[Suggestion] Shield Cell Banks in PvP
I tried to search for a topic similar to this, but didn't find one - please excuse me if something similar has been suggested before.
So it appears that Shield Cell Banks are quite strong in pvp since they are fairly spammable and regenerate most (if not all) of your shield quickly without much of a trade off (other than using 1 Internal Compartment and being limited by ammo).
Suggestion: When a player uses a Shield Cell their ship generates significant heat for the duration of the recharge.
Attempted Result: Make the usage of Shield Cells have a drawback to help create a more interesting meta.
Current Game: In the current game Shield Cells appear to be somewhat detrimental to pvp. Shield Cells make it nearly impossible to penetrate a shield without burst damage (Railguns or Torpedoes primarily) as players will use Shield Cells anytime their shields get low and the shield regeneration is (most times) greater than that of the incoming damage. Thus many pvp battles are a cycle - shoot target's shield - target uses a Shield Cell - rinse and repeat until the target gets low on Shield Cells and FSD out (which you can't disable because good players will still have 1 or 2 Shield Cells left to keep their shields up as they retreat).
Game With Proposed Changes: Assuming that Shield Cells generate a significant amount of heat for the duration of the shield regeneration - the usage of a Shield Cell will have to be thought about before usage because usage now has a drawback. Below I've listed some scenarios where the Player is dogfighting with the Target and the Player's shields are getting low:
Player chooses to keep shooting at Target without using a Shield Cell
* Player only worries about heat generated normally and by weapons fire
* Target has a chance to break Player's shields
Player chooses to keep shooting at Target and uses a Shield Cell
* (Assuming guns turn off when ship overheats) Player can no longer shoot and possibly takes overheating damage
* Target now knows that Player is having heat issues and can possibly use this to their advantage
Player chooses to only use a Shield Cell
* Player regenerates shields and heat stays manageable, but they are not shooting
* Target gets a reprieve from incoming damage - This allows them to do a variety of things since they can expect Player to stop shooting them while the Shield Cell is regenerating the shields
** An example could be Target temporarily switching power from shields to engines to help maneuver around the Player.
Player equips (prior to fight) a Heat Sink Launcher and uses it to manage the heat generated by Shield Cell usage
* Player regains the current gameplay at the cost of one of their utility slots - They can spam Shield Cells whenever they want as long as they have Heat Sinks available
** (On ships that only have 2 Utility Mounts) Player cannot have the following setups since one Utility Slot is used by a Heat Sink Launcher: 2 Chaff Launchers/1 Cargo Scanner and 1 KWS/2 Point Defense Turrets/ etc.
Possible Meta Changes With Suggestion: I cannot actually predict what will happen, but I have a few ideas on what could happen due to this change.
(Assuming they have shields) Traders, Smugglers and Miners will run Shield Cells with Heat Sink Launchers so that when interdicted they can liberally use Shield Cells as they attempt to FSD away.
Pirates equip Torpedoes and Railguns (similar to now) to counter the Shield Cell/Heat Sink Launcher combo. They most likely run a Shield Cell Bank with no Heat Sink Launcher themselves because they will want a Cargo Scanner/Chaff Launcher to scan target's cargo and avoid their turrets.
(Assuming the Pirate setup above is true) Bounty Hunters have the ability to run without Railguns and Torpedoes because now Pirates won't be running Heat Sink Launchers.
Thanks for reading through my idea
Fly Safe/Dangerously CMDRs o7
I tried to search for a topic similar to this, but didn't find one - please excuse me if something similar has been suggested before.
So it appears that Shield Cell Banks are quite strong in pvp since they are fairly spammable and regenerate most (if not all) of your shield quickly without much of a trade off (other than using 1 Internal Compartment and being limited by ammo).
Suggestion: When a player uses a Shield Cell their ship generates significant heat for the duration of the recharge.
Attempted Result: Make the usage of Shield Cells have a drawback to help create a more interesting meta.
Current Game: In the current game Shield Cells appear to be somewhat detrimental to pvp. Shield Cells make it nearly impossible to penetrate a shield without burst damage (Railguns or Torpedoes primarily) as players will use Shield Cells anytime their shields get low and the shield regeneration is (most times) greater than that of the incoming damage. Thus many pvp battles are a cycle - shoot target's shield - target uses a Shield Cell - rinse and repeat until the target gets low on Shield Cells and FSD out (which you can't disable because good players will still have 1 or 2 Shield Cells left to keep their shields up as they retreat).
Game With Proposed Changes: Assuming that Shield Cells generate a significant amount of heat for the duration of the shield regeneration - the usage of a Shield Cell will have to be thought about before usage because usage now has a drawback. Below I've listed some scenarios where the Player is dogfighting with the Target and the Player's shields are getting low:
Player chooses to keep shooting at Target without using a Shield Cell
* Player only worries about heat generated normally and by weapons fire
* Target has a chance to break Player's shields
Player chooses to keep shooting at Target and uses a Shield Cell
* (Assuming guns turn off when ship overheats) Player can no longer shoot and possibly takes overheating damage
* Target now knows that Player is having heat issues and can possibly use this to their advantage
Player chooses to only use a Shield Cell
* Player regenerates shields and heat stays manageable, but they are not shooting
* Target gets a reprieve from incoming damage - This allows them to do a variety of things since they can expect Player to stop shooting them while the Shield Cell is regenerating the shields
** An example could be Target temporarily switching power from shields to engines to help maneuver around the Player.
Player equips (prior to fight) a Heat Sink Launcher and uses it to manage the heat generated by Shield Cell usage
* Player regains the current gameplay at the cost of one of their utility slots - They can spam Shield Cells whenever they want as long as they have Heat Sinks available
** (On ships that only have 2 Utility Mounts) Player cannot have the following setups since one Utility Slot is used by a Heat Sink Launcher: 2 Chaff Launchers/1 Cargo Scanner and 1 KWS/2 Point Defense Turrets/ etc.
Possible Meta Changes With Suggestion: I cannot actually predict what will happen, but I have a few ideas on what could happen due to this change.
(Assuming they have shields) Traders, Smugglers and Miners will run Shield Cells with Heat Sink Launchers so that when interdicted they can liberally use Shield Cells as they attempt to FSD away.
Pirates equip Torpedoes and Railguns (similar to now) to counter the Shield Cell/Heat Sink Launcher combo. They most likely run a Shield Cell Bank with no Heat Sink Launcher themselves because they will want a Cargo Scanner/Chaff Launcher to scan target's cargo and avoid their turrets.
(Assuming the Pirate setup above is true) Bounty Hunters have the ability to run without Railguns and Torpedoes because now Pirates won't be running Heat Sink Launchers.
Thanks for reading through my idea
Fly Safe/Dangerously CMDRs o7
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