The SCB (Shield Cell Bank) Thread

Like much of the other advice you give, this sounds great on paper but in reality this doesn't work at all.

However you are right that target choice is being affected in a big way, which affects profits in a big way.
I agree but if we really want to cash in that juice bounty, we have to go for the little guys first, otherwise we will be force to run.
 
Isn't the solution here just not to pick fights with wings when solo - that seems like common sense? Or if you really have to attack wings, don't carry cargo, and wait till they are engaged with others before wading in? Or don't use an expensive jack-of-all-trades ship in combat, used one of the smaller, more-affordable-to-rebuy ships? I do agree that, in the light of the changes, recharge rates should be looked at.
I agree they need to fix the recharge rate for the bigger ships, I waited like 20 minutes to recharge the Corvette then another ten to fill my bars that's painfully slow, might as well go shield less in battle. There has to be a middle ground as much I hate SCBs, they need look at recharge as well.
 
Can we have shield strength that's based on a ships size?

It doesn't make sense to have a courier with shields almost as good as a python.

SCBs need balancing yes. But since this NERF, it's plain to see that there are fundamental design flaws that were masked by SCB use.

Now that they're pretty much useless, we see the big ships aren't worth their value.

Might as well go fly a vulture.
 
Star Trek Online generally had it right, where big huge ships with slow turn radii can shield tank all day but must run turrets and weaker, wide-arc beams that don't do as much DPS. So they are relegated to a support role where they are either carriers or they extend their shields to teammates and do repair actions on teammates. Meanwhile smaller ships that can turn faster generally have weaker shields but much higher DPS. They come in for attack runs against bigger ships, then bug out and recharge shields whenever they get depleted. Two or three combat escorts focussing on a big ship can melt through even the tankiest hull, generally, but by itself a single big ship can take out a single combat escort.

What I experienced with the Clipper was a big ship with the weapons layout that belongs on a fast-turning fighter, but the shields of a small cargo transport! Meanwhile a Vulture could have virtually the same shields but is much harder to hit due to small size and maneuverability, extending its life.

I'm not advocating FD copy STO's dynamics but really, in some respects they just make a lot of sense. Unless you're in a ship that turns insanely well, why would you ever have weapons that have such limited firing arcs as a fixed weapon? Why would anyone design a large combat ship with weak shields? Just don't get it, but I guess I'm not the game designers. I would like to understand the logic behind their thinking but in the end it's just a game :D
 
Star Trek Online generally had it right, where big huge ships with slow turn radii can shield tank all day but must run turrets and weaker, wide-arc beams that don't do as much DPS. So they are relegated to a support role where they are either carriers or they extend their shields to teammates and do repair actions on teammates. Meanwhile smaller ships that can turn faster generally have weaker shields but much higher DPS. They come in for attack runs against bigger ships, then bug out and recharge shields whenever they get depleted. Two or three combat escorts focussing on a big ship can melt through even the tankiest hull, generally, but by itself a single big ship can take out a single combat escort.

What I experienced with the Clipper was a big ship with the weapons layout that belongs on a fast-turning fighter, but the shields of a small cargo transport! Meanwhile a Vulture could have virtually the same shields but is much harder to hit due to small size and maneuverability, extending its life.

I'm not advocating FD copy STO's dynamics but really, in some respects they just make a lot of sense. Unless you're in a ship that turns insanely well, why would you ever have weapons that have such limited firing arcs as a fixed weapon? Why would anyone design a large combat ship with weak shields? Just don't get it, but I guess I'm not the game designers. I would like to understand the logic behind their thinking but in the end it's just a game :D
I think this is how most envision such things.

Sometimes the wheel doesn't need to be re-invented. I would have been happier with these big ships if they had 5,000 shields but were limited by pitch rate to turrets in a pure supporting role. Like every big ship in every other sci-fi game and movie ever made. Only in the ED universe are the Star Destroyers expected to easily kill off the A-Wings, X-Wings and Y-Wings of its universe. Every other game and film demands fighters kill other fighters. Same is true of most of the history of warfare. Aircraft carriers are sent out in battle groups of upwards of 20 ships; not sent out with the expectation that they can defend themselves. But here we are. And the only way this changes is if they make the pitch rate for all big ships similar to or higher than the current values for the Cutter.
 
Star Trek Online generally had it right, where big huge ships with slow turn radii can shield tank all day but must run turrets and weaker, wide-arc beams that don't do as much DPS. So they are relegated to a support role where they are either carriers or they extend their shields to teammates and do repair actions on teammates. Meanwhile smaller ships that can turn faster generally have weaker shields but much higher DPS. They come in for attack runs against bigger ships, then bug out and recharge shields whenever they get depleted. Two or three combat escorts focussing on a big ship can melt through even the tankiest hull, generally, but by itself a single big ship can take out a single combat escort.

What I experienced with the Clipper was a big ship with the weapons layout that belongs on a fast-turning fighter, but the shields of a small cargo transport! Meanwhile a Vulture could have virtually the same shields but is much harder to hit due to small size and maneuverability, extending its life.

I'm not advocating FD copy STO's dynamics but really, in some respects they just make a lot of sense. Unless you're in a ship that turns insanely well, why would you ever have weapons that have such limited firing arcs as a fixed weapon? Why would anyone design a large combat ship with weak shields? Just don't get it, but I guess I'm not the game designers. I would like to understand the logic behind their thinking but in the end it's just a game :D

+1

Give us some reasons to fight with a wide range of ships in a wing fight!
 
How much of a deterent is the heat generation of the SCBs?

For those of you who have played around (I haven't), if you just use your SCBs just as before, apart from the pretty new sparks, what is the real downside? Is it just that now, not only do you need to go and refill your SCBs after half a dozen uses, but also now just pay for the 20-30% module damage?
 
How much of a deterent is the heat generation of the SCBs?

For those of you who have played around (I haven't), if you just use your SCBs just as before, apart from the pretty new sparks, what is the real downside? Is it just that now, not only do you need to go and refill your SCBs after half a dozen uses, but also now just pay for the 20-30% module damage?

It depends on the ship and how you use them. One off A6 SCB has a very limited heat impact. (1-2% module damage on a corvette).

however using many in quick succession can send your ship into a thermal death spiral.

IMO their use in PvE is going to be virtually unaffected
 
It may be that 'the biggest ship I can afford' will no longer be optimal for PvE RES or CZ activities. Having dedicated fighters be optimal for fighting activities would seem like a good thing to me though. We may need to adapt our tactics too. My first play with a FAS wasn't reassuring as I kept worrying when the shields went down (which is Time To Leave in my vulture). I need to armour it properly and get a feel for hull-tanking a bit more I think.
 
+1

Give us some reasons to fight with a wide range of ships in a wing fight!

Except, this game is mostly played solo. There is some groupage that happens, but until you can wing up with NPC mercenaries or similar, large ships are then effectively redundant for combat.

I agree SCBs need some modifications, but as CMDR Heavenly-Hammer mentioned, if they pushed the heat generation of the existing SCB use by 25%, FD could solve that problem as is.
 
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I do love the game, really. But I don't think that the developer play the game like we do - why should they. It's their job, they are enthusiastic but it's still just their job. Otherwise they had realized quickly that you can fly the Cutter only with the landing gear deployed through the station. This nerf is ridiculous and will change the part of the PVP battles with big ships. As probably 90% of players never experienced such battles you will say who cares - only 10% of the player base. The PVP players are the most skilled pilots. If you are in a bigger ship you will be even an easier bait then before. After you lost 1-2 the cutter (with 50m insurance) you will switch to Solo or Private Group and whine again in the forums.
 
I do love the game, really. But I don't think that the developer play the game like we do - why should they. It's their job, they are enthusiastic but it's still just their job. Otherwise they had realized quickly that you can fly the Cutter only with the landing gear deployed through the station. This nerf is ridiculous and will change the part of the PVP battles with big ships. As probably 90% of players never experienced such battles you will say who cares - only 10% of the player base. The PVP players are the most skilled pilots. If you are in a bigger ship you will be even an easier bait then before. After you lost 1-2 the cutter (with 50m insurance) you will switch to Solo or Private Group and whine again in the forums.

Beta is beta! If this is a problem at release then 'Fire!' until then there are no complaints...just bug reports.

Skill means nothing to a corporation...they worry about the money from the 90%...not the elite players!
 
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My thoughts on this is that FDev want to avoid the "Oh, Big Ship equals Win" scenario. Hitting the SCBs is one way to kill the mechanic and give someone with a bit of skill a chance to knock the bigger ship out without having to hammer down through the currently stupid number of magic shield potions a large ship can go through just to stay in the fight.

Means that people have to tool up and get skilled instead of Credits = Win... Toughen up guys.
 
When it is released then it is far to late my friend. With Horizons they will have the hand full to fix these problems and glitches without having the focus on this self produced discussion here.
 
I dont understand why to insist in SCB discussion, if the real problem is the absurd shield regeneration time ?
All the discussion about the heat/power of SCB is a way to run away from the real issue: shield regeneration time.

Now it is time to make pressure to FD fix (or buff ) the shield regeneration time. And not to discuss the band-aid (SCB).
 
I dont understand why to insist in SCB discussion, if the real problem is the absurd shield regeneration time ?
All the discussion about the heat/power of SCB is a way to run away from the real issue: shield regeneration time.

Now it is time to make pressure to FD fix (or buff ) the shield regeneration time. And not to discuss the band-aid (SCB).

Why should large ships be able to regenerate faster? If you don't like the regen time, get a smaller ship, surely! Bigger ships should have their disadvantages otherwise there is no skill involved.
 
Why should large ships be able to regenerate faster? If you don't like the regen time, get a smaller ship, surely! Bigger ships should have their disadvantages otherwise there is no skill involved.

Because large ships have bigger power plants and bigger power distributors. More energy available, more energy to shields, faster regeneration.
 
Why should large ships be able to regenerate faster? If you don't like the regen time, get a smaller ship, surely! Bigger ships should have their disadvantages otherwise there is no skill involved.

It can take up to half an hour for a larger ship to refill its shields. Ain't nobody got time for that.
 
Because large ships have bigger power plants and bigger power distributors. More energy available, more energy to shields, faster regeneration.

You forget - bigger shield to cover fatter... er... hull = more energy required therefore requires more energy to complete regeneration. You're a hundred times fatter in a 'Conda than a 'Winder, why should there not be a hundred times more energy required, or in fact, even more, perhaps exponentially more because you are creating a bigger 'shell.'

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It can take up to half an hour for a larger ship to refill its shields. Ain't nobody got time for that.

Go fly a Sidewinder. Simples!
 
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