Why do all the PVP builds I see posted not use shields?

IMHO, stacking of any defensive techs (SCBs, boosters, chaff, armour, heat sinks, whatever) without too many penalties is still the heart of the game's combat problems.

This is hitting the nail on its head.
Too bad the nail didn't have all available multiple head protection packages.
 
Last edited:
Hey. I haven't played E:D for quite a while (Pythons and Clippers ruled the day at that time), and it seemed like everyone shield cell bank tanked in PVP back then. I just got back into the game and I see everyone setting up hull tanking PVP ships without any shields at all. What changed that made this the "go-to" strategy? Do these builds only hull tank so they can use silent running more effectively? What benefits do you get from going into silent running vs another player? Thanks!

Because after SCB nerf and silent running buff, PVP in ED is like :

maxresdefault.jpg
 
I think most posters in this thread do not know anything about open play pvp.

its a lot harder and much much more complicated than CQC. If CQC is like space cod, then open PVP is quake arena.

when 2.0 first came out, AA pioneered the silent running rail gun strategy, which works amazingly well in large 8v8 or bigger battles.

the first reaction to this meta change was, "silent running OP. Railguns OP."

then pvpers started experimenting with shields and multi-cannons. And what everyone realized was that shields and multi-cannons are still really really good.

in a 4v4, silent running is a liability. It's stronger to have a shield build in that scenario. Silent running is really only helping you in large fights (8v8 and up).

if 4 silent running FDLs went against 4 shielded gimballed multi FDLs of equivalent skill there is no doubt in my mind the shields multi-cannons will win.

Gimballed multis counter silent running.

Shield builds are stronger in 6v6 and smaller.
 
Its difficult to say, I can't see it being clear cut personally you've got 4 awkward to focus targets with hit-scan weaponry effective at any range vs 4 tougher targets with considerably lower burst but reasonable sustained damage. My gut instinct tells me the pilots that exploit their advantages will be better though I might give a slight edge to the multi's because I think they are actually a specific counter rather than being a general PvP tool. I do think frags would perform acceptably too as long as you get someone whose genuinely used to them (which isn't that many).

I think the real issue it actually highlights is that pips management is considered worth bypassing as that's what you gain from both of these builds (in my view anyway), i'd love to be able to use 2-4 pips engines regularly but if you use energy weapons you basically have to juggle between SYS and WEP more than ENG as you attempt to balance incoming damage with weaponry recharge.
 
Back
Top Bottom