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.
Disable at modules menu. Then you used A shield cell bank, enable B.
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.
Aside from PVP, they make PVE really boring.
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.
What do you mean
Disable at modules menu. Then you used A shield cell bank, enable B.
If shield cells allow you to dismiss manageing shields you should be able to beat an Elite Anaconda which is encountered via Bulletin Board kill missions by spamming shield cells and putting no pips in shields.
Or even having all pips in shields and only having two for engines and weapons.
I promise, it will not work out.
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Thats even more work imo.
Wait until you come up against some proper firepower in PvP
You will be glad of Shield Cells when a pimped Python unloads on you.
Im running 2 Class 3 Fixed Beams and 2 Class 2 Fixed Beams driven by an A7 distributor and a B7 power plant.
No amount of shield cell spamming in a heavy fighter (Cobra/Viper) will stand upto it for long.
Even an ASP with an A6 shield will have to spam SCBs to make sure i dont get through to his hull.
Class 3 fixed weapons are a whole different world of hurt compared to the toys that you get to play with on the little fighters.
I think they could be made more interesting. What if they refilled the SYS capacitor instead? What if taking damage while using the cell cancel the refill or maybe even damages the cell?
Thats even more work imo. Not many opportunities can be had in mid dogfight to go into a panel, scroll down a list and enable a module that is crucial to survival at that moment and maneuver all at the same time.
Also worth noting is that shield cells don't counter high alpha strikes, which turns them into wasted space. And there are plenty setups that can alpha strike high enough to kill shields. as far as I remember a single hit from the big slow plasma ball thing kills an A5 shield on an ASP. I'm sure most beam lasers and canons can kill shields on smaller ships equally fast before shield cells can be put to use, their effect isn't instant.
Not everything has to be balanced/interesting. So tired of armchair game designers...
Not everything has to be balanced/interesting. So tired of armchair game designers...
already told that when they were introduced. totally op these things. imho they should be deleted from the game in total.
All right
I guess they should be removed them... I would support that, though I would rather have them be made into something interesting that opens up new interesting considerations and stuff in combat.
I think your wrong there, they add an extra level of complexity, its just down to FD to balance them how they see fit. (and remember we dont know whats comming, could be missions with multiple anacondas etc..)
You keep using these vague explanations but give no possibilities.
What more could they do? Or what else could they be? They replenish shields. Their use and benefits are pretty obvious.
I really don't think they add an extra level of complexity at all. I don't think they need ''balancing''.
They're basically shield health potions. Will increasing or decreasing how much they do really change anything about the fact that they are basically shield health potions?
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But your ship already replenishes its shield
Why do we not have cloaking devices?
Why do we not have disposable heatsinks for our weapons?
Why not hull reparation packs?
Why do we not have devices that allow you to afterburn once without ENG power?
You keep using these vague explanations but give no possibilities.
What more could they do? Or what else could they be? They replenish shields. Their use and benefits are pretty obvious.
We already have all that besides cloaks and hull repair.
Heatsink allows you to continually fire rails, or any weapon that generates lots of heat.
I really don't think they add an extra level of complexity at all. I don't think they need ''balancing''.
They're basically shield health potions. Will increasing or decreasing how much they do really change anything about the fact that they are basically shield health potions?