Shield Cells OP

agree with this 100 percent. make buying the good shield and distributor worth it. I think there should also be a trade off. Right now when you jump to A modules over B it appears what you get for the money is just weight savings. I think there should be performance characteristics that change as well. It would be nice to see advanced shields that behave like the advanced armor and have different resistances. Or perhaps throw in an overcharged shield system that recharges insanely fast but has lower HP, and an extended shield system that has lots of HP but low recharge.

There are so many interesting things that can be done with all the modules that the shield cell seems like a cheap win button.

It would also be nice to see restrictions for some equipment. Yes we have slot sizes but there is no variation. Maybe small ships could get a completely different range of shield systems that dont have much HP or recharge but have very high resists and ultra low weight. These systems wouldnt be able to work on cobra and above. They have the powerplants to drive the other types.

Just random spaghetti please forgive if its been covered before.
 
Its like healing potion in any mmorpg.
Anaconda was always a challange fighting against until i put two shield cell modules to my ship 16 instant full shield. Now combat feels cheap. No risk. Just press few times on shield cell hotkey and youre fine. I find myself that i dont care then i get hit. I just aim at power plant and wait for anaconda go BOOM. Before that every fight against anaconda was risky, now i can just farm them like 5 in a row until my shield cells are empty.

Imagine PVP. all it matters which has more shield cells...
It needs at least some kind of long cooldown.

Let me introduce you a way to gain the next level in combat. Go hunt some players. Take the stations bulletin board as information where the highest bountys have been seen and try to get them. Fighting against npc's will never be balanced. Try your shield cells up against a real player, you will need them ;)

Never surrender.
 
Shield Cells have been tested and balanced with the combat system for months.

They're part of the strategic nature of ED combat. There are all sorts of counters to attacks in combat, chaff disables tracking of gimbled weapons, ECM counters missiles, heat sinks make you disappear from radar, point defense shoots down missiles, and shield cells allow combat to last more than 20 seconds.

In a game where you can lose millions from combat, you need means of survival and strategy.

soooo true!!!!!
 
But it's not ENOUGH of a trade-off, is what I'm saying. Aside from PVP, they make PVE really boring.

Lol. then don't use them.

Just 'cos you don't like them doesn't mean they should go away..

I, for example, despise Priuses and Nissan Leafs, doesn't mean they should be taken off the road - they really should though. :)
 
How about this:

1. Remove ammo
2. Shield cell is now a one-shot thing - you use it as usual, and it works its magic as usual, but then you have to recharge it
3. You recharge the cell by holding down the use button, or relevant trigger if it is mapped to a fire group. It takes roughly the same amount of time to charge the shield cell as it does to do a warrant or cargo scan (maybe better grade cells charge faster or draw less energy). While charging, the cell will draw a massive amount of energy from your system capacitors. All of them.
4. Once recharged, it can be used again as usual.

This will make pilots think, first, when to use the cell, and when to just shunt power to shields; and second, recharging it is not something you do lightly, at least not in combat, as it can easily deplete your subsystem capacitors, leaving you unable to boost, fire weapons or recharge the shield. Or all three at once, depending on your power distribution system and capacitor levels.

I think that would be balanced. It would be there as a tactical tool, it would require careful use and it would even bring other modules into play.

This seems like a start.

To all those saying shield cells are fine since everyone can use them -_- well let me give you an example, everyone could use the m16 in battlefield 3 and allmost everyone did, know why? IT WAS OP!
 
This seems like a start.

To all those saying shield cells are fine since everyone can use them -_- well let me give you an example, everyone could use the m16 in battlefield 3 and allmost everyone did, know why? IT WAS OP!

You mean just like real-life? :) Its not a PvP shooter - balance isn't part of the equation.

You want to "balance" a Sidewinder vs an Anaconda next?

Shields cells mean that sidewinder pilot has a chance to get away from an instant boiling.
 
Lol. then don't use them.

Just 'cos you don't like them doesn't mean they should go away..

I, for example, despise Priuses and Nissan Leafs, doesn't mean they should be taken off the road - they really should though. :)

It's not that I don't like them, it's that an "omni tool" for every situation is bad game design.

Imagine playing super mario where pressing the bumper gives you star power--so you never use the fireflower or mushroom or plethora of other upgrades, because you always have starpower and it does everything those other powerups do but better.

There's two ways to fix this, either add a drawback to it's use, such as draining power from all the systems in the capacitor, or make it so proper skill can counter its use(like every other module such as heatsink and chaff), such as being able to short circuit it by shooting a specific part of the shields.

That, or just get rid of it entirely.
 
Last edited:
I'd prefer to get rid of them as I don't think they improve the game in any way. I was using one in an Asp with 5 or 6 ammo for a bit. Felt so cheap though.
 
I'd prefer to get rid of them as I don't think they improve the game in any way. I was using one in an Asp with 5 or 6 ammo for a bit. Felt so cheap though.

I think a limit of one module on a ship is ok.
But I don't want to see them go or changed apart from that.
 
I would like to see shield cell banks removed completely but I would settle with only being able to mount one shield cell bank module to a ship. Stacking the modules is OP and just ends up turning battles in to who has more.
 
Just tried a shield cell for the first time.

I had no idea they are this good.

Any discussion of a viper being better than a cobra is now dead as far as I'm concerned.

I've been killing elite anacondas for assassination missions without them, I think it will be a joke now.

6 charges on an A3 shield cell, and they cost 100 cr each to refill. I think 4 should be enough to kill the anaconda by just sitting in front of it trading shots, I'll try latter on today.

Not really sure what unlimited shields brings to the game.
 
Its like healing potion in any mmorpg.
Anaconda was always a challange fighting against until i put two shield cell modules to my ship 16 instant full shield. Now combat feels cheap. No risk. Just press few times on shield cell hotkey and youre fine. I find myself that i dont care then i get hit. I just aim at power plant and wait for anaconda go BOOM. Before that every fight against anaconda was risky, now i can just farm them like 5 in a row until my shield cells are empty.

Imagine PVP. all it matters which has more shield cells...
It needs at least some kind of long cooldown.

The anaconda is a monster ship and it should be hard to take down. IMHO it should require a group effort, or at least a fair bit of risk for something like an Imperial clipper. You'd think that AI anaconda pilots could afford to buy some too.
 
Last edited:
I would like to see shield cell banks removed completely but I would settle with only being able to mount one shield cell bank module to a ship. Stacking the modules is OP and just ends up turning battles in to who has more.

Now I agree somewhat with you, and I know you have done a lot of PvP bluefalcon and much respect to that, but I don't think having more is the be all and end all in all battles. There needs to be a lot more consideration taken in to account, there are many different combat situations where the balance between ships may be mistaken as the imbalance.

(Imagine 2 players of similar skill and ability to use any ship to its maximum potential, understanding flight & aim, weapons and tactics)

In 1v1 against the same ship class with identical load outs it is likely that more shield cells may save you if you use them better than your opponent (timing). But where you out match your opponent with weapons, size bonuses (armour & shields) and equipment you have a greater chance to win a given fight and opposite if your opponent out sizes you, you have less chance to win.
Now we get on to situations of greater opponents:

The cells are useless, due to high impact damage over a short period of time, >1 player shooting you with something like rail guns.

The cells can provide a finite amount of time vs weapons, allowing for other situations to occur, ie you get a chance to jump or you get a chance to call some buddies in.

At this point in time many people are crying wolf, over something that we have yet to see the full impact of, just saying remove/nurf/buff shield cells is really something we haven't seen a true impact of over a large scale of use.

When we get wings finally implemented, and players form groups of 4, with various ship classes, those shield cells your calling for removal, may just save your life vs 2/3/4 eagles and give you enough time to escape.
 
Last edited:
If you are popping shield cells every few seconds or in every fight then you are doing it wrong and wasting money. I hardly use mine in combat been in the combat zones as well and probably only use 1 or 2 when I have more than one enemy shooting at me.
 
Just tried a shield cell for the first time.

I had no idea they are this good.

Any discussion of a viper being better than a cobra is now dead as far as I'm concerned.

I've been killing elite anacondas for assassination missions without them, I think it will be a joke now.

6 charges on an A3 shield cell, and they cost 100 cr each to refill. I think 4 should be enough to kill the anaconda by just sitting in front of it trading shots, I'll try latter on today.

Not really sure what unlimited shields brings to the game.

Theres 1/8 shield cell modules which cost 20k.

Thats a thing. People talking about pvp over here, ignoring the fact that i started post about PVE. Shield cells (potions) remove any risk and makes game boring. I dont say that we dont need them, but how they work now, you can sit in front anaconda, take all the damage until you shoot it down. And i dont care that 1/100 of them can insta blown your shields down.

For me, shield cells ruined my game. No risk no fun. I dont even care where i place my ship anymore. I could stay in front of anaconda, just pop another shield cell and youre all right. Theres always enough until you decide go back to stations and take all collected bounty credits.

NPCs cant fight against Shield cell users... seeing anaconda you dont value it by how deadly fight can get anymore. But by how much shield cells you will need... 1-2 is enough. 3-4 if you dont care, flying lazely, shooting in random spots. Shield cell spam breaks PVE.
 
Last edited:
Let me introduce you a way to gain the next level in combat. Go hunt some players. Take the stations bulletin board as information where the highest bountys have been seen and try to get them. Fighting against npc's will never be balanced. Try your shield cells up against a real player, you will need them ;)

Never surrender.

This x1000

- - - - - Additional Content Posted / Auto Merge - - - - -

You mean just like real-life? :) Its not a PvP shooter - balance isn't part of the equation.

You want to "balance" a Sidewinder vs an Anaconda next?

Shields cells mean that sidewinder pilot has a chance to get away from an instant boiling.

And this


Please close this dull thread and op leave the game you bore all

- - - - - Additional Content Posted / Auto Merge - - - - -

Theres 1/8 shield cell modules which cost 20k.

Thats a thing. People talking about pvp over here, ignoring the fact that i started post about PVE. Shield cells (potions) remove any risk and makes game boring. I dont say that we dont need them, but how they work now, you can sit in front anaconda, take all the damage until you shoot it down. And i dont care that 1/100 of them can insta blown your shields down.

For me, shield cells ruined my game. No risk no fun. I dont even care where i place my ship anymore. I could stay in front of anaconda, just pop another shield cell and youre all right. Theres always enough until you decide go back to stations and take all collected bounty credits.

NPCs cant fight against Shield cell users... seeing anaconda you dont value it by how deadly fight can get anymore. But by how much shield cells you will need... 1-2 is enough. 3-4 if you dont care, flying lazely, shooting in random spots. Shield cell spam breaks PVE.


Whatever mate

Just dont use them if you want risk

Problem solved

Stop crying nerf and live your life dude
 
Last edited by a moderator:
This x1000

- - - - - Additional Content Posted / Auto Merge - - - - -



And this


Please close this dull thread and op leave the game you bore all

You shouldn't be so insultive, and you should not claim to know something about what the OP does to ''all.''

Yes, you will need your shield cells against real players
That is the problem
 
Last edited by a moderator:
Not "OP" and haven't been "OP" since they were nerfed in the Beta.

Also, PvP is a bout a lot more than who has more shield cells, and anyone that relies on them to make up for a deficit in tactics is going to get bit hard.

Yes, you will need your shield cells against real players
That is the problem

If you are somehow evenly matched in every other way, then who has more shield cells may indeed turn into the deciding factor, but the same statement could be said about anything.

I've encountered situations with hostile CMDRs where I would have been forced to flee even if I had a million SCBs, and I have killed numerous CMDRs who had plenty of SCBs left and often hadn't taken a hit while doing so.

Yes, SCBs are often wise to have, but they are not without trade offs.
 
Not "OP" and haven't been "OP" since they were nerfed in the Beta.

Also, PvP is a bout a lot more than who has more shield cells, and anyone that relies on them to make up for a deficit in tactics is going to get bit hard.



If you are somehow evenly matched in every other way, then who has more shield cells may indeed turn into the deciding factor, but the same statement could be said about anything.

I've encountered situations with hostile CMDRs where I would have been forced to flee even if I had a million SCBs, and I have killed numerous CMDRs who had plenty of SCBs left and often hadn't taken a hit while doing so.

Yes, SCBs are often wise to have, but they are not without trade offs.

The same statement could be said about anything?
If you are evenly matched, is the number off chaff charges you have left a deciding factor?
The number of heatsinks? The amount of main tank fuel?
It could be, but I think there's a difference.

It's good that you have been in a fight where the enemy had SCB's and you won.

SCB's are shield potions for your starship and I think yhis should change.
 
Back
Top Bottom