TheMegaTurnip
Banned
So 3.0 is out and a new set of engineering conundrums appears..
It seems though under the new engineering system the shield boosters provide disproportionate bonus' when compared to HRP's, Is it possible to have boosters work on a diminishing return basis? I'm not saying shields should be flimsy when I post this, but some measure of equality between the usefulness of hull and shielding would be nice.
The other issue I'd like to raise is the volume of hull counters vs shield counters. This appears imbalanced as hell offering missiles, explosive rounds, module f@*Kery and rails that act as though you have no armour at all to name but a few.. Where as Vs shielding we get torps/mines which rely almost exclusively on your opponent's stupidity, Phasing, which is like drip feeding damage (even by un-engineered standards of direct hull damage) and Feedback which is fine until the SCB is modified and then the charge up time is very short, almost too short to allow multiple ral strikes, or you arent running a very high DPS loadout as the modified bank/shield combo will likely out do any damage applied from a lesser ship even with the reduced charge. It would be nice to see some new special effects that make weapons more effective against modified shields (incendiary rounds being useless as most engineered ships have 50% resistance values across the board)
This is an extreme example I am aware but it seems at this stage of the engineering (what with fast charge shields/fast booot SCB's) even the 2.1 beta Feedback Cas' would be more in line with the requirements of an effect to lessen the impact the new uber shields have on gameplay, for one it would certainly be a mechanic that detters big ships preying on smaller ones, of which there are a scant few. This is jst an example however, it would be nice to hear if the community has any ideas/thoughts as well as it being something I fell the Devs should look at
It seems though under the new engineering system the shield boosters provide disproportionate bonus' when compared to HRP's, Is it possible to have boosters work on a diminishing return basis? I'm not saying shields should be flimsy when I post this, but some measure of equality between the usefulness of hull and shielding would be nice.
The other issue I'd like to raise is the volume of hull counters vs shield counters. This appears imbalanced as hell offering missiles, explosive rounds, module f@*Kery and rails that act as though you have no armour at all to name but a few.. Where as Vs shielding we get torps/mines which rely almost exclusively on your opponent's stupidity, Phasing, which is like drip feeding damage (even by un-engineered standards of direct hull damage) and Feedback which is fine until the SCB is modified and then the charge up time is very short, almost too short to allow multiple ral strikes, or you arent running a very high DPS loadout as the modified bank/shield combo will likely out do any damage applied from a lesser ship even with the reduced charge. It would be nice to see some new special effects that make weapons more effective against modified shields (incendiary rounds being useless as most engineered ships have 50% resistance values across the board)
This is an extreme example I am aware but it seems at this stage of the engineering (what with fast charge shields/fast booot SCB's) even the 2.1 beta Feedback Cas' would be more in line with the requirements of an effect to lessen the impact the new uber shields have on gameplay, for one it would certainly be a mechanic that detters big ships preying on smaller ones, of which there are a scant few. This is jst an example however, it would be nice to hear if the community has any ideas/thoughts as well as it being something I fell the Devs should look at