This was nerfed...right?

They might be a staple in Sci-fi, but a game has to be playable
Shields do not make a game unplayable, idiotic builds make games unplayable. :rolleyes:

The only real issue with shields and PvP in ED are the resistance stacking issues which funnily enough can also be applied to non-regenerating hull armor too.

The only true way to beat damage resistance of both kinds is absolute damage weapons... the new Guardian Plasma Chargers and legacy Plasma Accelerators are the key to that one.

FD have attempted to address the resistance stacking directly but got sufficient resistance from the community to abandon their approach (which IMO was overly heavy handed anyway) - probably both PvE and PvP opponents in that opposition group.

As for the RRFLs and their shield penetrating nature, I believe they were already toned done from the Beta because of feedback from the PvP community primarily.

In any case, when considering combat balance in even purely PvE games like the X-Series there are lots of differing points of views on the way it should be balanced - there is no right or wrong, just opinion in that regard.
 
Shields do not make a game unplayable, idiotic builds make games unplayable. :rolleyes:

I said as they are, it makes the game less playable. No need for the superior rolling eyes. Note that it is the boosters that are the issue, NOT the builds.

The HRP gets a similar boost, but that is of a fixed number on the HRP, so the proportion you get back, is always limited by that HRP's initial HP stack.

This is not applied with boosters. A flat 75% increase to the BASE shield strength initially with a high cap 5. Then any further buffs on other boosters are % increases on that already inreased number. This is therefore where the issue lies.

HRP's have fixed numbers, Shields do not, they vary between hulls, so in actuality the best way to reasses the issue would be to give boosters a flat MJ number buff, and completely remove the % based system on them. Or alternatively, set them up like HRP's so that hi-cap is buffed as a percentage of the Boosters flat MJ increase as opposed to the % of the shield increase (Which is stupidly ridiculous as it is).
 
Shields are effectively an auto-regenerating secondary layer of armor and do have damage resistance properties where damage to that layer is concerned.

I was referring to them blocking all damage. Outside of the few shield bypassing effects, shields simply stop any damage until they fail. This level of effectiveness is far from a sci-fi staple, except when it's used to illustrate the utter technological superiority of one force over another.

If shields had more nuanced protection, say if they themselves only reduced damage, or were more effective from some vectors than others, or could be adjusted on the fly, the counters would be less specialized.
 
People go out and they grind endlessly to get these things and things like them and then people pretend they should just be nerfed afterward. No one would go out and spend that kind of time to gain this advantage if it that advantage was just going to be taken away by the hand of god. Fight in the game not on the forums, if you want to beat these things there are ways to do it but why take it out of the game hoping that a developer bails you out?
 
People go out and they grind endlessly to get these things and things like them and then people pretend they should just be nerfed afterward. No one would go out and spend that kind of time to gain this advantage if it that advantage was just going to be taken away by the hand of god. Fight in the game not on the forums, if you want to beat these things there are ways to do it but why take it out of the game hoping that a developer bails you out?

AMEN.

Theres rightly arguing over balance issues (God knows theres a heck of a lot), but trying to vai for a nerf because it seems like something might actually be fit for purpose without being broken OP is just ridiculous.

Why no advocating missiles and emmisive get nerfed? You know. An actually abusable mechanic that essentially instantly invalidates a whole playstyle with no counters. Instead of something that has enough hard counters, and is only barely a viable counter itself?1
 
I was referring to them blocking all damage. Outside of the few shield bypassing effects, shields simply stop any damage until they fail. This level of effectiveness is far from a sci-fi staple, except when it's used to illustrate the utter technological superiority of one force over another.

If shields had more nuanced protection, say if they themselves only reduced damage, or were more effective from some vectors than others, or could be adjusted on the fly, the counters would be less specialized.

Imagine PIPs redesigned in terms of port/starboard aft/bow??? that would be nuts :D
 
I was referring to them blocking all damage. Outside of the few shield bypassing effects, shields simply stop any damage until they fail. This level of effectiveness is far from a sci-fi staple, except when it's used to illustrate the utter technological superiority of one force over another.

If shields had more nuanced protection, say if they themselves only reduced damage, or were more effective from some vectors than others, or could be adjusted on the fly, the counters would be less specialized.
Wrong IME - Freelancer and the X-Series are prime examples where shields are 100% effective.

Fundamentally, you do not need specialized counters except in the extreme cases where a handful of PvPers may abuse the resistance stacking mechanics.

What you are essentially asking for is not in the general spirit of the way that shields work in most games I have played.

As I have also pointed out, the resistance stacking issues ALSO can apply to armour - the nature of Shields in ED is not the problem/root cause.
 
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Imagine PIPs redesigned in terms of port/starboard aft/bow??? that would be nuts :D

That's how it is in Freespace 2:
4966-freespace-2-windows-screenshot-beam-weapon.jpg
 
Eh, okay, point defence being effective against them is neat and all...but still, why allow them to target internal modules like that when that was already ruled out for Phasing?

We don't *need* gimmicky silly counters to heavy shielding (like reverberating cascade), what we need is a balance pass to once-and-for-all give a formulaic approach for weapon & equipment design and get rid of lousy hitpoint-stacking overinflation.

I'd sure hope a MRP is effective. That's one piece of equipment that I think is quite fine as-is and likely would remain so after such a drastic change.

True. But until then, we *need* gimmicky silly counters to heavy shielding.
 
That's how it is in Freespace 2:
Never particularly liked the Freespace 2 shield model and do not believe adding it would solve anything and may actually make matters worse (it would also add unneeded complexity IMO)

I think it could be considered gimmicky too by at least some people.

As for shield penetrating weapons being gimmicky - I think that is far from the truth of the matter.
 
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I could argue that shields themselves are a gimmick, offering nearly complete protection from all angles, with minimal counters available. It's not directional, it's not damage resistance, it doesn't take any action to leverage on a basic level. It's a suit of armor with no chicks or gaps that keeps the person inside safe until it's utterly destroyed.

Mmm. I think calling it a gimmick, concept-wise, is a stretch - but its current implementation that involves hitpoint overinflation, moddable resistances, and the SCB thing, is all very gimmicky indeed. The complacency wouldn't be there if you couldn't inflate your shielding hitpoints to asininely high levels; neither would there need be a concern of shields having 'absolute immunity' and there'd be a clear value to also ensuring that your hull defences are up to snuff.

As for the video, yeah, I noticed and pointed out most of the things you listed too, it's no question the Cutter CMDR screwed up in many ways; but, I still find it slightly disconcerting that a single Viper was able to accurately and fairly quickly do that much damage through shields (and to the power plant) with only a pair of medium shard cannons.

If you consider something Gunship-sized or above with nothing but shard cannons doing the same strategy...that becomes a much bigger worry.

Especially if you also consider it working in a wing alongside a TLB-PA ship like the one you were dealing with in that other video the other day. :p

This is why I hate gimmicky things, they're unhealthy for any game especially when they keep increasing in number and can be combined together....

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Though that being said, i'm all for new kit, even if it's gimmicky, The shield tank SCB chugging meta needs to die and i don't much care how they do it.
For instance, reimplementation of the beta 2.1 feedback cas'
Or if they were to remove the jitter on the Cyto's for example, there would instantly be a couple of real, actually applicable hard counters to shields that aren't "one pump chumps" (torps) and they won't have to rely almost exclusively on your opponents stupidity (mines, flechettes)

Regarding this...I don't like hard counters; I suppose we agree on the 'one pump chump' stuff in particular.

I'd rather SCBs be changed such that you can only have 1 per ship, it fits in a subslot of your shield (so it's locked to your shield class), directly eats stored SYS capacity to replenish your shields, is no longer ammo-based nor causes significant heat, and has its recharge amount + cooldown rates directly tweaked so that it's reasonably balanced.

Then you could leave feedback cascade mostly as-is. The powerplay weapons all kinda just need a hard look at, balance-wise, I feel.
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I was referring to them blocking all damage. Outside of the few shield bypassing effects, shields simply stop any damage until they fail. This level of effectiveness is far from a sci-fi staple, except when it's used to illustrate the utter technological superiority of one force over another.

Ehhhhhh.
I'd say it's been a staple at *least* since the introduction of Master of Orion II, and definitely since the release of Halo: Combat Evolved.

If shields had more nuanced protection, say if they themselves only reduced damage, or were more effective from some vectors than others, or could be adjusted on the fly, the counters would be less specialized.

I'd think we'd have a very very very different sort of game on our hands if we had a more Skylark-ian sort of shielding going on. Though I will say, given it's present in MoO2 of course, having 6 directional shielding vectors (front, back, left, right, top, bottom) that can break and recharge individually per each section, would be pretty neat-o, and bring a bit more tactical decision-making to the process of defeating a target's shielding.

How to present such an idea in a UI and all that, though, represents only part of the challenge of adding that idea....
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People go out and they grind endlessly to get these things and things like them and then people pretend they should just be nerfed afterward. No one would go out and spend that kind of time to gain this advantage if it that advantage was just going to be taken away by the hand of god. Fight in the game not on the forums, if you want to beat these things there are ways to do it but why take it out of the game hoping that a developer bails you out?

I'm sorry, but no. "I worked hard for this" is not an excuse for just always keeping things the way they are, ESPECIALLY if they're known to be ruining the game in the grand scheme of things.

It *is* an argument for asking Fdev to find a way to fairly compensate CMDRs for their spent resources, and possibly to ask Fdev to pretty please quit copying the Grindframe ethos of development and "content", but no more than that.

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True. But until then, we *need* gimmicky silly counters to heavy shielding.

Yeah...that's why I keep saying we need a full grounds-up rebalance of all this stuff. It's all a house of cards stacked on top of each other that (while not stable to begin with) will shift and be (even more) unbalanced if you only address one or two parts of it at one time.
 
Wrong IME - Freelancer and the X-Series are prime examples where shields are 100% effective.

There are at least as many examples where shields are not absolute protections and I strongly believe making them 100% effective is worse for gameplay than if some portion of damage could make it through shields, or if there were further trade offs.

As I have also pointed out, the resistance stacking issues ALSO can apply to armour - the nature of Shields in ED is not the problem/root cause.

I disagree that resistance stacking is the core issue and even if it were, armor resistances are limited to lower values because diminishing returns kick in quite a bit sooner.

It's impossible to get any hull resistance value over 75% (it actually starts to roll over and go down) and to get there almost certainly means major negative resistance in one or both of the other values. I can push ~90% resistance in one damage type on shields with flat resistances elsewhere (increased diminishing returns doesn't kick in until generator resistance + 30%). It takes quite a bit of work and more raw integrity sacrifice to get flat ~50% resistances on armor than it does to get ~60% resistances on shields. Hull doesn't benefit from pips either.

If I think I'm going up against a bunch of screening shell frag cannon, I can get ~60% kinetic resistance on my hull without overt difficulty (and advantage from hardness would be more than negated by the single corrosive frag sure to be included), but can wind up with a whopping ~95% equivalent resistances on shields (mid-80s% from a kinetic resistance shield generator + several resistance boosters + one or two kinetic resistant booster + 60% of whatever makes it through negated by pips).

Of course, the aforementioned plasma, which would be prevalent regardless--due to the spectrum of useful special effects it can have, as well as it's mix of damage types, armor piercing value, and raw damage output--is 60% absolute.

It comes down to how universal the protection is: MJ/raw integrity is more broadly applicable than resistance and shielding in general is almost universally applicable. Resistances can get a bit extreme, but this is generally a lesser issue than raw MJ, which in turn is, IMO, a lesser issue than shielding generally being impossible to bypass without extremely specialized tools.

That's how it is in Freespace 2:

And the X-wing/TIE fighter games. Privateer 1 & 2 also had semi-directional shields. It's also a common thing in other media.

That said, I'm not horribly keen on directional shielding in ED because of how latency & latency compensation work. You can be facing another CMDR, or an NPC hosted on another player's system, and see things very different than they do, to the point where the orientation of ships can become quite confused.

If those issues could be resolved, then I'd be all for directional shields.

I'd think we'd have a very very very different sort of game on our hands if we had a more Skylark-ian sort of shielding going on. Though I will say, given it's present in MoO2 of course, having 6 directional shielding vectors (front, back, left, right, top, bottom) that can break and recharge individually per each section, would be pretty neat-o, and bring a bit more tactical decision-making to the process of defeating a target's shielding.

How to present such an idea in a UI and all that, though, represents only part of the challenge of adding that idea....

My preferred change would be to allow shields to absorb damage relative to their current % remaining, as well as add some jitter/deflection (based on velocity vs. APV, for example) to what bleeds through, but otherwise treat bleed through damage normally. Pips could also be changed from increasing resistance, to increasing the size of the shield bubble, which would increase the value of that deflection and detonate explosives at a range beyond reach of the hull. Shield resistances and capacity could remain the same, but as the former would only apply to the shields themselves and the latter would self limiting by need to account for non-shield protection, many of the balance issues around these things would be mitigated.

This wouldn't require any additional interface complexity, would preserve shields an extremely potent defense, but would dramatically reduce the degree of all or nothing protection shielding currently provides. People would still need to take hull and module protection into account, but couldn't ignore shielding either, and since SYS pips wouldn't be a universally applicable defense, it would encourage more situational distribution of distributor power.
 
with only a pair of medium shard cannons.
Not shard cannons, the Shard Cannons are the Guardian equivalent of Frag Cannons. The Viper was using the Remote Release Flechette Launcher which is a medium only Kinetic damage AOE weapon that requires some skill to use properly - kudos to the Viper pilot on that score.

Fundamentally, the Cutter pilot could have escaped at any time so expect zero sympathy for the Cutter getting owned by the Viper. It was not truely representative of what should have happened with a Cutter pilot who knew what they were doing, and there were plenty of things that the Pilot could have done differently.

The Flechette Launchers require some skill to use properly and can be as much a risk to the firing ship as the Target. The existence of these weapons is justified and reasonable - they are not the only option to beat certain shield focused builds either.
 
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There are at least as many examples where shields are not absolute protections and I strongly believe making them 100% effective is worse for gameplay than if some portion of damage could make it through shields, or if there were further trade offs.
I am vehemently against your campaign and while there may be examples of shields being not absolute protections IME the exceptions tend to be weapon specific. The Flechette Launcher is to ED effectively what the Mass Driver was to the X-Series (albeit harder to use).

I can not over emphasise how strongly I am opposed to your blatantly PvP focused agenda.

As for resistances where shields are concerned - they can be stacked sufficiently and combined with other measures to make certain ships apparently impervious to damage in a PvP context. Absolute Damage and Shield penetrating effects are a straight forward and logical counter to that principle. It is not without precedent and far from gimmicky.
 
I'm not on a campaign (the very idea is absurd, as I don't believe that Frontier could be swayed from doing whatever it is they are going to do, nor do I ever expect my opinions to be mistaken for a majority opinion) and I have no other agenda than to speak my mind.

Also, I strongly feel that the PvP/PvE dichotomy shouldn't exist. Once AI and persistence are up to snuff, I shouldn't even be able to tell the difference between fighting CMDRs and NPCs. Right now, NPCs are simply fodder that line up to be shot or token window dressing, not entities that enrich the setting by behaving in a plausible manner. In the end, if it's good for PvE it must be good for PvP and vice versa, because everything should ultimately be playing by the same rules.

As for resistances where shields are concerned - they can be stacked sufficiently and combined with other measures to make certain ships apparently impervious to damage in a PvP context.

Not without knowing exactly what you'll be facing beforehand.

Absolute Damage and Shield penetrating effects are a straight forward and logical counter to that principle. It is not without precedent and far from gimmicky.

Whether something is gimmicky or not is neither here nor there.

The shield penetrating effects we have (other that reverberating cascade torpedoes) are largely ineffectual against any remotely prepared target; flechette launchers are flatly a waste of hardpoints against most of the vessels I fly and most of the vessels/pilots I'd consider a threat. Phasing sequence is only marginally more useful, mostly because it doesn't hurt mundane damage that much; a phasing laser is still a laser, but a flechette launcher against someone with good module protection is just confetti. As for absolute damage weapons, they are less of a counter to something than a gimmie because they don't have many meaningful trade-offs; the absolute damage is free, because most people who would chose PAs are going to take them anyway.

I do think combat gameplay in general would be better if shields didn't block all hull/module damage by default, not that I'm at all opposed to preparation being the deciding factor as often as not, but because I think it would add more tactical depth during actual combat, without undermining the benefits of wise loadout decisions.
 
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I'm sorry, but no. "I worked hard for this" is not an excuse for just always keeping things the way they are, ESPECIALLY if they're known to be ruining the game in the grand scheme of things.

It *is* an argument for asking Fdev to find a way to fairly compensate CMDRs for their spent resources, and possibly to ask Fdev to pretty please quit copying the Grindframe ethos of development and "content", but no more than that.

The noise related to the game content is often due to having too many changes too fast because the developer doesn't have the patience to allow the game to find equilibrium so they instead decide to force it. Too often those adjustments are in response to whining from users. So what's happened and continues to happen is this wild oscillation of balance because this or that person doesn't like an aspect of the game and want it changed so they feel better about it. That's fine to feel that way, but imagine someone saying "the corvette should be removed from the game" after you grinded to get to that level and buy that ship. Of course, those saying it have zero use for the corvette so they want that side of town burned to make room for their own type of lifestyle.

There's no fair compensation for it. You offer a perk for doing grind, people decide to take you up on it, you pay them. You don't later say "well, I know I paid you with gold, but I want the gold back and you can instead have this printed paper that I will call money, because gold is too valuable and imbalances the economy"

Think of this before creating the weapon, before initiating the grind to get it. Personally I've never, not once, been hit with it. I don't use it. I don't think I even have the ability to buy it. I think those who have played the right way to get there should be able to be there without making "there" less desirable. Bait and switch is a scam.
 
Also, I strongly feel that the PvP/PvE dichotomy shouldn't exist.
Whether you think it should or should not exist is moot, it does in pretty much every game I have ever played that mixes the two. Most developers even go as far as providing separate balancing factors because of the innate and un-resolvable differences in gameplay. You may think the AI may be improvable to a point that it can compete in a balanced fight with a human in a 3D environment but even in the 2D case developers typically recognize that AI cheats and in some cases deliberate stochastic handicaps are necessary.

Fundamentally, what you "strongly feel" can never truely be - it is totally unrealistic to expect it or even to expect FD to try for it. ED has to service a wide range of players with a wide range of desires - not just those that seek a challenge at a min-maxed combat-centric level.

Not without knowing exactly what you'll be facing beforehand.
Not entirely true but fundamentally whether the "effective shield strengths" are achieved through pure resistance or hard numbers the effect can essentially be the same - there are many different possibilities on that score. I was not talking about near enough absolute immunity to damage but effective immunity to damage from the observer's perspective.

Whether something is gimmicky or not is neither here nor there.
Except that is the accusation cast against the current system, implying it is without logic or reason.

The shield penetrating effects we have (other that reverberating cascade torpedoes) are largely ineffectual against any remotely prepared target; flechette launchers are flatly a waste of hardpoints against most of the vessels I fly and most of the vessels/pilots I'd consider a threat. Phasing sequence is only marginally more useful, mostly because it doesn't hurt mundane damage that much; a phasing laser is still a laser, but a flechette launcher against someone with good module protection is just confetti. As for absolute damage weapons, they are less of a counter to something than a gimmie because they don't have many meaningful trade-offs; the absolute damage is free, because most people who would chose PAs are going to take them anyway.
PAs/GPCs have a number of meaningful trade-offs that you are ignoring:-

  1. Heat generation and power consumption is pretty high given they are ammo based weapons
  2. They are notionally fixed (GPCs have a turret option) and not particularly fast projectile weapons which means effective targeting can be awkward
  3. While they can not be beaten except by absolute shield/hull strength they can not significantly gain from weaknesses in shields or hull either

If they were instant hit lasers requiring no skill at all to use effectively and did not require ammo then you might have a case - but that is far from the truth. Not every ship is suitable for nor are necessarily able to make effective use of the current limited range of Absolute damage weapons.

While Fletchette Launcher direct damage to specific modules may be able to be mostly mitigated with specific build choices that is not the ONLY utility of the Fletchette weapon since it can both damage hull directly and can increase the module damage inflicted by other weapons (either from shield penetrating effects or from direct damage). There is potentially more tactical utility to this weapon than merely bypassing shields.

In the PvE context, none of your arguments hold any water. In a PvP context, the Flechette launchers were deliberately nerfed (wrt the Beta in which they were introduced) because of feedback from the PvPers (as were engineered shield penetrating effects in earlier betas as I recall).

I do think combat gameplay in general would be better if shields didn't block all hull/module damage by default, not that I'm at all opposed to preparation being the deciding factor as often as not, but because I think it would add more tactical depth during actual combat, without undermining the benefits of wise loadout decisions.
I do not think the same as you on ANY of these points - and my perception is that this kind of reasoning is that of the frag-fest gamers and other kinds of PvP focused gamers more often than not. It sounds like in your case that you are wanting to have max damage weapons and benefits of shield penetration at the same time - effectively you want to both have your cake and eat it.

Combat balance in general is a very sticky wicket, not everyone has the same views in this regard (this is obvious from the modding communities of other games) - In ED, from a PvE perspective the rate of reduction in shield strength can give you a strong indicator as to whether you are out matched or not and the chance to escape circumstances which you would otherwise lose your ship. There are a wide variety of shield/hull strength balance factors in ED based on what ships and builds are being considered, some are light on hull and heavy on shields while others are light on shields while being heavy on hull. The ONLY people that would benefit from your proposal are perhaps some PvPers, everyone else would effectively suffer from it IMO.
 
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<snippity snip>

My preferred change would be to allow shields to absorb damage relative to their current % remaining, as well as add some jitter/deflection (based on velocity vs. APV, for example) to what bleeds through, but otherwise treat bleed through damage normally. Pips could also be changed from increasing resistance, to increasing the size of the shield bubble, which would increase the value of that deflection and detonate explosives at a range beyond reach of the hull. Shield resistances and capacity could remain the same, but as the former would only apply to the shields themselves and the latter would self limiting by need to account for non-shield protection, many of the balance issues around these things would be mitigated.

This wouldn't require any additional interface complexity, would preserve shields an extremely potent defense, but would dramatically reduce the degree of all or nothing protection shielding currently provides. People would still need to take hull and module protection into account, but couldn't ignore shielding either, and since SYS pips wouldn't be a universally applicable defense, it would encourage more situational distribution of distributor power.

Right...in a nutshell, though, it'd be taking damage-absorption and turning into damage-resistance. I don't quite like that for many reasons.

One, it's disconcerting to start hearing sparks and such from taking hull damage right from the start of a fight; I think CMDRs *should* strive for strategy and loadouts that don't involve taking hull hits from the get-go.

Two, it would make each and every single combat riskier and more challenging - which, while that by itself is not a bad thing, you'd have to reconsider the entire structure of everything to do with combat in the game: the way CNBs are laid out, the spread of target skill levels, the kinds of ships, the amount of kills one must get to progress in combat ranking, and so on and so forth.

Three, we already have damage-resistance-overinflation up the wazoo. I really think the game was far better off when we couldn't fiddle with resistances beyond purchasing different bulkheads; it kept weapon selection and trade-offs interesting - it was a case of well-measured 'rock-paper-scissors', not-quite-hard-counters that didn't outright nullify or bypass anything else. It's really ironic how Engineering has actually *reduced* the importance of the choices we make, as you sort-of describe yourself: nowadays, it's all about the raw MJ/hitpoints you can stack, with as high overall resistances as you can pack on as well, so what does it matter what weapon you pick (aside from PAs because reasons)?

Four, I feel people already do need to still take hull and module protection into account. I don't think the SYS pips thing ought to be as effective as it currently is, but I mean...only so many fish to fry at one time, y'know? Certainly, that should be kept as the ideal, to make players want to balance out both forms of defence and not neglect one or the other. (Also, I reckon part of the tendency to stick to 4-0-2 pips is just because it's a pain in the neck to constantly manage pip distribution...it really could be made a *little* easier, simpler even, but that's something that can be left to discuss down the road.)

Five, and this is my MoO2 background talking here, I think it's more interesting to have some weapons that can do Phasing effects, or maybe something akin to Enveloping weapons from Moo2 (damage to all sides of a shield, not just the one pointed at you), than to - in a sense - turn all weapons into shield-piercing stuff. Like these shard cannons; I'm not wholly set against the concept of them being able to go through shields, but...I think I'd rather they work more like PA's and absolute damage, in that it's not *all* 100% shield-piercing damage. I'm just not sure.

I'm not on a campaign (the very idea is absurd, as I don't believe that Frontier could be swayed from doing whatever it is they are going to do, nor do I ever expect my opinions to be mistaken for a majority opinion) and I have no other agenda than to speak my mind.

Also, I strongly feel that the PvP/PvE dichotomy shouldn't exist. Once AI and persistence are up to snuff, I shouldn't even be able to tell the difference between fighting CMDRs and NPCs. Right now, NPCs are simply fodder that line up to be shot or token window dressing, not entities that enrich the setting by behaving in a plausible manner. In the end, if it's good for PvE it must be good for PvP and vice versa, because everything should ultimately be playing by the same rules.

Hooo...well, I'm not sure that might ever be 100% achievable - certainly NOT possible in the current game with Engineering gimmicks abounding everywhere...but I agree with the general sentiment.

Problem is, the combat grind is set up with the idea in mind that NPCs are indeed fodder where quantity rather than quality is what matters for the purpose of progression. I think that's something that ought to change, too, but surely in a careful and thoughtful way.

I definitely agree that combat, if done RIGHT, ought to present no dichotomy between PvE and PvP where loadouts and player decision-making is concerned - as you say, if everything is playing by the same rules, then it's good for everyone.

Whether something is gimmicky or not is neither here nor there.
The shield penetrating effects we have (other that reverberating cascade torpedoes) are largely ineffectual against any remotely prepared target; flechette launchers are flatly a waste of hardpoints against most of the vessels I fly and most of the vessels/pilots I'd consider a threat. Phasing sequence is only marginally more useful, mostly because it doesn't hurt mundane damage that much; a phasing laser is still a laser, but a flechette launcher against someone with good module protection is just confetti. As for absolute damage weapons, they are less of a counter to something than a gimmie because they don't have many meaningful trade-offs; the absolute damage is free, because most people who would chose PAs are going to take them anyway.

I do think combat gameplay in general would be better if shields didn't block all hull/module damage by default, not that I'm at all opposed to preparation being the deciding factor as often as not, but because I think it would add more tactical depth during actual combat, without undermining the benefits of wise loadout decisions.

Yeah, I think Fdev went a bit too far in the wrong direction with PA's. All they ever needed to do was increase base velocities of non-hitscan weapons across the board, PA's included in particular, and instead...we got PA's that magically can break several rules at the same time with every hit(thank you, Engineering...ugh...).

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The noise related to the game content is often due to having too many changes too fast because the developer doesn't have the patience to allow the game to find equilibrium so they instead decide to force it. Too often those adjustments are in response to whining from users. So what's happened and continues to happen is this wild oscillation of balance because this or that person doesn't like an aspect of the game and want it changed so they feel better about it. That's fine to feel that way, but imagine someone saying "the corvette should be removed from the game" after you grinded to get to that level and buy that ship. Of course, those saying it have zero use for the corvette so they want that side of town burned to make room for their own type of lifestyle.

I feel like asking for a ship to be removed from the game is a wholly different conversation from addressing overinflation of hitpoint stacking, all the nonsense introduced/made worse by Engineering, and other stuff that is really pretty clearly wonky.

If you and I were playing Chess, and I could say "well I spent the past week paying the barkeep a lot in shiny stones and numberkeeping scribbles, so I get to turn all my pawns into castles", you'd take the board and throw it and all the pieces in my face, because that's not fair at all to you. And well you should get angry, because you'd be in the right - it's NOT fair, it's not right, and no sane organizer of a Chess game would allow such shenaniganry to take place.

"Oh, but wait! You can just pay the barkeep too yourself-" Sure, and then at that point you cease to be playing Chess, and instead are playing to see who can come up with the most ludicrous shenanigans on a playing field that has ceases to be balanced, level, and fair - taking away everything that makes Chess an interesting game to begin with.

That's the Blizzard modus operandi in a nutshell right there, and it's a big fat mistake that is far too often repeated 'round the gaming world.

There's no fair compensation for it. You offer a perk for doing grind, people decide to take you up on it, you pay them. You don't later say "well, I know I paid you with gold, but I want the gold back and you can instead have this printed paper that I will call money, because gold is too valuable and imbalances the economy"

Sorry, but that's exactly what you ought to say when you are dealing in weapons and game-breaking gimmicky shenanigans instead of 'gold' and 'printed paper'. And, it's funny because in a sense, what you say is part of why society migrated to using printed paper as a method of payment to begin with.

Think of this before creating the weapon, before initiating the grind to get it. Personally I've never, not once, been hit with it. I don't use it. I don't think I even have the ability to buy it. I think those who have played the right way to get there should be able to be there without making "there" less desirable. Bait and switch is a scam.

It's impossible to travel back in time, the last I checked. Being unable to do anything about a bad idea after it's been introduced is nonsense.

You don't see car manufacturers go, "Oh, there's this potentially life-threatening flaw in this brand new sexy car that millions have people have bought all over the world - ah, you know what though? You lot have all spent hard-earned time and money on these cars, go ahead and keep them, because who cares that you're threatening the lives of yourselves and the people around you?"

No, they step up, they admit their fault, they send out famously expensive and embarassing manufacturer recalls on each and every one of those vehicles, and by doing so they make the world a slightly better place with that much less life-threatening harm in it - which is worth infinitely more than any individual getting their knickers in a twist.
 
You don't see car manufacturers go, "Oh, there's this potentially life-threatening flaw in this brand new sexy car...
Actually, you may find in that particular case the manufacturer is legally obliged to recall it... the situation with Flechette launchers is far from being comparable in ANY shape or form.

What I believe Schmack was getting at is that FD should try to consider all angles more carefully when introducing new kit which is not an unreasonable proposition, no time travel is involved on that score. FD have been able to rebalance the apparent level of grind (c/f 3.1 and Tech Brokers) and have historically tweaked damage levels. However, in the case of Flechette Launchers there was a review of the Flechette launcher during the relevant Beta and the current effectiveness was changed in accordance with feedback during that Beta.
 
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PAs/GPCs have a number of meaningful trade-offs that you are ignoring

I'm not ignoring them, I'm saying the advantages, even if we exclude absolute damage, make them extremely popular, and thus very common already. The absolute damage is just the icing on the cake to the solid damage, huge APV, and arsenal of potent special effects.

I have a stack of PAs for TLB and dispersal field first, with the absolute damage an important, but rather distant, second.

In the PvE context, none of your arguments hold any water.

Because NPCs are deliberately sub-optimal. They are fodder and that's why PvE combat is generally a poor substitute for combat against competent CMDRs. You can't have meaningful combat with foes like this.

my perception is that this kind of reasoning is that of the frag-fest gamers and other kinds of PvP focused gamers more often than not. It sounds like in your case that you are wanting to have max damage weapons and benefits of shield penetration at the same time - effectively you want to both have your cake and eat it.

A lot of presumption in those statements.

I want more dynamic combat, where the outcome is uncertain every moment of a fight. As it stands, essentially all PvE, and the overwhelming majority of PvP, encounters have generally forgone conclusions and minimal risks. I lose a ship in combat about once a year (and my CMDR fights NPCs and other CMDRs on a regular basis)...that in and of itself should be clearly indicative of an issue. I'm more likely to get my ship wedged between the toaster rack and a Beluga long enough for the station to destroy it than I am encountering someone that can bypass layer upon layer of perfectly reliable protection and down one of my vessels before I can escape. Docking is a higher risk activity than combat in this game. It should not be this way and I should not have to deliberately handicap myself, or play a fool of a character, for it to be otherwise.

Combat balance in general is a very sticky wicket, not everyone has the same views in this regard (this is obvious from the modding communities of other games)

There is no balance when an NPC of ostensibly the same combat rank, in the same ship with the same loadout, has precisely zero chance of prevailing. I seem to recall something about the Vision involving combat that was rare and meaningful...it's exactly the opposite.

from a PvE perspective the rate of reduction in shield strength can give you a strong indicator as to whether you are out matched or not and the chance to escape circumstances which you would otherwise lose your ship.

Which is boring and monodimensional.

The ONLY people that would benefit from your proposal are perhaps some PvPers, everyone else would effectively suffer from it IMO.

I would certainly benefit from some, indeed any, uncertainty in PvE combat.

The only way I can see people suffering from more dynamism in combat are those who either avoid combat in general and would find any uncertainty to unwanted combat encounters unappealing, or those for whom combat is simply an abstracted form of material gathering...a bothersome chore, to be completed as quickly and in as formulaic and repeatable manner as possible.
 
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