The SCB (Shield Cell Bank) Thread

You are right and they going to keep poping up until they fix it, I don't understand how other people don't see a problem with SCB stacking? I play the to be competive and to have fun not getting annoyed by broken mechanics. A multi purpose ship is stronger than a dedicated fighter because shields last longer, I have a problem with that.

Fixing something implies something is broken. Its working as intended. What you should be saying is until they change it.

Now, just because you and some others see a problem with it, doesn't mean other people don't. Its called having an opinion, and not everyone has the same.

Personally i do think they could do with a change. My preferred method would for them to require charging from SYS and drain SYS quite rapdily, so when used in combat, if you are running an SCB its also draining your SYS along with your shield when taking damage after using it. If you start popping multiple SCBs then what you will find is your shields will stop recharging along with your SCBs (they will be fighting for the limited reserve of SYS, so you are either putting 4 pips in SYS and reducing WEP and ENG or taking longer to recharge). The more a charges a SCB can hold, the longer it takes to fully charge, the more recover it gives, the longer it takes to recharge.

Not sure its a perfect solution, and just my thoughts on how it might work better, but no idea unless FD were to implement this and people tried it out in game. Just an opinion.
 
''Adapt'' argument is pretty pointless... can be used with anything, no matter how broken.

Combat was good before SCB's. Combat is bad after SCB's. Has been discussed before, pointless to discuss again unless something new comes up, which I haven't seen in this thread. We've gone through all the viewpoints and perspectives of this discussion multiple times already.

FD are still looking on them and they will hopefully change in the future. They were nerfed once, but not much was changed. I think the solution lies in changing how they operate, not how strong they are. There have been multiple discussions on this subject with several good suggestions.
 
As a Premium Beta player I can vouch that all mid-high end combat was a lot funner before SCBs. The trivialized NPC combat and made PvP slow and unbalanced (all hail the multiroles).

There are plenty of ways to fix the problem without removing them (though that would be acceptable). The most common one is limit it to one per ship but that lacks finesse. I would rather they were set to utility mounts like in CQC, most ships have 4 of those so that fixes the multi-specialised balance in one hit and it also makes the choice between defenses a lot harder and more intresting.

They could do an amount of damage to the shield generator, they are forcing a lot of power through it after all. This makes them risky to use a third or forth time but are still sustainable with a short AFM break.

They could be used to re-start shields in stead of fortifying them, this gives people a chance to do damage and also makes stealth attacks a bit more valid.

They could simply use a very long recharge instead of repeatable consumables. A charge that they would lose on being turned off.. preventing stacking.

At that's just few ways they could be changed to still be useful but not overpowering the rest of gameplay.
 
Hi CMDrs
A Python with 6 SCB stacked inside is a python I would have to work very hard to destroy...it would have to be up close and with my Plasma Accelerator.
A Python with 6 SCB is not a trader.....so lets say you are a pirate ? THEY HAVE NO CARGO >> WHY BOTHER ??
They are full of SCB ?? Just Boost and leave ? I do not Understand the previous encounter in the video .... none of them have cargo so why are they fighting ? Just for fun ? Then who cares how many SCBs. Its a load out choice.
I use SCB in my Fer-De-Lance so that I can easily top up my shield in RES. Or when I get rammed by those pesky 1.4 NPCs.

Once again .... if a ship has a Refinery and Limpets and Cargo space they are Belters ... or Miners ...if you like.
If they have lots of cargo space and fuel scoops they are traders.
If they carry only SCBs than all they are looking for is a turtle fight.....avoid them and ignore them.

Simples ??

Lol
 
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As a Premium Beta player I can vouch that all mid-high end combat was a lot funner before SCBs.
Don't forget that before SCB NPCs were just dummies that could'nt pierce through your shields.
Remove SCBs and there will be so much PVE whine about "can't kill Conda in HAZ RES!"
 
I'm also in favour of a rework/remove of SCBs. Combat are pointlessly long and add not much to "skill" based strategy. It's look like a ballet spectacle and it's even that long.

And yes, making armor build possible would be nice.
 
They are full of SCB ?? Just Boost and leave ?

Someone has never flown a lakon I see.

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Don't forget that before SCB NPCs were just dummies that could'nt pierce through your shields.
Remove SCBs and there will be so much PVE whine about "can't kill Conda in HAZ RES!"

And that would be a Fine Whine I would truly savor. I'd love that kind of challenge.
 
Lets try this YOUR WAY>

Remove SCB .. so that players cannot recharge shields.
Remove Lasers so that shields last longer.
Remove Guns so that Armor is stronger.
In fact remove scanners so that pirates cannot see you -_-
LOL
What else do you want removed ?

Why not ADD more weapons .. so that SCBs can be overcome by a specific loadout ??
 
Fixing something implies something is broken. Its working as intended. What you should be saying is until they change it.

Now, just because you and some others see a problem with it, doesn't mean other people don't. Its called having an opinion, and not everyone has the same.

Personally i do think they could do with a change. My preferred method would for them to require charging from SYS and drain SYS quite rapdily, so when used in combat, if you are running an SCB its also draining your SYS along with your shield when taking damage after using it. If you start popping multiple SCBs then what you will find is your shields will stop recharging along with your SCBs (they will be fighting for the limited reserve of SYS, so you are either putting 4 pips in SYS and reducing WEP and ENG or taking longer to recharge). The more a charges a SCB can hold, the longer it takes to fully charge, the more recover it gives, the longer it takes to recharge.

Not sure its a perfect solution, and just my thoughts on how it might work better, but no idea unless FD were to implement this and people tried it out in game. Just an opinion.

You would still run into the same stacking issue. The reason is people would put in and charge their SCB's then turn them off charged. Then when the player is out of charges on one, they turn it off and turn on a fresh one.

Having used SCB's I see both sides. But has also been discussed is the idea of fair. No the game should not be fair, but there should be some balance. Just because you have the largest ship should not mean you are invulnerable. And as it stands, with out overwhelming firepower, SCB's make ships practically invulnerable until they are out of charges. This is bad for balance as it removes the danger.

I will not say though I know how to fix it. Limiting the number you can have would not do it, nor would what is suggested above. May be they are just a symptom of a larger issue, that of shields working as intended, but not as was originally desired. This may explain the difference between CQC's shield recharge and the main game. And whoe knows may be CQC is a hint of what is to come...shields that work the way the developers wanted to begin with.
 
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Someone has never flown a lakon I see.

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And that would be a Fine Whine I would truly savor. I'd love that kind of challenge.

I have flown the 6, 7 and 9
Mr Frandito Bandito in a A Rated Python tried to pirate me .... I boosted and Hyperspaced .... (JUST BARELY MIND YOU)
Wether he was FULL of SCB ... or had none .. I cannot fight a Python pirate in a LAkon. end of story.
 
You would still run into the same stacking issue. The reason is people would put in and charge their SCB's then turn them off charged. Then when the player is out of charges on one, they turn it off and turn on a fresh one.

Having used SCB's I see both sides. But has also been discussed is the idea of fair. No the game should not be fair, but there should be some balance. Just because you have the largest ship should not mean you are invulnerable. And as it stands, with out overwhelming firepower, SCB's make ships practically invulnerable until they are out of charges. This is bad for balance as it removes the danger.

I will not say though I know how to fix it. Limiting the number you can have would not do it, nor would what is suggested above. May be they are just a symptom of a larger issue, that of shields working as intended, but not as was originally desired. This may explain the difference between CQC's shield recharge and the main game. And whoe knows may be CQC is a hint of what is to come...shields that work the way the developers wanted to begin with.

Well, yeah. If you want to take on a Battleconda in a Vulture you might want a friend to help.
I have a Battleconda with A7 shields and the rest of the slots filled with SCB's. Why? Because I like to go into CZ's and stay there for hours. You can't do this without SCB's, especially when you have half a dozen combatants railing on you. If a lone Commander wants to pick a fight with me in an FDL, well... That's his poor life decision.
 
Seriously, i remember that game before SCB's. Fights was much better and required more player skill, not battery.

Shields boosters should be buffed to give an andvantage for a largest ships such as Anaconda and upcoming vette and cutter, but SCB's nerfed.
 
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