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
Shouldn't bother for the time being as the Asp has a problem, most probably with it's shield cell. I have only one cell and a fully maxed out ship with lots of good stuff on the hardpoints. NPC's are (were) not a problem to me, except Python's. But with 1.1 I go to 102% power use and have to disable 5 modules or I don't breath. Get interdicted near a star and that is an expensive problem to try to solve and stay in one piece.

Fascinating reading about how you fighters do stuff though as I don't normally check such threads that are not about exploring

You're likely having a serious issue due to having all A5 gear. I can see a potential issue down the line as people start dropping their A5 FSD's and stuff like that just so they can power more stuff in the ships for pvp. You might want to try out the D5 Cell - it won't refill A6 Shields but it does a decent job on my D6 and it's only 1.2MW of power. Also drop to D5 Life Support and possibly Sensors too if you haven't already.
 
Nice video. While I'm familliar with the whole "fly in reverse, fa off" trick, it has one major flaw: anyone that wants to get away will easily get away cause you're going the wrong way. Which means you only ever kill people that are overconfident. Which goes really nicely into my earlier point:


Also, the clipper is easily the third most popular of the "large" ships, so I think my point regarding fixed weapons stands rather well. There are only 3 large combat vessels that see any use, you can't really discard one of them as the "exception rather than the rule."

Regarding reversing, its only balanced when an Anaconda does it.

I can disregard it (Clipper) when out of the three combat ships, it functions unique to the other two.

I address both points in depth on my analysis that keeps falling off the front page due to controversy.
See this link
https://forums.frontier.co.uk/showthread.php?t=112097
 
Personally I am all for allowing players to fit as many SCBs as they like.

If they are PvEing then what does it matter to anyone how many they use? It just really means that each extra bank will let them stay in combat for 100% more time, but will also cost them more to re-arm if they continuously rely on them. Remember cost has also been increased to 1200cr for each pill they pop.

For PvP, you can generally just run away. Look at their sub-systems and just leg it if they've filled their ship with SCBs. Or better yet, stick around and fight them and see if you can get them to cook their own hull by using them.

Getting back on tpic here.
 
Last edited:
I found that 3 is considerably better than it used to be, like midway between 2 and 4 with the other numbers being identical to 2, that being said I don't have much to compare it to as i didn't use 3 pips previously as i thought it didn't do anything lol - so its a vague comparison at best sorry!
 
Personally I am all for allowing players to fit as many SCBs as they like.

If they are PvEing then what does it matter to anyone how many they use? It just really means that each extra bank will let them stay in combat for 100% more time, but will also cost them more to re-arm if they continuously rely on them. Remember cost has also been increased to 2100cr for each pill they pop.

For PvP, you can generally just run away. Look at their sub-systems and just leg it if they've filled their ship with SCBs. Or better yet, stick around and fight them and see if you can get them to cook their own hull by using them.

Getting back on tpic here.

You are not going to get them to cook themselves.

Heat dissipates far to rapidly for that, just dont do anything for around two seconds and heat drops entirely.
 
You're likely having a serious issue due to having all A5 gear. I can see a potential issue down the line as people start dropping their A5 FSD's and stuff like that just so they can power more stuff in the ships for pvp. You might want to try out the D5 Cell - it won't refill A6 Shields but it does a decent job on my D6 and it's only 1.2MW of power. Also drop to D5 Life Support and possibly Sensors too if you haven't already.

Many thanks for your reply and suggestions. I have never really got my head around the differences between modules, classes etc. Working my way up to the best kit I had to juggle a bit, in the knowledge that when I got everything maxed the problems would go away. Until today it seemed like a common sense solution to have the best of everything - and that worked fine. But if downgrading so much stuff is the way I have to go then so be it.
 
A5 shield generator near Lave?

I already tried Leesti (which used to have it a while ago I think), Zaonce, Tionisla, and I'm currently at Pattinson Dock in Uszaa.
Where can I find it? Do the other stations in Uszaa have it?
Thanks guys!
 
You want some handwavium for the shield cell mechanic in 1.1 - ok I'll take a stab at it.

Shield cells are superconducting supercapacitors. They draw power to cool the superconductors below their critical temperature otherwise they would cease to be superconducting and the energy density would destroy them pretty much instantly. Similarly their connection to the shield generator must be superconducting but maintaining this connection below its critical temperature at all times would be prohibitive in terms of power and heat dumped into the ship. Therefore there is a delay before a shield cell begins to have an effect on shield strength as the link to the shield generator is rapidly cooled below critical temperature by the ships systems.

It is impractical to provide enough cooling to maintain an operating shield cell below its critical temperature, all that can be accomplished is to keep it cool long enough to deliver most of its charge. Unfortunately that makes shield cells one-shot as discharging them destroys the integrity of the supercapacitor, also in the process dumping significant quantities of heat into the ships cooling system.

Done.
 
Well you obviously are immersed in this :) and good for you. I tend to think that it's a programming snafu. It makes no sense to me at all that some ships can balance their power load and some ships can't.
 
  • Like (+1)
Reactions: MJC
Well you obviously are immersed in this :) and good for you. I tend to think that it's a programming snafu. It makes no sense to me at all that some ships can balance their power load and some ships can't.

Thank you, Sir! I always find it easier to handle a game mechanic if I can come up with a way it's reasonable, even if it's not explicit in the lore (in one past occasion, in a different game, the devs liked the explanation I came up with so much it actually BECAME lore, but I doubt that will happen here)

All ships can still balance their power and loadout, it's just that quite a few loadouts on some ships that balanced well in 1.07 don't balance nearly as well in 1.1 - There have always been plenty of "balance points" to choose from, we're just having to rediscover them and pick from a different set now.
 
Perhaps balance was the wrong word.

It has been suggested that I downgrade a number of modules and that grinds. Now I would have more dosh after re-sale of some modules, but that does not help with my goals. I am doing the first to elite thing, and working my way up the explorer path first. I spent many hours trading, and then finding modules, when I could have been exploring, in order to get the top kit for my Asp. It's annoying the hell out of me that I'm wasting time because they changed the game mechanic arbitrarily - or is it a temporary thing? So I will stay off the game for a short while (especially with the ramming/scraping problem) and hope things improve
 
You're likely having a serious issue due to having all A5 gear. I can see a potential issue down the line as people start dropping their A5 FSD's and stuff like that just so they can power more stuff in the ships for pvp. You might want to try out the D5 Cell - it won't refill A6 Shields but it does a decent job on my D6 and it's only 1.2MW of power. Also drop to D5 Life Support and possibly Sensors too if you haven't already.
We already turn off the FSD when we deploy hardpoints, we are not stupid. Downsizing the FSD has no effect.


Already not fitting A-life support, and scanners are actually important
 
Last edited:
Perhaps balance was the wrong word.

It has been suggested that I downgrade a number of modules and that grinds. Now I would have more dosh after re-sale of some modules, but that does not help with my goals. I am doing the first to elite thing, and working my way up the explorer path first. I spent many hours trading, and then finding modules, when I could have been exploring, in order to get the top kit for my Asp. It's annoying the hell out of me that I'm wasting time because they changed the game mechanic arbitrarily - or is it a temporary thing? So I will stay off the game for a short while (especially with the ramming/scraping problem) and hope things improve

I can completely see your point of view. I haven't done any serious exploring myself so I'm a little confused on one point. To what extent is a SCB anything other than dead weight reducing your jump range for an explorer? To protect your hide from the numpties when returning to sell your data?
 
We already turn off the FSD when we deploy hardpoints, we are not stupid. Downsizing the FSD has no effect.

Oh right, my bad lol.

Already not fitting A-life support

Like everyone else.

and scanners are actually important

A lot of stuff is important now that you have a choice to make, yes.

From what I can tell, not a single ship from the Asp downward can "have it all". I'll assume it's the same for the Python and Conda. That's the way it should be.

Just tried out an Eagle, it's basically impossible to have A-gear (D sensors and Life Support) and anything other than pulse lasers and maybe a cannon. Even with that the best SCB you can manage is a D2. You have to make a choice on this stuff, everybody else does too.
 
Last edited:
Back
Top Bottom