Incase you missed them... All responses to SCB from the devs so far...
Edit- forgot one
Hello Commanders!
AI can use shield cells, though not every ship loadout has them. This is part of a slightly wider issue where high skill-level AI don't always have the hardware you might expect them to fly with. Over time, this is something we'll want to look at, but not right now.
Playing devil's advocate for a moment, there's also possibly an argument that if shield cells were removed, why would Commanders stick around after losing their shields if they currently leave when they run out of cells?
Shield cells were made to have somewhat more punitive heat and power effects a while back, which I think was in the right direction, but possibly too restrained.
We have been discussing them recently: one idea I'm personally quite interested in is the concept that cells overcharge your shields to unsafe levels, beyond the generator's normal capacity, potentially damaging your shield generator (and thus causing malfunctions/destruction) if during the time the cell is active the shield *doesn't* receive enough damage to drain it down to below the generator's normal maximum. We haven't checked all the angles on this idea (and there are others), but at face value it seems potentially cool to me.
I still strongly believe shield cells have a place in the game and don't want to remove them, however, although there won't be any changes in the short term, given time we'll get around to looking at them again to see if we can make their functionality better.
Hope this info helps.
They are supposed to be a last resort - your shields and armour are your primary defense and as with every release we're fixing a raft of issues and will continue to do so.
Michael
Hello Commander VictoriaG!
Shield cells will still help keep your ship alive, it's just that they generate a lot of heat doing so. Careful application of cells still offer tremendous benefits, and with heat management (from heat sink launchers for example) they are formidable.
But spamming cells of a decent quality for the ship you're in will have the potential to cause more harm than good.
This, coupled with a delay in booting up shield cell bank modules, diminishes (without removing completely) the benefits of having lots and lots of shield cells.
And of course, hull reinforcement modules will grant *moar* hull; our intention is to bring these two forms of defensive internal modules slightly closer together.
Hello Commander NeilF!
I would argue that the goal here is not to make every combat fair - that simply makes no sense with the range of ship capabilities that may or may not be present. The goal is to mitigate against a path of least resistance (the argument being that everyone should just load up with as many shield cell banks as possible) during outfitting.
Hello Commanders!
Just for your information:
Recharging shields quickly at starports: yes, we want to do this, just not sure when we'll be able to get it in.
Looking at shield recharge times: this is something we will be looking at in conjunction with loot.
The penalty for using a single shield cell is not going to blow your ship up (unless you were like at 1% hull and a million degrees temperature), but chaining use of cells should become a danger factor (initially to your modules).
The delay for powering a shield cell bank module (note, there is *no* change to the activation cost of a shield cell) is significant, but should not be *completely* prohibitive (well, welll see, and tweak as required!)
Did I say *moar* hull from hull reinforcement packages? I really, really meant it...
The change has come from our own evaluation - we've said before that we weren't happy with how they worked.
Michael
You just need to adapt your tactics - the hull reinforcement is more valuable or use heat sinks to offset the heat damage. The change just means you can't spam using the SCBs without some preparation.
Michael
You will need to assign more power to the SCB if you want to use more than one of them and manage the heat - I'd also question if the big non-combat ships are the best ships for large scale combat.
Michael
You're assuming that they should be. Big ships have their place, but make big targets so in a large dogfight I would expect them to be vulnerable unless well protected by smaller and more maneuverable escorts.
Michael
You can tank the large ships quite effectively with the upgraded hull reinforcement packages and with proper heat and power management you can still use your SCBs - you just can't spam them like you used to and I repeat that bringing a big, slow ship to a dog fight might not be the best move anyway and if you do, then you have to prepare accordingly.
Michael
You mean like a battleship can be destroyed by a much smaller ship? The large ships have inherent from their size and how they're loaded out, but the SCBs were far too strong for them, but with the large ships you can still use multiples of them, you just have to prepare properly, so assign more power to them and have heat sinks at the ready. Use armour and hull reinforcements to tank them. A bigger doesn't always mean better.
Michael
Hello Commanders!
As with all changes, the proof of the pudding will be in the eating, so we look forward to everyone's feedback once the changes go to live test.
A few points though: the heat generated from using shield cells is based on the rating of the cell bank. Using lower rated cells will give you less heat at the cost of less shield regeneration. And of course, heat sinks are effective at cooling your ship down.
Using a cell every now and again isn't going to do much more than a little bit of module damage from heat, which in general is far better than taking hull damage (and it also plays into module malfunction more). It's also still possible to fit multiple shield cell banks and use them - you will need to manage power more carefully as there's a twenty or so second delay before a shield cell bank boots up after being powered.
The issue with shield cells has primarily been that without any strong restraint or penalty on usage, larger ships with plenty of internals could gain an advantage from them that outweigh most other aspects, making them a de facto choice or path of least resistance.
I don't want to remove them (and if I did, the complaint that large ships will get wrecked would surely be even more persuasive) and I don't want to inflict an arbitrary, hard limit (remember, this is not about creating an even playing field *between* combatants, it's about offering *competitive choices* for combatants). What these changes are for is to see if we can't decrease the effectiveness of shield cells, and especially chaining them, whilst increasing a potential alternative - hull reinforcement.
Now there's an interesting argument/fear about relying on hull rather than shields, which is sub-system sniping.
A little while back, we decreased the size of pretty much all sub-system targets significantly and we stopped the power plant destruction from being an instant kill. Gimbal and turret weapons suffer from inherent confusion, limiting their ability to hit small targets and we reduced the range of most weapon's penetration. Even still, sub-system targeting needs to be useful, otherwise why have it?
So will sub-system sniping become the new path of least resistance if shields break more often? That's something I'd like feedback about from these changes. If it turns out to be the case, we have multiple options to address it: we can increase module health, increase damage reduction for fitting hull reinforcement packages and of course scale back the penalties for shield cells, as well as offer protection from modules with the loot system.
So the point here, as is always the case when we make design tweaks, to try out stuff in anger and get feedback from it that will ultimately help us improve the game.
Edit- forgot one
Another change we are testing in the 1.5 beta is to how shield cell banks operate. It comes in two parts, the first is increasing the heat cost when you use a shield cell bank. This increases the risk of using these as the sudden heat build up can cause module damage, using two or more in rapid succession can even cause hull damage – so making these a defence of last resort rather.. The second part is there is now a delay when these are powered up. These delays also apply to a range other modules. We’re looking forward to seeing the feedback on these and the other changes in the 1.5 build.
We’re also increasing the benefits from hull health from the hull reinforcement packages.
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