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r/starcitizen • … • u/malogos

TTK TP3

I applaud the devs for trying something completely different with the 3rd TTK test Tech Preview. If you haven't tried it yet, basically shield buffer is 90% of your hp pool in a fighter - once it's down, so are you.

I like the concept that this gives you time to run while the long regen delay means there is a cost to losing shield (unlike Live, where you can take some damage, quickly NAV out, then come right back with full shields).

Of course, this does raise some questions:

- Is trying to NAV out supposed to mean instant death? Committing to fights isn't necessarily bad, but it's boost or nothing now. - Interceptors can survive indefinitely with a huge shield buffer. They become very strong when boost is the only way to escape or chase someone down - Can we get more feedback on doing dmg to a target's shields? right now it's emptying a whole mag just to get shield partially down. - TTK is back to Live levels, especially in a 1v1, which is undesirable. It's a slog, especially with the slow weapon velocities.

My main question, though, is that if can we try such radical changes, can we try changing the ballistic paradigm? Because many ships lack weapon hardpoints, we can't force mixed loadouts. That's fine. But ballistic shield pen remains problematic. When shield dmg doesn't count, ballistics cut straight to hull. Maybe they should only pen when shields are 50% down? Maybe they do normal shield dmg but then can easily pen armor when energy must melt it? It seems like we'll try every solution to the ballistic shield bypass problem except the most obvious one.

ps, this is all regarding fighter PvP

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