Sorry, didn't read the whole thing, but what exactly is the problem with a one-per-ship limit? I like the simplicity of that.
Sorry, didn't read the whole thing, but what exactly is the problem with a one-per-ship limit? I like the simplicity of that.
It is only an insult if you chose to remain ignorant.
So you jump straight in with an insult and I pick you up on it, and off you go again jumping up on some supposed moral high horse in defense of it...![]()
Coriolis.io and EDShipyard both use numbers that their makers/owners datamined from the game files. They are literally the exact same numbers that would be present in game, if there were any numbers present in game. Check; your move.
Internet has nothing to do with it. I am a ballbuster in real life too and I am paid well for it.
...Sounds like you need to toughen up, buttercup.
Sorry, didn't read the whole thing, but what exactly is the problem with a one-per-ship limit? I like the simplicity of that.
I like your suggestion a lot, therefore, it was moved to the front of this thread. Hopefully, frontier will read it and get some ideas to fix SCB stacking. +1 rep from me when I get home.After reading this thread and this post by Sandro Sammarco I thought - maybe we really need more complex changes to shields meta... But simple solution to SCB have better chances to be made because they need less dev time... But more complex changes could give better results.... hmmm...
Main problem with SCB for me - no real option for "Offence is your best defence" in current gameplay. Why even bother with it, if you can have good offence and best defence at the same time?! No real choice, only to artificially limit yourself by not using SCB.
So here is an idea, little bit too complex, but...:
- Change shileds recharge rate like
E grade - 1 MJ/s
D grade - 1 MJ/s
C grade - 2 MJ/s
B grade - 4 MJ/s
A grade - 5 MJ/s
Maybe half of C-A grades recharge rates for class 1-4 shields.
- Better shield recharge rate drains SYS capacitor quicker.
- Buff class 5-8 shields capacity by ~20% for all ships.
- No changes to Shield boosters, because they already extend recharge time by extending shields capacity.
- SCB changes to some kind of recharge rate booster
No ammo in SCB, it uses SYS capacitor, and only if SYS capacitor is not empty,
When active SCB increases shields recharge rate.
- Currently if shields receive damage it stops shields recharge. When SCB active, it takes maximum possible recharge rate (based on a shields grade), multiplies it with values (and conditions) below and begins shields recharge.
- SCB recharge shields until SYS capacitor is drained or SCB stopped,
- SCB drains shields capacitor for equivalent amount of it's recharge rate increase.
- When active SCB generates a LOT of heat, like it jumps to 95% for the whole duration,
- If any other module (weapons, fsd, boost) fired when SCB is active, it will generate 200%-500% of normal heat.
- Firing more than 1 SCB will make shields unstable and there is a big chance of malfunction with additional spike of heat,
- more active SCB = exponential increase in chance of shields malfunction and heat increase.
- SCB shields recharge rate is based on "Shields class" vs "SCB class"
- if SCB class and Shields class are the same or SCB is 1 class lower than Shields:
E grade - 500% (5x) recharge rate increase
D grade - 600% (6x) recharge rate increase
C grade - 700% (7x) recharge rate increase
B grade - 800% (8x) recharge rate increase
A grade - 1000% (10x) recharge rate increase for same class SCB, and 900% (9x) if 1 class lower
- if SCB is 1 (or more) class higher than Shields:
It will generate 20%-50% more heat and will cause overheat,
It will make shields unstable and there is a big chance of malfunction with additional spike of heat,
E grade - 700% (7x) recharge rate increase
D grade - 800% (8x) recharge rate increase
C grade - 900% (9x) recharge rate increase
B grade - 1000% (10x) recharge rate increase
A grade - 1200% (12x) recharge rate increase
- if SCB is 2 classes lower than Shields:
E grade - 200% (2x) recharge rate increase
D grade - 300% (3x) recharge rate increase
C grade - 400% (4x) recharge rate increase
B grade - 500% (5x) recharge rate increase
A grade - 600% (6x) recharge rate increase
- if SCB is 3 or more classes lower than Shields:
E grade - no increase
D grade - no increase
C grade - no increase
B grade - 150% (1.5x) recharge rate increase
A grade - 200% (2x) recharge rate increase
- if SCB is 4 or more classes lower than Shields = no recharge rate increase
- SCB have 1 second delay between activation and fire.
- All utility equipment that uses SYS capacitor (chaff, etc) will lower shields recharge rate by 1 MJ/s when used, because they stress SYS capacitor. Shields recharge rate can't be lower than 1 MJ/s.
For example:
Ship with 7A shields and 2 chaff have 5 MJ/s shields recharge rate. When 1 chaff is fired shields recharge rate decreases to 4 MJ/s for duration of chaff. If another chaff fired while first still active shields recharge rate decreases to 3 MJ/s.
if this ship fires 6A SCB with no active chaffs - shield recharge rate will be 5 MJ/s * 9 = 45 MJ/s. This boost will drain energy from SYS capacitor, and will stop when it's empty (or if stopped manually).
if this ship fires 6A SCB and then (or before) fires 1 chaff
- chaff and SCB both active - shields recharge rate will be 4 MJ/s * 9 = 36 MJ/s for duration of chaff,
- if two chaff active - shield recharge rate will be 3 MJ/s * 9 = 27 MJ/s for duration of 2 chaff,
- then 4 MJ/s * 9 = 36 MJ/s for ramain duration of 1 chaff,
- and then goes back to 5 MJ/s * 9 = 45 MJ/s.
So with those changes:
- "Offensive and defencive at the same time" is still possible, but for a much shorter periods of time, and will require additional equipment (HSL) with very limited charges,
- SCB stacking increase risks,
- Shield-tank and Armor-tank could be compared. Not ideal, but better then current state.
Additional:
- Shorter time to recharge shields on big ships while out of combat
- No need to restock SCB ammo
- Big ships can still have good counter to incoming damage, 45-50 MJ/s or more with increased risks. But it is much shorter than with current SCB stacking on some ships.
- No owerpowered small ships, because class 1-4 shields will have less effective racharge in the first place.
- No changes for "focus fire from a wing". As it should be.
There is a need to balance fitting requirements and costs, but this post is already too long...
edit: "Additional" added.
-cut pasted and modified to below-
I've broken too many spears already trying to explain why and how the SCB mechanic should be changed or removed completely to make combat more interesting. But for now I'll just add another voice in support of this thread 0P.
I've broken too many spears already trying to explain why and how the SCB mechanic should be changed or removed completely to make PvP combat more interesting. But for now I'll just add another voice in support of this thread 0P.
Keep in mind that all numbers was only for idea presentation. Because I think that putting "correct" numbers without actual testing will be pointless speculation.Okay so I like the idea's I'm just gonna go through and say what I feel the numbers should be.
Shields recharge rate should be based on class and grade (mix of both).Class based because that is definitely the more important factor. Linear and only up to 3MJ/s so it still takes longer for big ships to recharge their shields than a sidewinder.
Have the rating improve this by up to ~20% for A rated
- SCB shields recharge rate is based on just "SCB class" - multiplicative bonuses lead to abusable combos, best to avoid them.
class 2 - 2 MJ/s
class 3 - 2.8 MJ/s
class 4 - 3.6 MJ/s
class 5 - 4.4 MJ/s
class 6 - 5.2 MJ/s
class 7 - 6 MJ/s
again, moving up the rating line A rated has +~20%.
This comes across as a similar overall effect to what was original here without a complex comparison. If shield and SCB are same size the overall effect is 3x recharge, which is plenty, trust me.
multiplicative bonuses lead to abusable combos, best to avoid them.
SCB already will be less effective, and 1 second delay is more than enough. 5 seconds will simply add unneeded inconvenience, because SCB doesn't need to charge itself - it drains energy from capacitor.- SCB have 5 second delay between activation and fire.
- All utility equipment that uses SYS capacitor (chaff, etc) will lower shields recharge rate by 1 MJ/s when used, because they stress SYS capacitor. Shields recharge rate can't be lower than 1 MJ/s. Is this necessary? they're gonna hurt your recharge anyway by draining the sys.
10 MJ/s or more with increased risks (trust me, plenty good enough)
+ for outside of the box thinkingI did not read the entire thread but as this suggestion is not listed in the OP post so maybe it was not discussed about.
The idea is quite simple, make SCB desactive shields while recharging them.
It is quite easy to justify lore wize as SCB injects a lot of power in the shield generator that could render the shield too unstable to be sustained.
As a plus you can easily adjust the balance by playing on the recharge time.
With just this modification we can have some good changes in the shield meta :
- While the shields are down you can target specifics modules and do some hull damages :
- Targetting ships modules can be usefull again : SCB, shields generators, canopy even are juicy targets to attack
- Kinetic heavy weapons like missiles / torpedos can be more usefull as you have a window where you can use them to inflict maximum damage
- Using SCB will be more strategic :
- You have to consider the gain / risk of using your SCB :
- It is preferable to have a near 100% shield recharge than 4 25% ones as a result SCB fitting should be a little less mindless
- Pilots will tends to use SCB when their shields are almost depleated, reducing the safety margin for the recharge
- You have to be more cautious about your recharge timing :
- You should try to break your opponent lock to buy some fire free time while recharging
- You should try avoid exposing vitals modules to your opponent by knowing their position and orienting yourselve accordingly before recharging
- Some modules will become more usefull :
- PD and EC should becomes more used in case of missile spam
- Advanced bulkheads and HRP will help even for a shield tanker
Indeed a full drop of the shields could be a little too severe in the current state ^^
We could just reduce the damage mitigation at like 50% as if.
But the best option should be to have hull upgrades that reduce hull penetration.
This will render hull tank viable too.