How does changing your loadout make the game harder? It makes it longer.
Taking the wrong loadout would make it harder then, wouldn't it as it would take longer to kill your opponent with worse weapons.
There is no "skill" in choosing your loadout - you choose whatever is best for the job you want.
Tell me, if your enemy has no weapons but one has SCB's and one doesn't, does that make it harder to kill the one that does?
I think we're arguing two different things here. You're saying it's harder to kill because it takes more time. Yes, in that instance, more scb's make the opponent harder.
What others are saying is that they don't want a longer fight, they want more challenge, they want to have a fight where the enemy fights back.
What.
Whenever you approach your enemy, you have to make a decision: Is this my fight, or is this not?
This is an extremely important decision, taking a huge measure of things as factors, including your loadout. Like with any decision, you measure your entire wealth of experience in it. The application of your experience is by definition, skill.
An pilot might feel they can take an anaconda in a viper. They will probably lose for a number of reasons, one being load out. They might win, and one of the main reasons might be load out (chaff). Regardless, this will probably be a long fight because this is a less extreme example of a sidewinder trying to take on a majestic interdictor. And this is not the fault of SCBs or the AI or FD, this is the fault of the player for accepting such a fight. Don't want a long fight? Go fight other vipers. There are exactly zero problems here.
Now I think that you are avoiding! Or maybe I just don't make clear what I mean. In any case, I will clarify:
You have used this ''large expensive ships should have a long TTK'' in many different posts, and in a tone that I think implies you are using it to support the current state in which SCB's are. So, I asked you that question in the previous post. I would like you to defend that, or clarify if you meant something else.
Also, you're going on about adapting again. I don't care about winning/loosing against SCB users (well that's not entirely true, I guess I do care). I think that they make the game worse, because the way they interact with other elements of the game worsens the quality of some other experiences in the game. They can be changed so that they are still usefull, while also not being poor.
Alright, forgive me, other posters are setting fires between my ears.
In CQC, what is the sidewinder's theme? What's its relation to the condor? And with the eagle? How do their load outs differ?
So in normal play, what might be the anaconda's theme? Or the courier's theme? Or the python's theme?
What's its relation to the FAS? And with the FGS? How do their load outs differ?
Point 1) These ships have high TTKs relative to their class. That's fine. See point 2.
Point 2) All is not equal in the galaxy. There are better ships and there are better weapons and there are better utilities and there are better internals. It's not all trade offs, it's not all balance. This both condemns and reconciles the existence of ships like the adder and eagle, as well as ships like the FDS and orca.
Point 2a) I keep close tabs on a (I admit, struggling) game in development called Ensemble Online. There's 14 stats that you can put points into - a lot of them seemed rather useless such as critical damage (when just base damage was more effective) and linear reduction (tiny increments per point). I brought this up with the devs. Devs, so many of these stats are so inferior to others, why would you choose to put stats in them. The reply was (uncharacteristically) great: These stats aren't meant to be balanced - it's simply 'look at all the different areas you can work in'.
This was eye opening. There will be ships
that are simply a better choice than others, such as multipurpose ships. This may be in part due to SCBs. When passengers become a thing, multi purpose ships may have a similar relationship with the orca, in that they perform as well as or in some cases better than the orca. Does this make the orca completely irrelevant? Probably not. Mostly unused? Probably.
Is this a bad thing? Nope. How many people fit a large frag cannon on their ships? Can't say I've ever seen it, and I've clicked on a lot of edshipyard links. Does this mean the weapon should be removed or fixed? Absolutely not. Because that one intelligent player who is going on an assassination mission can fit one, even if it's rather irrelevant to the rest of their game.
So to bring us back to the point, ships like the anaconda and python having high TTKs is just a facet of the game. Ships like the asp having a lot of hardpoints is another facet. One facet may be more meaningful than the other, and that's fine. Such is life in the galaxy. Traditional shield punching tactics might not work against larger shield tank ships, because the SCBs (like base damage in ensemble online) scales better than firepower (like critical damage in ensemble online). This is fine. Other tactics (such as a +1 numerical advantage) will still completely massacre shield tanks. And this is fine too.
Everyone needs to stop being upset because anacondas take longer for your vulture to kill. This is exactly as it should be. That's a pretty significant mismatch.
Question: If you had the most expensive, most powerful ship in the game, what would be the point if a vulture could just swoop in and turn you into popcorn, like you expect to do to NPCs? I believe this illustrates the absurdity of many complaints.