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Shield boosters can be considered problematic, also put the guardian shield boosters and cell banks in that same topic of shield stacking.
To be honest, I think the reason shield boosters are the go-to filler of utility slots is that larger ships have so many utility slots and not many options. Take bounty hunting/assassination for example; you would want a kill warrant scanner (for more money), an FSD wake scanner ( to track down escaped targets), the rest can be optional. Thermal vent for lasers can be used instead of heatsink launchers, and chaff is of limited use on large ships that have the utility slots to use. We also have 2 ways of countering guided missiles, but such weapons aren't often used, and shields are already good against explosive damage; why wouldn't you make shields stronger against everything than putting something like point defence on which only effects explosive weaponry?
Maybe have a utility module that increases your ships mass lock factor, allowing an under-armed ship to escape a larger ship or a smaller assassin/pirate to trap larger prey? Or perhaps a module that can send out several decoy heat signals, making one ship look like 5 in different locations and could only be ID'ed as a decoy from close range?
I'm sure other people can come up with other ideas.
TL;DR: give more options for utility slots and maybe people will stop stacking shield boosters.
P.S: I think Guardian boosting modules are fine; they can't be engineered and provide a fixed boost instead of a percent. Also, there's already a lot of competition for optional internal slots, even for large ships.
It exist because it something similar existed in previous versions of the game.
why it goes in the utility slot? a question of balance between ship capabilities.
what if shield boosters would be replaced with ...?
what if not ? I mean you believe it is a bad idea, I believe that stacking is not that bad and apparently I am not alone since when the developers considered diminishuing returns for shield boosters the general sentiment of the community was so massive against it, that the idea was dropped.
in fact. why would you what to reduce ships defensive potential in regards to shields when it is possible also to stack hull reinforcements and when weapon damage output assume that shields are boosted or hull armor is reinforced
your suggestion would force all weapon output to be changed ....
ps : shieldless builds are viable both in pve and in pvp. In pve they are not popular since you end up having repair costs . In pvp they can do great things as longs as 2 or 3 packhounds penetrator missile launchers are not involved. Once they are shieldless builds start to suffer module damage that eventually will decrease the ship capability .
I personally don't see such a big problem with Reinforcement stacking, since even on big ship (especially big ship) which is less mobile, if you stack more Hull, you'll have less durable Modules, and if you stack more Modules, you'll have much less HP. Shield virtually makes ship invulnerable, you can still put some "magical" weapon effects on it, but you can't target Modules which is the best way to kill or disable, making it combat incapable for some ships.
So, even if we assume that Boosters can be stacked, and if community wish so that much, competition in Optional slots would be a lot better. Pilot would have to either get beefier hull or have much more vulnerable ship with thin hull and weak modules. Right now, you can just make monster, with stacked boosters, cell plus hull/module stacks if you manage to break through massive shield. Doesn't sound balanced to me one bit, or am I missing something? Does community really want that?
If you don't like shield boosters, then don't use them. They do not make a ship invulnerable, and they don't really make them that much harder to kill.
https://youtu.be/Uh9AWV_BWo0?t=221
Maybe this will help explain what Shield Boosters are good for to you.
Can't agree with that. With engineering, you can make Cell very cool, and even in my completely unengineered Krait, I usually drop cell when I go evasive, at that point it hits around 120% heat, which barely does any damage to systems and cools off almost instantly without any heatsinks. Suffice to say I run pretty hot build with triple class 3 Beams to be sure.
Don't see how that's relevant. We're talkikng about a game here, swapping stats wouldn't be a problem.
Actually, good thing you brought that up. DSS supposed to be external module, as it allows you to shoot probes, while it's internal, for some weird reason. So they shouldn't really have a problem swapping back and forth modules. And yes, you technically can overcharge shields to silly levels, making ship maybe not invunerable, but extremely tough to crack, and you can additionally stack it with hull and modules. I don't see any tradeoff here, just makes ship as tough as possible.
Point is: besides Shield Booster being problematic equipment in terms of balance, it actually hurts choice of utility modules. Combat is inevitable part in this game, and I have hard time imagining how anyone would trade Booster for anything else, which in turn hurts playstyle variety.
Thanks, but in fact that's the point of my thread: they are WAY too good. If you'd mind reading text below title, that would be nice, haha.
I totally disagree, almost 400 hours of game time I'd say two thirds of that I've NOT been in combat.
Combat is easily avoidable.
The point your making is moot, Shield Boosters are good yes, but as with many outfitting combinations in ED many of the options can be quite circumstantial. Sheild Boosters do exactly what they are meant to do... buff sheilds, which is good in a PvE environment but sheilds can sometimes be absolutely meaningless in a PvP environment.
For what the boosters do, they're in the right place. With only 4 utility slots, you have to make a choice which is more important to your role in the game. They're really not the God send you're making them out to be. I don't have them on my Krait. They use too much power (I'm running a 6A overcharged power plant). In PvE, I get more use out of Chaff,2 PDTs, KWS and good combat technique. I don't even run SCBs. The only place I've ever needed them is in a CZ, and I wouldn't take a Krait to a CZ. In PvP, well, don't fly a non engineered ship in PvP looking for combat.