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PCBs Stop Cell Recharge

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Jan 09, 2019 Pizzasgood link
Why would you expect to stop a speeding ship with just a couple hits from a PCB? That's complete silliness.
Jan 09, 2019 Heini link
@Pizzasgood
Because that's the point of having a PCB in the first place. It only has one job and that is stopping a fleeing ship. What good would it be if it can't even do that? Might as well use a different weapon then. You trade valuable firepower for it and as of right now it's just not worth using it over something like neuts.

@We all float
You seem to forgot the obvious, that 1 energy will take you far enough away from your chaser to get your energy back. You simply can't outrun an infinite turbo ship with a normal fighter and this is what the PCB should counteract. You trade firepower for better chase potential. But the current PCB isn't very good against infini turbo ships because you have to hit many times to 100% drain the energy and this only stop the ship for a very short time which is enough to dodge and get at least 1 energy. And shooting a turboing ship is quite hard because auto aim doesn't work unless you are directly behind the target. And it isn't easy to hit a fleeing ship without auto aim either.
Jan 09, 2019 Pizzasgood link
I agree that the PCB is for stopping a ship. What I'm disputing is the notion that you should be able to stop a fleeing ship with just a couple shots. That's silly.
Jan 09, 2019 We all float link




Why would i use a fighter to intercept someone? I would use an Interceptor. Like say, the hound. Or a battery friendly fighter/interceptor like the SVG or IDF Vigilant.
Jan 09, 2019 greenwall link
I don't recall ever hearing from incarnate that the PCB was designed to counteract infiniturbo ships.

At most it was "hey here's a new weapon type, play around with it and see how it affects the game". Many of us were drooling at the possibilities it offered for gameplay, but the PCB never got the kind of buff or functionality improvements to make it a huge threat (/game changer). It's only truly effective role is in group play against Tridents, but as Savet wisely points out, group play is a rarity. With all non capital / lighter ships, the speed and powercell charge rate basically renders a PCB completely useless and NOT worth the sacrifice over a damage causing weapon.

Temporarily halting the charge in addition to reducing the charge is probably more extreme of a change than I'd like (stacked negative charge being my preference), but it would go a long ass way in making the PCB useful in game.

*post written with the lowest expectations*
Jan 09, 2019 Luxen link
Well, its not entirely useless in 1v1 combat, if the enemy is using a high-power-munching weapon like a Plasma Devastator or ADV Railgun and your able to keep a consistant bead on them.

not __super__ relevant, but just saying...
Jan 09, 2019 Heini link
@We all float
An interceptor like the Hound usually doesn't need a PCB because well it's an interceptor and is made for chasing and has infinite turbo as well. A PCB is more useful for agile fighters who don't like the Hound but also want some chase potential.
Jan 09, 2019 greenwall link
Luxen, you know quite well that it's easy enough to dodge enough PCB fire in 1v1 to render it useless. And if you cant' dodge a PCB, you can't dodge other damage causing weapons either, so the point is moot.
Jan 10, 2019 We all float link
Here is the news post from when the pcb was implemented https://www.vendetta-online.com/h/news_28246.html