The SCB (Shield Cell Bank) Thread

Ok. Great. If they think something is too powerful, then they definitely need to address it. But just because I say something is too powerful cuts no weight. Maybe if myself and 50 other Cmdrs say it, it might. Like the old saying goes. If one person calls you an ass then that's just 1 person's opinion. If 10 people tell you you're an ass, you're fitted for a saddle. And I do see some good suggestions here, but the thread I responded to in the first place was titled "FD please hit the SCB's with the nerf bat already" or close to that. That just irked me because I've seen so many nerf this, nerf that threads.

And rice is the worlds favorite food, with Chinese being the World's language.

At the end of the day, it's the Dev's toy. We're allowed to shout, play and suggest, but it's their's.
 
So peoples' thoughts on the latest new SCBs re-balancing? Does it keep them useful while preventing them from being used as a mindless daisy chain of spam?
 
So peoples' thoughts on the latest new SCBs re-balancing? Does it keep them useful while preventing them from being used as a mindless daisy chain of spam?

It's almost back to the pre-beta level but it seems like we're beating a dead horse. After a few clarifications from Sandro, it seems they are now too busy with other things to make anymore tweaks. I'm afraid we are stuck with what they are in the latest beta...
 
It's almost back to the pre-beta level but it seems like we're beating a dead horse. After a few clarifications from Sandro, it seems they are now too busy with other things to make anymore tweaks. I'm afraid we are stuck with what they are in the latest beta...

That's my worry... Have a couple of goes, time runs short, and it's left as another "TBD" project, possibly in an even more confused state than it was originally :(

So there was:-
- the pre-beta brain storming/design...
- the effort to put all the changes into V1.5...
- the inhouse testing of it, before it was even released to us...
- the effort to then quite significantly change those changes on public feedback...
...and it's achieved?

Fingers crossed, they revisit it ASAP and actually get somewhere...

Still think unless there's a clear solution, limit SCBs to 3 fires of the button (be it a single or more unit in parallel) within an X min period (eg: 8). No rebalancing. No new mechanics. Just a ceiling put on non-stop daisy chain spam!
 
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I would have preferred a cooldown system on the SCB than the heat penalty. Like, you use your SCB and you have to wait another minute (example) to use it again. That added with a cap of how many SCB can be used at a given moment, maybe no more than 2 at the same time. Then, at best you would only have 1 extra chance to keep fighting a wing instead of endlessly use them and tank. I feel the heat to be too much of a punishment, instead of forcing tactical thinking on both the attacker and the attacked.

My irrelevant opinion on the subject.
 
I would have preferred a cooldown system on the SCB than the heat penalty. Like, you use your SCB and you have to wait another minute (example) to use it again. That added with a cap of how many SCB can be used at a given moment, maybe no more than 2 at the same time. Then, at best you would only have 1 extra chance to keep fighting a wing instead of endlessly use them and tank. I feel the heat to be too much of a punishment, instead of forcing tactical thinking on both the attacker and the attacked.

My irrelevant opinion on the subject.

Something along those lines...

With my suggested only 3 uses in X minutes you'd get a similar outcome, but at least that allows say bigger ships to ride a short storm. ie: They can fire off 3 SCB charges (even in pairs if they wish) fairly quickly at least.

By imposing a string one charge per time frame, it could mean bigger ships suffer possibly?
 
Elite Dangerous Beta 1.5.3: The Upgrade (Flight assist off)

Testing the new FDL upgrades. My opinion It is a beast and I have a total of 850mj raw shield power, not including the SCBs. In Beta 1.5.2 I used to lose my shields a lot, but that is not going happen that often now. Amazing

Loving my new shining FDL so far, I feel like I got my money worth for 50mil price tag. That being said, now I have to deal with a bunch of newbies pretending they know how to fly one. When they lose they call you SCB hoarder, lol.
To all new FDL owners across the galaxy, just because you are now running 4 rails is not going to make you invincible, you need to tame the beast first and is not going to happen in one day. Jesse out

Glad to hear you are having fun Jesse. FDL is cool but there is one downside... We did ramming tests and FDL is paper thin. I think FD changed ramming mechanics or this new hull r/f are changing the game. I will upload the video soon with all the findings...
 
Elite Dangerous Beta 1.5.3: The Upgrade (Flight assist off)

Testing the new FDL upgrades. My opinion It is a beast and I have a total of 850mj raw shield power, not including the SCBs. In Beta 1.5.2 I used to lose my shields a lot, but that is not going happen that often now. Amazing

Loving my new shining FDL so far, I feel like I got my money worth for 50mil price tag. That being said, now I have to deal with a bunch of newbies pretending they know how to fly one. When they lose they call you SCB hoarder, lol.
To all new FDL owners across the galaxy, just because you are now running 4 rails is not going to make you invincible, you need to tame the beast first and is not going to happen in one day. Jesse out

https://www.youtube.com/watch?v=7ebmMUh7O6I

Don't boast about it dude...they'll nerf it...;)
 
Glad to hear you are having fun Jesse. FDL is cool but there is one downside... We did ramming tests and FDL is paper thin. I think FD changed ramming mechanics or this new hull r/f are changing the game. I will upload the video soon with all the findings...
Good to go. Patiently awaiting for your findings.
 
Glad to hear you are having fun Jesse. FDL is cool but there is one downside... We did ramming tests and FDL is paper thin. I think FD changed ramming mechanics or this new hull r/f are changing the game. I will upload the video soon with all the findings...
Very interesting I am curious as to how it will work now. It was too forgiving before.
 
Funny story,
because of heat generation revamping i hit
1000%+ heat in my gunship by firing off drunken missiles,
shame they still are only a flair weapon, not an effective choice.
Shield cells now have an increased heat generation, which is countered
by increased heat dissipation from heat sinks(1.5 beta).

Are we trading in one broken feature for another?
I have used shield cells when they have been implemented to test the feature,
and i never liked the idea of forgivefulnes in combat at all (which is an scb).
Implementing a cooldown or a maximum use per encounter is a measure,
but what about people who refrain to use scbs at all?

Is the only way to ensure the use of shields implementing an internal compartment
called scb to maintain them running?
Is there no other way of evolving the shield mechanic?
The introduction of the "bi-weave shield gens" is a great idea,
still it needs some evolution to be a true choice for hybrids.

Surely many attempts in space themed games have been tried,
increasing regeneration rates to extreme amounts,
increasing resistances to the point where diminishing returns had to be implemtend
to actually limit the protection.

I am hoping on evolving on the weapons and tools a pilot has to enrich his
portfolio before tweaking anymore on this topic.
To me it is only logical that boosting your current shield energy with a stored
capacitiy of 1.21+ gigawatts is generating heat.
But we are not playing MWO (Mech Warrior online) where overheating
causes a shutdown or explosion of the core.
 
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FDL is cool but there is one downside... We did ramming tests and FDL is paper thin. I think FD changed ramming mechanics or this new hull r/f are changing the game.

CODE will have some rethinking to do then on the tricky business of how to destroy those dangerous unarmed traders near platforms/stations... :)
 
CODE will have some rethinking to do then on the tricky business of how to destroy those dangerous unarmed traders near platforms/stations... :)

Dont underestimate those miners. They have mining lasers. Surely CODE can claim that they were engaged in an epic battle for their very lives against such dangerous opponents.
 
as a non-user of SCBs (only rarely to replenish shields faster between fights when i need to) i havent find any changes in SCBs.
What happened exactly?
 
Confused... There's no mention of shields there, so are those tests purely done with shields down?

Yes most were done with shields down but a few were done with 0 pips to sys and 4 pips to system. It proved that hull damage suffered by target is transferred to equal shield damage suffered by host when 0 pips used. Obviously if 4 pips are used this is much less damage to host shields (as most of you know already). Also with 4 pips to shields on FDL + 3 A Class shield boosters + boost speed (max ramming power) vs Federal Gunship without shields (military armour + hull r/f), gunship only suffered 10% damage per ram. It feels to me that FDL is more fragile now than it used to be and hulls are lot stronger with r/f. The ramming game has changed.
 
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Yes most were done with shields down but a few were done with 0 pips to sys and 4 pips to system. It proved that hull damage suffered by target is transferred to equal shield damage suffered by host when 0 pips used. Obviously if 4 pips are used this is much less damage to host shields (as most of you know already). Also with 4 pips to shields on FDL + 3 A Class shield boosters + boost speed (max ramming power) vs Federal Gunship without shields (military armour + hull r/f), gunship only suffered 10% damage per ram. It feels to me that FDL is more fragile now than it used to be and hulls are lot stronger with r/f. The ramming game has changed.

Thanks! Ignore the PM I've sent to you RE This as this explains it perfectly ;)

So in simple terms, if you ram someone, damage is done to both of you, and that damage is either to shields (if they're up) or hull. If it's to shields, the more pips you have the more that reduces it.

I assume the "super" 4-pip mechanics are still in place? :rolleyes: <-- Never quite understood the magic effect of pips to shields myself.
 
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