...wasn’t this thread about the Type-10 being added to the Big 3?
Why do you think people are speaking about cascade rails and SCBs? It has everything to do with the T10 missing it's spot in the big toy list.
...wasn’t this thread about the Type-10 being added to the Big 3?
It seems to me that, if at all possible, any fix to these specials should somehow be aimed at preserving their current benefits against evasive targets whilst reducing benefits against near-immobile ones. Thinking caps on...
.In that regard, I Wonder if something like this would work for SCB's :
- All SCB modules only provide one charge.
- SCB's work like a very large capacitor : overflow from the sys capacitor is used to refill it if the SCB is empty. Once refilled, can be triggered again.
- Rework feedback cascade in some way
- Use E to A grades as a way to choose between fast charge rate - low capacity or low charge rate - high capacity.
i.e. that would make them work like boosting with engines, but on a way longer time frame, limiting their use in PvP combat to once/per, while in PvE they could be
recharged over a long enough duration or while flying in SC.
Except it's not true... NPCs never use feedback rails or any other special effects for that matter. This means SCBs are available in PvE but practically unavailable in PvP.
If feedback cascade didn't exist, the T-10 would probably be a somewhat viable choice for PvP, because it could make up for its lack in base shield strength with its C8 SCB, when using a C7 shield generator. Unfortunately it does exist, so SCBs have basically been removed from the game in PvP, especially for big ships which have no hope to ever dodge a railgun shot.
Personally I think feedback is way OP and should be either entirely removed or capped at a 20-25% reduction in SCB effectiveness. Until then the T-10 is not even remotely competitive with the big three. It's fine for PvE, but since everything is fine for that, it's not enough.
This ^^ is literally word for word what I thought when I learned of the release of the T-10.
I don't think that feedback cascade is inherently OP. It's not OP at all against Courier or even Fer-de-Lance, both of whom, properly flown, will probably suffer little or no SCB loss in a 1v1, even at current values.
It's just one of several weapon effects, other obvious examples being TLB and dispersal, that Frontier completely failed to balance across target sizes. Basically every single time someone hits a Courier, they deserve to get a powerful special effect to trigger as their reward. Every time they hit a T-10? Not so much.
It seems to me that, if at all possible, any fix to these specials should somehow be aimed at preserving their current benefits against evasive targets whilst reducing benefits against near-immobile ones. Thinking caps on...
The problem is that without feedback, SCBs are too strong (and just generally unsatisfying gameplay). Their use in PvE and PvP is wildly different, too. For PvP, you can practically (without feedback cascade) just tack the total MJ value of the cells onto the base shield value. It's all getting used for one fight, and all part of the huge boring wall of safety that needs to be chipped through to actually start doing damage. In PvE, those cells need to be stretched out over several fights. They're more of an "oh shi-" reserve for when things go south. You have to ration them out, because you don't have that many.
FDev needs to change them such that the number you have available in a given fight (and the strength of their effect in that fight) is far more modest, but the endurance of the module (how many fights it will be useful in) is much much higher. Until then, the fundamentally different use cases for PvP and PvE will make them impossible to balance.
Except it's not true... NPCs never use feedback rails or any other special effects for that matter. This means SCBs are available in PvE but practically unavailable in PvP.
My undersanding is they do...but very rarely. That's part of what I'm saying though: the *balance issues* that are so apparent in PvP also affect PvE, because it means the wider the power creep gap is, the more of a pushover normal NPCs will feel like because they *have* to be set at a level that can be handled by incoming newer players.
...wasn’t this thread about the Type-10 being added to the Big 3?
In that regard, I Wonder if something like this would work for SCB's :
- All SCB modules only provide one charge.
- SCB's work like a very large capacitor : overflow from the sys capacitor is used to refill it if the SCB is empty. Once refilled, can be triggered again.
- Rework feedback cascade in some way
- Use E to A grades as a way to choose between fast charge rate - low capacity or low charge rate - high capacity.
i.e. that would make them work like boosting with engines, but on a way longer time frame, limiting their use in PvP combat to once/per, while in PvE they could be
recharged over a long enough duration or while flying in SC.
On truesilvers rail question. Could it be solved by scaling the scb amount cancelled directly to weapon damage. Say each feedback cascade cancels damage×3 (complete guess) scb recharge. That way smaller ships using smaller modules are still cancelled in 1-2 hits bit big ships with big scbs need to be hit multiple times. Make it so that the effect only cancela one scb at a time id multiples are chained.