The SCB (Shield Cell Bank) Thread

A mighty solo player no less. Why would people with no use for SCB's complain about them?

See, all you've done is attack people who refute your wild claims.
This is all the proof some of us need that your precious SCBs are more balanced now - as all you've got is insults and not an actual discussion point.
 
See, all you've done is attack people who refute your wild claims.
This is all the proof some of us need that your precious SCBs are more balanced now - as all you've got is insults and not an actual discussion point.
Please, point out the insult, if you can't then you have made a false allegation.
 
Oh I see, nerf the heatsinks too. Well thats a new approach.

Look, the current gimmicks are pretty much reliant on a large amount of x utilities. Say, Boosters and now in this case, it's going to be a bit of a "How many times can I spam heatsinks and get away with using more shield cells?" gimmick.

It's best to prevent that as much as possible.

Really??

Okay then. So to limit SCBs use a bit more?
Or do you think Heat Syncs in general are a bit over the top?

Yeep. Shield cells are for the most part okayish now, you can't abuse them as much, but you can if you stock up on heatsinks. It becomes the same mess, only with a slightly longer delay.
 
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Look, the current gimmicks are pretty much reliant on a large amount of x utilities. Say, Boosters and now in this case, it's going to be a bit of a "How many times can I spam heatsinks and get away with using more shield cells?" gimmick.

It's best to prevent that as much as possible.



Yeep. Shield cells are for the most part okayish now, you can't abuse them as much, but you can if you stock up on heatsinks. It becomes the same mess, only with a slightly longer delay.
Do you use SCB's?
 
FD - all of this is your fault.

Something we can agree on ;)

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Yeep. Shield cells are for the most part okayish now, you can't abuse them as much, but you can if you stock up on heatsinks. It becomes the same mess, only with a slightly longer delay.

Yea, looking back at the other video in the thread, I see your point.
Though having someone explode due to overheat as they didn't notice they'd run out of ammo for the heat sink launcher would be hilarious :)

Perhaps a delay on how fast you can spam heat sinks ?
 
FD have botched this issue from start to end.

From the start SCBs hit the game with a botched implementation of a sound concept. None of this should have come as a surprise to FD as concern about SCB implementation was far from subdued.

The problem should have been addressed, conclusively, in the early stages. Allowing this arguably broken mechanism to exist within the game for so long has resulted in the landscape of an SCB-rich environment to become ingrained in the minds of its players. By far the worst aspect of this is by cementing in the illusion that 'multi-role' ships were meant to be highly durable combat options.

(EDIT: Speaking to those who now say that big, expensive ships go pop too soon in a furball: if that is an issues it's not an issue with SCBs. I understand how people think that it might be SCBs that are at fault, but in practice that only comes about because SCBs were the only option to combat this effect. If FD want big ships to be able to say up longer in a furball then there are ways that can be accomplished without resorting to over-simplified solutions akin to shield potions which will unavoidably influence how all ships perform and not just the big few.

For example: implement a mechanism whereby larger shields get 'harder' the more damage they take from multiple simultaneous directions; the larger the ship the higher this multiplier becomes. Either that or just flat out increase the numbers on the very biggest of ships.)

The longer you leave a broken mechanic to exist within a game the harder it becomes to correct the mistake. By leaving such a thing so late in the day to conclusively address you're in effect attempting to change an increasingly established landscape for the players who've built up substantial resources 'making the most' out of said landscape. For some, perhaps many, any subsequent changes to that landscape will be increasingly seen as an attack on the way that they have been playing the game for hundreds (if not thousands) of hours, as posts on this forum already describe.

SCBs needed to be re-imagined, not endlessly tweaked.

If I could give you all the rep for this post I would. Absolutely spot on. In releasing a game where features are being added over the top of the original 'placeholders', we end up with dependencies on things that eventually get changed. Whatever gets decided regarding SCBs, the combat balance is all going to change again when the weapon and loot systems come in, and again when fighters, multi-crew and AI wingmen arrive.
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Aside from that, what I find unpalatable about the latter stages of this thread is this assertion that 'multi-player, large wing pvp' is the saviour of the game, and should be the be-all-and-end-all of Frontier's focus. Please let this not be so.
 
Nerf heat sinks, 1 per ship. Nerf auto repair modules, 1 per ship. Nerf chaff, 1 per ship and you have to get out and manually reload it.
What else do I not like??? Ah, nerf interdictor modules that they do 50% damage to the user every use. Nerf multicannons, make them fire slower and only have half the ammo.
 
Nerf heat sinks, 1 per ship. Nerf auto repair modules, 1 per ship. Nerf chaff, 1 per ship and you have to get out and manually reload it.
What else do I not like??? Ah, nerf interdictor modules that they do 50% damage to the user every use. Nerf multicannons, make them fire slower and only have half the ammo.

I wouldn't say 1 per ship, auto repair needs a buff imo, chaff needs a slightly longer delay (like a second or two more).

Interdictors should be more geared towards class and module size. If I have an A7, my ship is bigger, and i'm interdicting say, a sidewinder, that sidewinder is gonna have a baaadd time.

Multicannons are p-okay. If anything, i'd argue most of the weapons need more ammo. Look at the Rail guns and cannons, they should be roughly around the Plasma Accelerator ammo, if not a tad bit more.
 
Something we can agree on ;)

Oh, I wouldn't say that's exactly fair. The bottom line was SCB's were being stacked and abused so changes were made so now ppl are testing them so all feedback is good feedback as long as it identifies the potential issues. The more changes may come if it can be done while the Beta runs because this is what they are for, testing.

The thing that's getting me is a lot of players are still thinking down one dimensional SCB play like there is no other alternative.
Players have been double stacking chaff for a while which can be very effective again a lot of the NPC's and such.
However, I see a lot of concerns about module sniping so has anyone thought about swapping out some of their extra SCB's for the ship repair to see how it copes with this kind of attack?
I'd be really interested to hear if that is currently valid and good enough to help keep a ship alive long enough to jump out (high wake).
Also, if the hull reinforcement packages help in any way regarding how much damage a module takes and if that could be boosted as a possible solution, if necessary.

Just throwing alternatives at y'all so don't shoot the Banana.
:)
 
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