Proposed SCB Changes Are Nonsensical

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moarbeer
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Re: RE: Re: Proposed SCB Changes Are Nonsensical

Postby moarbeer » Sun Nov 29, 2015 1:59 pm

TorTorden wrote:
moarbeer wrote:This sounds like a big ship issue. I have trouble running even 2 SCBs in an Asp, whilst keeping my energy weapons, max shield and twin shield boosters all powered, as it is. Or am I wrong?

If so, are smaller ships suffering an unwarranted penalty?


The trick is in power managent.
If I can I either put in group 5 so they turn off when guns are deployed, when I need to fire them I have to retract guns first.
Another option is to put the shield banks in group 3, power hungry guns in group 4. Usually those banks are turned off, when I need them I flick open the modules page and turn them off, powering down whatever is in group 4.

On most ships but the conda I use up one bank, and then the next one etc etc.

OK, retracting hard points sounds like a plan. Less workload than switching to the modules screen. Thanks.

JohnLuke wrote:
moarbeer wrote:This sounds like a big ship issue. I have trouble running even 2 SCBs in an Asp, whilst keeping my energy weapons, max shield and twin shield boosters all powered, as it is. Or am I wrong?

If so, are smaller ships suffering an unwarranted penalty?


Are you keeping both SCB's powered up at the same time? If so, you may want to turn one off and see how that affects your power management. I have multiple SBC's on my ships but only power one of them at a time.


Yes, was trying to use 2 scbs at the same time, for the reason I posted above. May have to downgrade one further if TorTorden's suggestion doesn't work for me.

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Re: RE: Re: Proposed SCB Changes Are Nonsensical

Postby TorTorden » Sun Nov 29, 2015 2:41 pm

moarbeer wrote:Yes, was trying to use 2 scbs at the same time, for the reason I posted above. May have to downgrade one further if TorTorden's suggestion doesn't work for me.


I often use a combination (at least on the conda) where I have one large SCB that I quickly power up and use during combat.
I have all the panel buttons setup on my stick, and selecting the scb is remembered, so you can flick open the module panel and power up the scb in half a second.
And a larger bank of smaller class scb's I use that come on as I retract for recharging a lot of shield, like after tackling a wing etc since retracting guns takes a few seconds where as powering the module directly does not.

But all this will change come 1.5\2.0 making all this pretty much null and void.

SCB modules will have a spool up time, generate loads of heat etc etc.
But also with the newer shield regen mechanics and the benefits of hull upgrades you will probably not really need scb's for a pve build anymore, maybe one or two in slots larger than class 5 for the really big ships but you will need to keep a heatsink or two handy for when you use them.
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Re: Proposed SCB Changes Are Nonsensical

Postby Walter » Wed Dec 16, 2015 10:02 pm

Walter wrote:Two more rough and ready tests in a Python using A5 SCBs. In both cases I was firing lasers to bring the temperature up to 60 when I hit the SCB.

1 Continued firing and the temperature went up to 172 - not intolerable, but some minor damage to the systems. Much higher temperatures - without fatal consequences - have been recorded while fuel scooping in the Buckball Run.

2 Stopped firing and the temperature went up to 105 with the possibility of some self-inflicted damage. If it's a linear increase, banging out another at the same time wouldn't be catastrophic.

So, if you are not firing when you initiate the SCB, you stand a good chance of restoring shields with an A5 SCB with minimum harm. If you're in a head-to-head firefight you might need the additional support of heat sinks.

Or you could always change your tactics.

Update:

Looks like there has been some fine tuning since this beta test. In a CZ using the same Python and the same A5 SCBs, hitting the SCB at 32 takes the temperature up to 112 and gives concomitant heat damage - the results of test 2 should be ignored. It remains to be seen how much cumulative damage using 4 of them do even starting at this low temp.

I found I had to pick my targets a little more carefully. In the past I would have taken on a solitary 'Conda and used a couple of SCBs if necessary, but now I'll only do that if there's help from NPCs. so smaller targets, less income, less influence change for the faction.

Found there was only one option available when targetted by a Cutter and a Vulture at the same time.
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Re: Proposed SCB Changes Are Nonsensical

Postby Cmdr Kharma » Wed Dec 16, 2015 10:17 pm

Same option as me then......

Code 39.......

:D
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Re: Proposed SCB Changes Are Nonsensical

Postby Walter » Wed Dec 16, 2015 11:00 pm

Cmdr Kharma wrote:Same option as me then......

Code 39.......

:D

You barcode the opposition?
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Re: Proposed SCB Changes Are Nonsensical

Postby Cmdr Kharma » Wed Dec 16, 2015 11:08 pm

Only If I can get close enough......

:D
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Re: Proposed SCB Changes Are Nonsensical

Postby Walter » Thu Dec 17, 2015 12:31 am

Cmdr Kharma wrote:Only If I can get close enough......

:D

Two options.

Fired off 4 A5 SCBs in a CZ - very carefully, not above 40 if poss - and most items had 1 or 2% damage, that also included injuries. Not so bad, but you have to learn to ignore the 'Sustaining heat damage' message.
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Re: Proposed SCB Changes Are Nonsensical

Postby Falcon_D » Thu Dec 17, 2015 5:25 am

Hello,
Fired of an A6 SCB in combat. Sustained heat damage. Fired of A6 SCB out of combat. Sustained heat damage.
Python. A5 prismatic. 2xA shield boosters. 2 x C3T bursts. 1 x C3G Burst. 2 x C2G Multi-cannons.

Don't really understand FD. To make the SCB changes more acceptable I thought they were going to increase the rate of shield regen. Not make us have to choose to buy another type of shield if we want faster regen but with less shield strength.

Have fun, fly safe.
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Re: Proposed SCB Changes Are Nonsensical

Postby LionOfNarnia » Thu Dec 17, 2015 9:23 am

I'm trying to think of it like this:-

If the game had been released with this feature already implemented, would it be an issue now?

It's going to demand more skill, more thought - That's a good thing.

It's going to make Combat ranking even more of a grind - That's a not-so-good thing for middle-ranking players like me but those who went triple-Elite last year won't really care.

But I suppose the key question is - Will it make more people happier to stay in Open play? (i.e. Is it an anti-Mobius move by FD?)

Time will tell!
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Re: Proposed SCB Changes Are Nonsensical

Postby Walter » Thu Dec 17, 2015 9:37 am

Falcon_D wrote:Don't really understand FD. To make the SCB changes more acceptable I thought they were going to increase the rate of shield regen. Not make us have to choose to buy another type of shield if we want faster regen but with less shield strength.

Using the standard shield generator, shield recover faster than they used to if you have lost them completely. If your inner ring is a pale shadow of its former self it seems slower to regenerate, but that may be a misperception.
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