Forums » Suggestions

PCBs Stop Cell Recharge

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Jan 07, 2019 Heini link
I think PCBs should disable the recharge of a power cell for something like 2 seconds after they hit. It's really hard to hit with every shot and cells recharge quickly. And because some ships have infinite turbo they only need 1 energy to turbo.
Jan 07, 2019 Dilan Rona link
In otherwords completely disable your opponent, and prevent any form of effective self defence or evasion and escape, or stop him from fighting back at all?

-1
Jan 07, 2019 Tripod war of the worlds link
-1
Jan 07, 2019 We all float link
Power cells do recharge quickly. I find that a dual pcb setup is the way to go. With fancy flying and dual pcbs you can disable all but the most nimble ships. -1 from me
Jan 07, 2019 Pizzasgood link
This wouldn't "completely disable" anybody. Even with an all-energy loadout, you can just dodge for a couple seconds to get some juice in your cell and then hit the turbo. And of course, most flares, missiles, and mines don't require energy, so if you have any of those equipped you'd still have some options for self defense.
Jan 07, 2019 greenwall link
stacked negative charge
Jan 07, 2019 Heini link
Lol WaF are you serious? Most ships only have 2 ports like the hound so having 2 would make your ship useless. It looks like you're trolling again.

And to Dilan, Runners already always have the advantage because infinite turbo is completely broken and you only have a small chance of catching them in a Greyhound. Most fighters don't have infini turbo + they use energy to shoot so unless the Runner does something wrong they will almost always easily escape. Usually without being hit once. And during turbo auto aim becomes not very useful unless you are directly behind someone.

Disabling the recharge is important because of the broken infini turbo system. All it takes is 1 energy to turbo forever and a fast charge cell already gives 50 energy per second.

It's a Power Cell Blasters, it doesn't deal any damage but instead attacks the power cell directly so it would make sense that the recharge rate should be affected as well. One time I didn't move and someone shot me with a PCB the whole time and I noticed that I was still able to fire neuts, even though every single PCB shot hit me. This just doesn't look right.
Jan 08, 2019 Wind Employment link
+1

Yesssss! Make surprise PCB battles better!
Jan 08, 2019 We all float link




Heini,

It's perfectly acceptable for the both of us to have differing opinions on issues in game. What I don't find acceptable is for you to dismiss my ideas outright as simple trolling.

I fly with one or two wingmen (wingperson?) so a duel pcb set can be used to fix a target while a wingman finishes them off. It is a tactic that has been used for years. This is not trolling, just tactics.

Another good tactic against a fleeing ship when you are piloting a hound, is to use dual advanced rails. There is nothing more satisfying than booming a running ship when the pilot thinks they are safe.
Jan 08, 2019 SkinWalker link
-1 terrible idea
Jan 08, 2019 Heini link
@WaF
Just because you have someone to fly with so you can usr dual PCBs doesn't mean the rest of us can. You also can't rely on other people being online whenever you are.
It shouldn't take two pilots to properly use a weapon. The issue that I have with the PCB is that it seems weak because infinite turbo is broken and make things too easy. And it just seems fitting for the PCB to also disable the recharge rate since it does no damage and it's only purpose is to attack the enemy ship's power cell.

@Skinwalker
And why is it a terrible idea?
Jan 08, 2019 SkinWalker link
It's a terrible idea because this is a mmorpg. The idea is to be part of a social community. If weapons and missions are all single-player oriented, then it becomes a single-player game.

Make a friend or two. You're problem is you made yourself a flunky for blaqk and now he got bored and left the game (or got cancer again or whatever) and you're all alone. You didn't seem like a bad dude until you started polishing that dude's ... hood ornament.

The rest of us like working together on things.

The PCB is already a fairly powerful tool. It makes sense that something that has the potential to drain so much power might take significant grid to operate. The ability to put two fairly power weaps (a PCB and the CUP) on the same ship would make it OP.

That's why I say it's a terrible idea.
Jan 08, 2019 SkinWalker link
I might've got this thread confused with the other, but they're pretty much the same thing.
Jan 08, 2019 Heini link
Yeah, you're definitely confused. Just because it's an online game doesn't mean you have to do every single thing with a friend which isn't even possible most of the time because the game is pretty empty usually. I never saw two people pirating together either. Inc stated somewhere about this too I think. I believe he was talking about how he wants to keep everything so that you can play solo, if you wanted to and don't need a guild to achieve things if I remember correctly. All play styles are viable because it's a sandbox game and you can't tell others how to play.

Also I'm not sure why you are attacking me now and I wasn't even close to Blaqk.
So yeah, you're pretty confused.
Jan 09, 2019 We all float link




I have seen (in the past few years) FAMY, @X, CLM, EDIT, AQLA, VOID and a few other pirate/griefer guilds fly with multiple pilots to kill a target (the major Nationalist guilds do this all the time too. Examples being ITAN, SKV, ONE and RED). Heck, even members of INV,HIVE, TGFT, TRI, and SARC fly together to complete personal objectives. (be it manu, or hive hunting) I have watched two to three EMS pilots work together to rep a capital ship in a heated combat situation. Just because you have never seen it happen, doesn't mean it doesn't happen.

When it comes to piracy, sometimes one pilot is dedicated to pcbing, one to killing and one to scooping. And yes, sometimes there is a lone pirate floating in Odia with a moth armed with chaos swarms. Pirates in VO use varied tactics and strategies.

Yes all play styles are viable, but sometimes you'll need to use teamwork to achieve a goal effectively. Just because a play style is viable, doesn't mean that all in game assets need to work for every game play style. There is no reason for any weapon to be a jack of all trades.
Jan 09, 2019 Pizzasgood link
I do agree that the PCB feels a little bit lackluster. Giving it some small amount of energy suppression or allowing it to drag the target's energy a little way into the negatives seems reasonable to me. However, I don't agree that it's some huge issue or oppressive toward solo pilots or whatever. Can people turbo with only a drop of energy? Sure, but acceleration takes time to build up into velocity, and that's time in which you can just shoot them again to take away that smidgen of energy and drop them out of turbo. No big deal.

Also, you keep claiming that infinite turbo is broken. It isn't. Every ship has some maximum sustainable speed based on a combination of mass, drag, turbo thrust, turbo speed, turbo drain, and energy production. Infinite turbo ships are just at the extreme end of the endurance spectrum where the ship's sustainable speed is the same as its maximum speed. The difference between a ship with 55 drain, 50 drain, and 45 drain is just a matter of degree. The 55 drain ship can always just fly a little slower and thereby only drain 50 or 45 energy. In fact, you could view the higher drain ship as having more options than the low drain ship -- it can fly slow and steady, but it can also sprint if it's willing to burn extra energy. The 50 drain ship doesn't get that option. If it has a 100% powercell but is only going to need 25% to jump, it doesn't have the ability to burn the extra 75% energy for an edge in speed. Of course, the point of the low drain ships is that such ships usually gain a slightly higher cruise speed in exchange for the loss of sprinting. And that's the same kind of trade-off you see when looking at 65 and 55 drain ships. Point being: there's nothing special about ships with drains of 50 or less. They're part of a continuum, not a privileged category.

And yeah, group piracy is a thing that happens sometimes. I don't do it much since I'm not very social, but I've had a bunch of fun during team-ups, whether with guildies, buddies, or just random people I bumped into.
Jan 09, 2019 Heini link
@Pizzasgood
You completely forgot that the chaser needs to shoot which drains tons of energy. And the normal situation is that a ship enters a sector, someone is waiting but they are a few kilometers apart so the infini turbo ship has all the time to build up speed and zoom past the chaser. You either don't get any hits because auto aim doesn't work well on turboing targets that aren't at max speed or you only get one or a bit more hits. This would only drain a bit or energy but doesn't affect the turboing at all. And when the chaser starts to turbo they need a lof energy to catch up, if they can even manage that, and then maybe get a few more hits on the target. But by the time all shots hit you will most likely have no energy left to turbo and the other ship will be quite far away. If you got lucky your shots stopped your Target's turbo but all they need is 1 energy to continue while you're perhaps 1km away and wait to get to 50 or 100 energy or so.
Jan 09, 2019 A-Dawg link
Infinite turbo keeps being brought up. Maybe everybody's barking up the wrong tree, so to speak. Perhaps the problem really lays with speed/acceleration mechanics.
Jan 09, 2019 greenwall link
Nope, the problem lies in the insufficient nature of the pcb
Jan 09, 2019 We all float link
Something else that is not being mentioned is that an infiniturbo fleeing ship with 1 in the powercell can't system jump till the power cell gets to 25% full and can't WH jump till 100% full. A fleeing pilot needs to let off the turbo in most ships to fill the powercell(with the exception of the hound and EC-89/88, if they have equipped a FC/HFC/UC/IHD/ED powercell). In those moments a pursuer has a chance to catch up.

This part of the charm of VO. Nothing is given. Nothing is predetermined. We get chances to succeed. It is on the player to take the chance. Maybe the players completes their objective, maybe not. But either way they had fun.