the few PP modules I kept hold of)
With the 'Drunk Missile' launch of Packs (particularly a salvo of 5 from a Beluga) a smile is just about guaranteed as they weave their way toward the target... They are not particularly effective, but, does it really matter?

Dumbfire missiles(technically shouldn't they be called Rockets?) are actually quite decent. Virtually zero power drain combined with very decent DPS makes them quite viable. For contrast, a C3 dumbfire missile rack does 25 DPS, while a C3 fixed multicannon does 19. The multi takes 1.1 MJ/sec, while the missile rack takes 0.1mj/sec. That's 21 DPS vs 300 DPE.
 
Packhounds are fine as is. You can use them to target wreck enemy drives or chaff modules. They can also apply the drag effect, which is really strong. If you’re using hounds for DPS, you’re doing it wrong.

If you’re going to nerf shield stacking, then you need to make the Cutter a hell of a lot more maneuverable than it is now. The ship would be near useless without the shield stack.
 
Packhounds easily overwhelm PD and are absolutely devastating when used against a ship with shields down and hardpoints out. They absolutely wreck the guns and the utility modules. That may not kill the opponent, but cripples it.

That's actually not as true as many people think. Someone did some testing and in neutral scenarios(IE, stationary target), Pack Hounds had comparable success against PD to normal seekers.
 
That's actually not as true as many people think. Someone did some testing and in neutral scenarios(IE, stationary target), Pack Hounds had comparable success against PD to normal seekers.
I've very recently done my own testing. My T9 with 3 hounds and two seekers vs a squad mate's Corvette with the two double engineered PD from recent CGs. The seekers didn't get through, the hounds did, a sizeable portion of them.
 
I love missiles,
Ditto but in this game they don't seem all that viable :(
Having played with Pack Hounds for quite a while, I honestly don't find them that bad. They're not as much better at dodging Point Defense fire as people might think, and their damage, while decent, is heavily restricted by a limited ammo pool. Plus they have heavy downsides of heat and distro drain, things other missiles have very little of.

They're low on my list, and I honestly find them to be relatively balanced overall. More powerful than many other missile options perhaps, but that's not saying much.
Wow something you don't want nerfed? Shocking!
 
Wow something you don't want nerfed? Shocking!
Amazingly, I only want the things nerfed that are overpowered. Funny how that works.


I've very recently done my own testing. My T9 with 3 hounds and two seekers vs a squad mate's Corvette with the two double engineered PD from recent CGs. The seekers didn't get through, the hounds did, a sizeable portion of them.

Don't get me wrong, they're still more effective, but many take that to mean they can just ignore point defense entirely, which isn't true. You'll lose 50% or more of your damage even against a non-dodging target, and against an actively moving target even more than that.
 
So instead of nerfing EVERYONE with a shield nerf, just buff weapons.
So the answer to mitigating the ridiculous powercreep is, more power creep?
I want Reverberating Cascade gone, along with Feedback Cascade and Corrosive Shell.
I'm surprised to see this, the Cascades are one fo the few ways to mitigate magashields, and corrossive's massive debuff mitigates hull tanking, so surely removing those effects would effectively buff defenses increasing the invulnerability this thread is complaining about?
 
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