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
I think the release is tomorrow, so why don't you wait for a bit and watch the forums for experience reports with the new stats?
 
Python.

In a 1v1 the Anaconda is a powerhouse but the minute you go up against multiple opponents you can get into trouble fast.

The shield cell change will hit the Conda harder because its such an easy target to hit with any weapon that you need to have a large battery of SCBs to tank the damage.

Plus its power plant is extremely vulnerable in comparison (try taking out a Pythons power plant..)

Ive just sold my entire fleet including my battle Conda and kept the Python. Even after the balance it will still be the king of combat.
 
Im sorry, im afraid im of the opinion that shield cells should be removed from the game completely.

As for it affecting pve with elite conda's the simple fix is to balance them and/or add something to replace shield cells. Maybe a passive module that increases shield hp, or hp regen or even how fast shields come back online after being knocked out. But shield cells need to go imo.

That's possible too, yes. Maybe a shield backup battery that gets charged in the background from the sys energy, and when the shield collapses this cell helps to recharge it faster, but then has to be recharged again for the next use.
 
For example binding all the different features on an Xbox360 controller is impossible

Stop it right there. I am using a PS 3 Controller emulated as an Xbox360 controller, and I just bound "activate shield cell" to "(A) + [<]".

Problem solved. It is intuitive, because [<] is used for diverting power to shields usually.
 
Stop it right there. I am using a PS 3 Controller emulated as an Xbox360 controller, and I just bound "activate shield cell" to "(A) + [<]".

Problem solved. It is intuitive, because [<] is used for diverting power to shields usually.

Yes, but considering how many different features there are and how many buttons a controller has, you sacrificed a bind (combination) for this feature. This means that you will have to activate some other thing from the side panels- something HOTAS and Keyboard users don't have to and this gives them an advantage. I am arguing that the cost doesn't justify it in that if the module were passively activated, the actual loss of control is negligent as it is required on rare occasions and that therefore the benefit of not having an extra bind outweighs it.

P.S.: great idea, I'll do that myself actually.
 
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It's a pc game, so we also have a whole keyboard at our disposal.

Everything I need to be able to do quickly without searching for the right button I was able to map to my controller. Everything else, like navigating the galaxy map, for instance, I use the keyboard and mouse for.

All functions necessary for combat I can access from my controller just fine.
 
It takes the last little bit of thinking out of this equipment, now you have to react before the shields collapse and - if they're nerfed enough - you'll have to decide how dangerous the current situation is and if you should waste one. With automatic trigger you don't even have to watch the shields, because any Anaconda will be defeated before a well-equipped ship runs out of shield cell banks, you basically just have to stay on the target and ignore the HUD.

I'm not for removal because for Elite Anacondas etc. they're helpful, but reloading them should disable your normal shield recharge for 1-2 minutes, so in a hard fight you'll have either one cell or a huge risk.

Yeah I've been in battles before where I just couldn't trigger the shield cells fast enough... especially when against an opponent who can take them out in two shots. I'm loathe to hit them when I still have two rings remaining but the fact might be I can go from two rings to shields down in a single hit... so it's a choice, do I trigger them now or hope I can make one more sortie on my target before needing them. This at the moment is the shield cells' saving grace for gameplay... and if they were more limited in number (i.e. you can't just fit loads of them) or limited in some other way, like you suggest, or for example using them requires something in your SYS capacitor, then they would be kept as a strategic option rather than a way to arbitrarily extend any fight.

I agree with them in principle, particularly as a defensive option for a fleeing ship such as trader. 4 pips to ENG and two to SYS is the typical configuration of such a ship, and therefore shield cells will perhaps suit them more... and I feel that rightly, taking out a pilot whose mind is set on escaping should be a challenge... even if you are in an anaconda and they only have a hauler.
 
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just make shield cell banks external slots instead of internal ones.. then you need to chose, an extra weapon or a shield cell bank :p

solves the whole issue and ballances out , offence vs defence
 
shield cell banks are going to be almost exclusive for multi-purpose ships next patch

fighters won't be able to equip it because the power comsuption will be to high

it's a serious nerf to fighters
 
just make shield cell banks external slots instead of internal ones.. then you need to chose, an extra weapon or a shield cell bank :p

No, that would be a buff rather than a nerf for me. I use 4 beam lasers on my Viper, when I use all of them on my target the weapon energy is drained within a few seconds, with 4 pips and an A3 power distributor. So if I had one laser less it wouldn't hurt my damage output at all, on the opposite I'd be happy to have a nice internal slot free for something else. It would be different if the Viper had enough energy, but that's the big disadvantage of that thing imho. Half of the time I have a target in my aim but can't shoot because of the drained energy.
 
In a 1v1 the Anaconda is a powerhouse but the minute you go up against multiple opponents you can get into trouble fast.

In 1v1 or 1vX, the Anaconda is vulnerable to being out maneuvered, but 2+ Anacondas can use cooperative tactics to bring their overwhelming firepower to bear against any opponent(s) that dare to engage them.
 
While the Pythons Power Plant is better defended than the Anacondas, it's FSD is a real weak spot.

A Python with A rated drives should still be able to out turn an Anaconda, but the changes to shield cells are going to be interesting for each ship!

There's no new ships in this update. I think we have to wait until 1.2, hopefully no longer than that!
 
Shield Cell Suggestions

Personally I think the shield cells are fine the way they are but at the same time should pose a little more risk. My idea is similar to the devs. Basically, my idea is that when used, the shield cells induce a huge amount of energy in order to boost the shield back up to full rate. Make it so that when a shield cell is used, due to the energy, as a safety precaution your ship surge drains your weapons subsystem as well as most from your systems, subsystem, during the course of the shield recharge. This could be accompanied by a warning stating "Warning, Power Surge Detected".. This would make it so that when you use it, you are temporarily unable to retaliate and are thus vulnerable to attack. This would force a person to be far more strategic about when they boost their shield back up instead of sitting in front of an anaconda, blasting away and pressing a key whilst still tearing the enemies shields down. Instead, they would have to retreat whilst the shield recharges and get to a position where the enemy cannot fire whilst his weapons are down due to the shield cell. Also, using the Shield Cells should create a massive amount of heat, almost akin to railguns due to the surge of energy they give the shields, even if it is a recharged battery.

This is another idea for the shield cells. Since they use pre-charged batteries, shouldn't the battery casings be ejected after use? It would be cool if after each use the casings would appear in your contacts and after a battle, providing you lived, could pick up the dead batteries and get them recharged at a reduced price.
 
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Two things:

Shield cells are being worked on as we speak, so I doubt they're going to listen
There's a suggestion forum that will be more useful for your suggestion. :)
 
Two things:

Shield cells are being worked on as we speak, so I doubt they're going to listen
There's a suggestion forum that will be more useful for your suggestion. :)

1. I do realise that but never too late to give ideas.
2. I did that with a couple of ideas but were ground to the dust quickly. Plus this is more up to discussion anyways.
 
Multiple Shield Cell units

I have an Asp with two A3 Shield Cell units with the "use Shield Cell" button mapped to the joystick - I am NOT using firegroups to activate the shield cells.
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When I hit the button BOTH Shield Cells fire a charge and it appears to replenish the shields really fast. This happens even if the units are different types, e.g. an A3 and a B2.
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The question is: Am I gaining a benefit from both cells firing together, i.e. halving the shield recharge time compared to only having one cell? Or is ED ignoring the duplicate cell and the performance is the same as only having one unit?
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I haven't managed to get a reliable simulation working to get some hard data and I don't want to accidently blow up a 40m CR Asp in the process if I can avoid it.
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Has anyone any info/done their own tests on this?
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Parallel vs serial shield cells.

I'd love to know the answer to that one too.

Using the cell key (via voiceattack) they kept "running out" even when I had more than one bank (four shots not eight), until I spotted they were being fired all at once.

Map a firegroup to one cell, turn silent on/off and drop SYS to 1 pip and then hit cell button once shields come on line. See which method restores most?
 
Greetings,

I believe in 1.1 there are changes to Sheild Cell Banks (SCB's). So you might only end up with one anyway.

From testing and other threads I believe you need to have them in seperate fire groups otherwise they both fire.

Regards

Kro
 
I wonder if your ship will just melt into a small metal ball if in 1.1 with the additional heat if you fire off multiple cells at once.
 
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