The Shield discussion thread

Do you think Shield Cells are:

  • Good the way they are in 1.03

    Votes: 62 20.3%
  • Ok but should be limited to 1 bank per ship

    Votes: 93 30.5%
  • Ok but Limit to 1 bank per ship and only a few cells (4?)

    Votes: 66 21.6%
  • Broken Mechanic - Should be removed from game

    Votes: 68 22.3%
  • Other : please leave comment

    Votes: 16 5.2%

  • Total voters
    305
Bottom line, it depends on whether they want combat to be fast, you shoot a bit and the other ship pops (like NPCs) or slow and "tactical" (whoever makes a mistake with the shield cells loses). You think they're overpowered, others may not, as they certainly prolong combat past "whoever shoots first wins".
 
It's not that they being overpowered is the problem, it's that there's little limit or penalty for using that OP ability. I like the idea. Definitely will cut out the spamming and force more strategic use of the device, while not nerfing it directly.
 
Bottom line, it depends on whether they want combat to be fast, you shoot a bit and the other ship pops (like NPCs) or slow and "tactical" (whoever makes a mistake with the shield cells loses). You think they're overpowered, others may not, as they certainly prolong combat past "whoever shoots first wins".

It's not that I think they're in need of some kind of huge nerfing like many suggest; I do, however, think currently that they're kind of a no-brainer, and that IS the problem. I carry them on my ship, because it's incredibly foolish not to. Against a hostile commander, you have a huge advantage if you have a shield cell module and they don't, and you're at a huge disadvantage if they have one and you don't. You're also at a huge disadvantage if they simply have more shield cell modules than you do. The amount of good piloting it takes to circumvent these disadvantages is kind of disproportionate compared to more nuanced choices like, say, weapons loadouts, armor choices, and tertiary module choices (even stuff like chaff/ECM/point defense).

There needs to be more granularity to combat than that. Carrying a given module should be an informed, debated-about decision, rather than something that is effectively mandatory for a combat ship that can fight another player with any real competence.
 
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On the other hand if neither have shield cells, just because your shields pop first doesn't mean you are pretty much guaranteed to lose as it is now. I'd like to see them removed completely myself...at the very least they definitely need a nerf.
 
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My opinion is that shield cells are total cheese.

Power management? Who needs it?! Load up some Shield Cells and set your guns a blazing!
 
It's a decent idea, but nothing stops a player from equipping a heat sink launcher to purge heat from the ship. If we do this to shield cells, then we'd have to nerf heat sink launchers. I can kind of anticipate it potentially being a vicious cycle.
 
It's a decent idea, but nothing stops a player from equipping a heat sink launcher to purge heat from the ship. If we do this to shield cells, then we'd have to nerf heat sink launchers. I can kind of anticipate it potentially being a vicious cycle.

No, because this mean you must then have a heat sink, and use it. You only have so many sinks, so it will still require you to be tactical and give heat sinks another use.
 
Bottom line, it depends on whether they want combat to be fast, you shoot a bit and the other ship pops (like NPCs) or slow and "tactical" (whoever makes a mistake with the shield cells loses). You think they're overpowered, others may not, as they certainly prolong combat past "whoever shoots first wins".

Thats not true. Shield cells extend an already extended fight. Shield cells promote using a high alpha strike (or large up front damage if you prefer) to strip shields before or while a cell is being used. This leads to quicker combat.

If you aren't running a high alpha strike setup, it would take you a bit to get through the normal shields, then the shield cell dance just extends everything.
 
I'd prefer no ammo, single-charge shield cell, charged by SYS pips when shields are at 100%.

It has limited use, and requires energy management and avoiding fire to use it again.
 
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Want shield cells gone? Nerfed?

Then buff the shields on everything past the Cobra by a factor of x20.

Otherwise this turns into Elite: Cobra and Viper. Lord only knows there isn't enough reasons to go past those two ships as it is, we don't need even more reasons not to.
 
I carry 20 shield cells on my ship, along with chaff and a heatsink launcher. They all come in handy against those annoying newbie pirates who think they're God, all because they've got some gimballed multi-cannons and/or pulse lasers. However, if I turned my ship round and hit them with my rail-guns and my MC loadout, they'd understand how useless shield-cells are when your shields go from a healthy 100% to hull damage, in one barrage. Shield cells mean nothing if you know how to play this game correctly ;)

Don't get me wrong though, multi-cannons are still bloody annoying - specially in an Asp. 6 of those little buggers thumping your shields can strip them off in seconds! But nothing says, "Hello, CMDR!" like your shields being obliterated! :eek:

I think they should be left as-is, but if the devs need to balance them further; by forcing them to add some heat on your ship, then fair enough.

You're gonna die in this game either way - Shield Cells are just delaying the inevitable..
 
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After extended durations in combat, they become more of a liability.

Indeed.

I'd wager that I've killed more players who couldn't get away quick enough because they were weighted down with SCBs than I've fought players who were saved by their SCBs.

I've also lost my shields, mid SCB use, and dropped the shields of others even when they popped a large SCB at just the right time. They don't refill shields instantly, and the total charge is dependent on size and quality. You also cannot activate a second one from the same bank until the first one is done charging.

Oh. I was not aware of that. That is counterintuitive.

Not really, when you think about it.

Also, sometimes you want to fire more than one at a time.

Two smaller D class SCBs will weigh much less than a larger, higher class one, but used together may restore similar amounts as the heavier unit. If you are more concerned with surviving an encounter of limited duration, being lighter, while still getting the same shield strength restored per use, may well be more important than having extra uses.

With my viper I run multiple banks at least 2 and sometimes a 3rd depending on the target or conflict I am anticipating...

I can't ever see a reason for this.

That amount of weight is suicidal for PvP on the Viper, and no NPC ship should absolutely require any SCB usage at all.
 
Shield generator and ship mass

Does the shield mass rating go off the original ship mass or the fully equipped ship mass? I.E the Anaconda has a mass of 400T and comes with a default class 6 shield but when equipped (without cargo) its mass is over 1000T, which would require a class 7 shield to be properly shielded
 
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