Shield Cells OP

What do you mean

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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Disable at modules menu. Then you used A shield cell bank, enable B.

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.
 
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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.

All right, but that's... not, like, what I'm talking about really

And I've done that... (not the bb ones though)
 
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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.


Even without the advantage of class 3 hardpoints, the speed with which my asp removes shields with fixed beam lasers is pretty good. If I get a good bead on somebody, they better already be reaching for the SCB or the shields will be down and the SCB is then so much ballast.
 
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?

Not everything has to be balanced/interesting. So tired of armchair game designers...
 
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.

One shield cell bank has 9 cells which is enough to kill 3-5 anacondas (~200.000k-300.000) bounty earned with cobra.
Cant see hows it hard to switch to second shield cell bank then you used up first. Takes only a second.

With Shield cell banks, its so easy kill npcs its even no fun anymore. They (NPC) dont use modules like chaft/shield cell etc effectively. They dont know how to burst thought shield so player would have problems use shield cells. It just makes game 10x times easier which is no fun for me at least. Its like cheating.
 
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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.

There's nothing that can stand up to high alpha builds, but they have their own downsides, cost, ammo costs, heat management, and power issues.

Shields cells have little to no downsides, they are cheap, the ammo costs next to nothing, there's no cool down. The only real issue they have is it takes a few seconds to work but once you get the timing down, you're golden.
 
Not everything has to be balanced/interesting. So tired of armchair game designers...

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.
 
already told that when they were introduced. totally op these things. imho they should be deleted from the game in total.

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..)
 
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.

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 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..)

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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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.

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?
 
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?

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.
 
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.

Using ships (reduces ENG/WEAP energy) energy for replenishing shield is fine example. Use shield cells for defence. That would make them more interesting and encourage players to plan ahead.
 
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I think they are ok and if you miss the point of charge your sheilds down nothing you can do. Also if a non npc attacks you it gives you at least a fleeing chance rather than no chance 3 lots canon or laser all going for you think about it. they are pills for open play. they were a life saver in a hauler when i was trying to get a jump out of trouble they have their place as they are. do not nurf
 
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?

That's like saying well you could remove power management, heat sinks and chaff, having these things in the game that rely on player input at the correct time is a key factor in complexity, and each additional component add's an extra layer, just like using heat sinks with rail guns, or using chaff vs an opponent using gimballed weapons.

Removing any of these simplifies the complexity of combat.
 
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