They can revisit SCBs and tweak their functionality after the change. Right now SCBs have to be stupidly powerful because once shields are down, you're as good as dead. Armor is useless. With armor meaning something, SCBs won't need to be quite as strong.
Outside of that, a durable ship like the Python/'Conda should take time to kill and should have a reward in line with the effort it takes. They shouldn't just pop like pinatas like they currently do once the shields are down.
Agree on all counts. Though I'm okay with SCBs as they are, though they could stand to generate more heat. I think SCBs would feel more optional if there were more internal components that could be relevant. At the moment, if you're a combat pilot the only optional internal components that matter are SCBs and Interdictors. That's really it. If the ability to use a compartment to carry more ammo for torpedoes/missiles/cannons/railguns/pa's was an option...I could see players facing really tough choices. But right now there is no competition for the slots in a combat loadout.
But yea, nerfing SCBs without compensating for the damage that can be done to an unshielded target simply breaks the PvP game.
Yeah that's true but getting to that point where you have the luxury of taking out the drives, on an anaconda especially is a bit of an undertaking. Not to mention the player would have jumped or logged long before this. Oh well. One step at a time I guess...just wish the steps weren't snail paced. Gamescom really needs to deliver, big time.
Yea I agree with all of that. I think addressing of these issues is slow because of the XOne version. And while the XOne version and Mac version are helping them stomp some bugs out that they may have not seen otherwise, it's also obviously slowing their ability to look at and address long-standing balance issues in the game.
Ultimately, I don't know if there *is* a solution for logging, and High Waking is essentially the exact same thing just given an official seal of approval. And yea, if you're going to spend $150,000,000 on armor for an Anaconda, you should be paying for the ability to high wake out without having to worry too much. And if you're spending $10 million for mirrored composite on a Courier, you should be able to tank some beams until your shields pop back up. The premise of the investment should be exactly that. Otherwise, I don't know what the purpose of armor serves at all. Unless the hope is that people stick around and fight to the death in ships that would cost them $5 million - $25 mill rebuys on. I think the P2P design of the game makes that mostly impossible.
I think they only way the get people to NOT want to high wake or combat log on instinct/reaction is if they increase the value/bounty of killing another human pilot such that the very real risk is worth that potential reward. Would you instantly high wake in your Courier (with the $500k rebuy) if you knew the enemy ship's shields were also down and came with a $800k-$1.2 million bounty and +5% to your Combat Rank? I bet I'd stick around.
They need to come up with a way to incentivize fighting until the finish. Otherwise, high waking/logging/waiting 15 seconds will continue to be popular.
That said, check out this fight.
FdL vs a Conda popping SCBs like skittles. To me it's a reminder that skill trumps SCBs...we've just gotta spend some time learning how to play the matchups.
https://www.youtube.com/watch?v=tIidLA5rXdU
Honestly, it may have been the single greatest display of combat pilot decision-making and play I've seen. For the uninitiated:
1.) kinetic weapons have a longer range than lasers. If you can maintain your distance, you can put damage on a target for free.
2.) Fixed weapons have a longer range than gimbaled/turreted weapons, giving you a further advantage if you can kite.
3.) Heat sinks are more valuable than shield cell boosters on most medum and small ships because they make you impossible to see on radar. They may be able to eyeball you, but it's hard as hell to do if you're in a small/medium ship at a good distance, let alone actually hitting you in a ship with no fixed weapons. Small and medium ships are already really hard to hit. Try doing it with gimbaled weapons that you've had to de-lock the target on because they can't target them anymore.
Again, it's about understanding the enemy loadout and matchups rather than just sort of stupidly engaging every foe the same way.
Because of this single video, I don't leave the port on any of my small ships without a heat sink launcher and a pair of chaff. They're better than Sheild boosters on those ships by a country mile. Save your boosters for larger ships.