Then that would mean that everything would need to be fixed, with new values for balance purposes in the argument's sense. If you alter one thing that affects everything, you have to change the entire thing.
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Not everything. Just shield values on a few ships.Then that would mean that everything would need to be fixed, with new values for balance purposes in the argument's sense. If you alter one thing that affects everything, you have to change the entire thing.
Then that would mean that everything would need to be fixed, with new values for balance purposes in the argument's sense. If you alter one thing that affects everything, you have to change the entire thing.
I'm sorry what, just shield values on a few ships? So are you saying that we give certain ships a shield buff to adjust for value of the craft, what craft would be left out then? The Traders? Who also spend good money on the craft and have to encounter the occasional interdiction? If they do it, I'm only saying that certain craft would need a base shield value buff, and the shield gen module on its own would require a base value buff.
Personally I have no problems with SCB's or even SCB stackers.. They can easily be overcome if you use proper tactics.. but fine, that argument has been done to death...
If you really want to fix SCB's them make them a singular Capacitor, and you can only load one. The larger the Slot size, the more capacitance you get.
but the differences are these
-The Capacitor can recharge from your ships SYS power output. The more pips set to SYS, the faster it recharges (recharge time would need to be balanced of course). No more stupid Ammo.. it never made sense
-You can discharge the capacitor once it reaches 75% capacity at anytime, but will only get the current capacitor level directed towards your shields
-When you activate the capacitor, your heat levels spike A LOT..
-Each charge activation is significantly more powerful than a single charge activation from a current SCB.
-Each time you land, your capacitor and shields are fully recharged
The whole idea is so those farming rez or cz to be able to recharge their shields much more easily without having to resort to multiple SCB's in order to stay in a zone. You will have to be far more tactical when activating an SCB as you cant just use it every 5 seconds. Also it will add another dimension to combat, of how many pips should you put into sys instead of weapons and engines. You could put full pips to shields, shield tank and hit your shield capacitor more often, but at the expense of having very limited weapons power and maneuverability. An anaconda being swarmed by light fighters would then have much more protection but at the cost of firepower..
Just my idea on how things could be changed, without compromising others who have a legitimate reason for using SCB's
We could also look at how hull damage, module damage, armor, armor differences with bulkheads and things like that. The ''meta'' is very shield heavy right now, and many ships, especially merchants, are pretty squishy with shields down.
To answer your question: The changes done should be sufficent to keep things balanced. Testing would be required to find out the exact answer to what should change.
Why should the Python being a god-ship be a fundamental part of the game? It's an armed freighter. You want the supreme tank, get an anaconda
Currently the python outclasses the anaconda in combat and that's just dumb. If cost=auto win like some people seem to think, then the anaconda should be superior to the python
Most likely Python and Anaconda ("turtle" ships) would need a shield increase after such fix.
Btw, it would be good if charge rates where dependant on the power distributor. (instead of 1MW for all).
That would help large ships and combat ships (that have nifty distributors).
Why should the Python being a god-ship be a fundamental part of the game? It's an armed freighter. You want the supreme tank, get an anaconda
Which is also a bit...dumb.
The Python is not an armed trader, just like the Anaconda it is a Multipurpose ship.
The problem is that the Anaconda is a kind of Mary Sue ship.
-Lots of firepower
-Can theoretically carry ALMOST as much as a T9
-Ginormous tank
It's not much of a multipurpose ship when it's not BAD at anything.
Which is also a bit...dumb.
The Python is not an armed trader, just like the Anaconda it is a Multipurpose ship.
The problem is that the Anaconda is a kind of Mary Sue ship.
-Lots of firepower
-Can theoretically carry ALMOST as much as a T9
-Ginormous tank
It's not much of a multipurpose ship when it's not BAD at anything.
Can say the same about the pythonbut I digress.
I don't think the python or the anaconda should be as powerful as they are.
Especially since the Imperial Cutter and Federal Corvette are coming. They should be the top tier combat ships in terms of tankiness. And the current meta means that they won't be able to do that without a bazillion internals
What makes you think the ships were intended to be as tanky as they are? Our perception of them is entirely reliant on how we've begun to use them, which is reliant on a broken module. If you look at the other multi-role ships, they do not have this attribute at all. Their shields are merely okay, and once their shields drop they're done.
Other multirole ships do not cost mind boggling amount of credits to combat fit. A combat ASP cost as much as the rebuy cost of an combat Anaconda.
What I expect is the following : nerf happening, two combat ships gone from open (python+conda). Removing ships from combat roaster seems a poor idea to me.
I mean, how in its right mind would choose the python over the FDL after such nerf ? It not like the python huge available power will do it any good anymore...
The FDL would have better / similar shields, cost less, much faster and more agile. (I also expect nerf cries for the FDL afterwards).
Mind Boggling amounts of money has never meant win in ED. That's why a 30 mil Vulture can trounce a 300 mil Anaconda. As trite, overused and conceited as this remark is this is one of the rare cases where it actually applies.
"Learn to Fly."
Edit: Let's be a bit clearer than that. When you pay stupid amounts of money for your multi-role ship, you are paying for the convenience and utility of it being a "Multi-role Ship". That is what makes it so expensive, not it's combat prowess.
Vultures, FDL's and the like are cheap because you will never make them into Traders, Explorers, or Pirate ships. They just don't function in those roles. You are still getting what you pay for in a Multi-Role ship even if it does not have All-Embracing tanking abilities.
Mind Boggling amounts of money has never meant win in ED. That's why a 30 mil Vulture can trounce a 300 mil Anaconda. As trite, overused and conceited as this remark is this is one of the rare cases where it actually applies.
"Learn to Fly."
I think the issue with most of the counter arguments is, "How can we take away from the python to make it less effective. " Which genuinely for a ship of its class and description was a ship made for patrolling, it's a ship made for ideally combat with the side option of hauling. My counter argument is, " How can we make every ship more role effective. " The FDL needs more power, and needs more different types of Huge Weaponry, I think the existence of other types of ammo for anti-shields, anti-armor, anti-hull needs to exist, and other options that we could make weapons more viable rather than take away from SCB's. We need to add more variables to the pilots effectiveness with such craft. Only then will we see a difference from pilots and tactics to craft