Shield Cells OP

They are horrible
They remove one of the in my opinion most important elements of fighting
They make fighting NPC ridicilously easy because even those few NPC's who do have shield cells doesn't know how to use them.
They are practically a must in player to player fights.
Worst of all: They're so boring... all the other stuff you can fit in those slots do interesting stuff, but this is basically just a health potion dispenser.
If you fit all Cells you cannot:

A. Pirate
B. Scoop loot
C. Complete mission specific tasks that come about
D. Equip a D Scan, limiting yourself to known space
E. Use Limpets
F. Use Field maintenance, so even if you have won a battle you may also be stranded, or without several working pieces making you very vulnerable if interdicted.
 
If you fit all Cells you cannot:

A. Pirate
B. Scoop loot
C. Complete mission specific tasks that come about
D. Equip a D Scan, limiting yourself to known space
E. Use Limpets
F. Use Field maintenance, so even if you have won a battle you may also be stranded, or without several working pieces making you very vulnerable if interdicted.

What do you mean with ''all cells''?
 
The shield cells are fine,
it is a tradeoff restricting you on internal slots.

However this also is a problem,
if you want to pirate with a starting ship (eagle)
you will have no FSD interdictor, which is necessary to pirate without being suicidal at nav-points
or check the area for U.S.S..

The purpose of the module is fine,
the effect it has on your shield recharge feels right to my experience.
I would really love the developers think through their module system again.
To me an FSD-Interdictor is a utility mount, and a scanner is a scanner upgrade, not
something you have on your hull, to blasted into pieces.
 
Sounds like you wanted to say "immersion" but you used "feel and mechanics" instead.

The mechanics are sound.

My ship feels the same with or without them.

And the yea it does add new strategies. Being able to stay in a large battle longer is one them. Using them in conjunction with ecm to battle missile heavy enemies, because when your shield falls you are basically a free kill.

This, I only use the one bank and it's adds a ton to the combat when fighting the bigger ships, I have it bound to a key along with chaff on another and I'm constantly flicking between the two.
It can really get down to the wire sometimes and I always lose track of how many charges I have left, this really adds to the drama of a battle.
 
This, I only use the one bank and it's adds a ton to the combat when fighting the bigger ships, I have it bound to a key along with chaff on another and I'm constantly flicking between the two.
It can really get down to the wire sometimes and I always lose track of how many charges I have left, this really adds to the drama of a battle.

How exactly does it add a ton to the combat? Am I missing something?
And come on, not remembering how many you have left because it doesn't show up in the front UI unless you have it as a firegroup adds ''drama''?
 
Stacking Shield Cells and forgoing the use of the other choices. For every shield cell ypu limit yourself more to a specific task which can effect profit.

For example. You kill a ship in an Anarchy system that was a hard fight. You won but they had no bounty, they did however drop alot of good loot. You can only scoop 4 of those, (or possibly none if all you have are shield cells) netting you maybe 20k at the most for something that took considerable effort.
 
Stacking Shield Cells and forgoing the use of the other choices. For every shield cell ypu limit yourself more to a specific task which can effect profit.

For example. You kill a ship in an Anarchy system that was a hard fight. You won but they had no bounty, they did however drop alot of good loot. You can only scoop 4 of those, (or possibly none if all you have are shield cells) netting you maybe 20k at the most for something that took considerable effort.

All right.
I don't think that has anything to do with the problems that I find with shield cells.
 
How exactly does it add a ton to the combat? Am I missing something?
And come on, not remembering how many you have left because it doesn't show up in the front UI unless you have it as a firegroup adds ''drama''?

I have to wait till the last moment before hitting the recharge button, if I do it too early I'm wasting a valuable resource, too late and my shields will drop, this is something else to do and worry about in a battle and it adds to the tension.
Removing this mechanic would remove that extra element that I have to track in a battle along with everything else.
 
He means you can replace all extra modules (cargo etc..) with shield cells, the cobra can carry something like over 30 cells.

And if you do that you are gonna be fumbling through alot of firegroups.

Because the macro doesnt use just one shield cell, but one of every shield cell equipped.
 
I have to wait till the last moment before hitting the recharge button, if I do it too early I'm wasting a valuable resource, too late and my shields will drop, this is something else to do and worry about in a battle and it adds to the tension.
Removing this mechanic would remove that extra element that I have to track in a battle along with everything else.

Removing this would mean that we actually have to care about shield management again
You know, the stuff you have to do when you can't instantly refill your shields
 
I have to wait till the last moment before hitting the recharge button, if I do it too early I'm wasting a valuable resource, too late and my shields will drop, this is something else to do and worry about in a battle and it adds to the tension.
Removing this mechanic would remove that extra element that I have to track in a battle along with everything else.

A silly element. Shields are already like body armor in other games, cells make it easy mode not more challenging. If you could only carry a single use cell it would be ok, but more than one module with multiple reloads is ridiculous.

ELITE:notDangerous
 
And if you do that you are gonna be fumbling through alot of firegroups.

Because the macro doesnt use just one shield cell, but one of every shield cell equipped.

Nope you just bind 1 key (shield cell key in control options) and it will chain them automatically. (dont use a fire group)
 
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There was a mech game Starsiege back in the late 90's that had a similar mechanic - It was a shield capacitor, that when used, would instantly recharge shields.

It was balanced by having a chance to malfunction and collapse the shields entirely (making it a high risk, high reward option)
 
Removing this would mean that we actually have to care about shield management again
You know, the stuff you have to do when you can't instantly refill your shields

I have to manage my shields too, I only have a limited supply of shield cells and so I try to keep my shields as powered as possible, I take down anacondas with my viper so it's not like I'm going at them with an ASP. It's a real balancing act.
 
Removing this would mean that we actually have to care about shield management again
You know, the stuff you have to do when you can't instantly refill your shields

Go do a Anaconda target mission with a cobra. Use as many cells as you want.

But, you cannnot put any pips in Shields. Go ahead.... Try it.
 
Shield cells are not so powerful as you make them to be. Shields are pretty weak on their own usually, two energy weapons will strip them in no time.
 
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