The Shield discussion thread

Do you think Shield Cells are:

  • Good the way they are in 1.03

    Votes: 62 20.3%
  • Ok but should be limited to 1 bank per ship

    Votes: 93 30.5%
  • Ok but Limit to 1 bank per ship and only a few cells (4?)

    Votes: 66 21.6%
  • Broken Mechanic - Should be removed from game

    Votes: 68 22.3%
  • Other : please leave comment

    Votes: 16 5.2%

  • Total voters
    305
Shield Cell

Do I need to turn this on in combat or does it auto recharge shields ? I was interdicted and decided to fight lost some shield didn't notice any shield cell activity.
 
shield cell dont work in auto mode, to use shield cell You need to bind key in game option menu or assign in fire group and use then manual :)
 
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shield cell dont work in auto mode, to use shield cell You need to bind key in game option menu or assign in fire group and use then manual :)
yep i havent actually assigned to a fire group just need to bind it to a button in options/controls....
 
Hi,

I have the same problem, I have bound it to a key in a firegroup but all that does it to swap out the cell to the next one if it is fitted.

How do you tell if the cell is working when it shows on the hud in the second fire group?

Cmndr Arnak
 
Hi,

I have the same problem, I have bound it to a key in a firegroup but all that does it to swap out the cell to the next one if it is fitted.

How do you tell if the cell is working when it shows on the hud in the second fire group?

Cmndr Arnak
you dont actually need to put shield cells in a fire group ( 1 or 2.)... tho you can if you like .... go to options then controls and bind shield cell to a key.... mine is to top hat on top of my stick,,, then i just fire it when shields are low,,,,
 
Correct, go to the controls menu and bind a convenient key to the Shield Cells. Not only will it free up a fire group position but it will be the go-to place for you to always activate it. Also note, Shield Cells only boost an active shield, so you HAVE to use it before your shields are completely knocked down.
 
Shield strength as a function of ship mass?

Hi all,

I have a fully upgraded Cobra (all modules maximum class, A-grade - i.e. A4 shield generator, A4 thursters, A3 power distributor, etc.). I wanted to know if my overall shield's effectiveness has ANYTHING to do with my ship's total mass:

For example, strictly with regards to shield's strength/effectiveness - will my A4 shield generator perform ANY better when my ship's hull mass is 260.9 tons (for example), than it would perform when my ship is heavier, at 287.9 (let's say, with upgraded bulkheads for example)? My A4 shield generator says the ship's optimal mass is 285 tons (and max mass 713 tons). If the shields DO perform better at lighter mass, how large is the difference in performance?
 
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Also, a shield cell is something you use when your shields are low but not completely gone. It's basically like a "hit points potion" for shields - it restores part of the energy you've lost. If you use one while full shields you just wasted the cell.
 
With this game there is no way to quantify things like this. You have to read the description and decide if it is likely to be worth it. I would say that the difference would not be detectable, but would still err on the safe side.

That said, when I know I am putting my ship at risk, I have the tenancy to downgrade so the insurance isn't so much. (eg don't go hunting pirates with an advanced scanner or A grade fsd)
 
I think I assigned it to secondary fire, but that seems a bit clumsy in combat I will put it on a key too. Thanks guys.
 
So we have the 5 second delay.

Price went up to 1200 credits per pill - okay, still rather use a shield cell than take hull damage on anything Asp and bigger.

Module capacity gutted hard, I'm down from 11 and 10 on my B4 B3 cells to 4 each.

Power Draw is not part of the module description, which I have to say is not exactly good design, given the B3 cell uses 1.22 MW of power. A6 Cell is 2.5 MW.

So much for fitting these on a Viper, I guess. My Clipper can handle this just fine.

To any python player concerned about losing to small ships now - don't. You still have cells, they don't.

I don't like the power draw change one bit. This is an item that sits there idle until it is needed, it should not have the same power draw as my two large hardpoint lasers combined.
 
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They have to remain charged ready to deploy and so take power all the time. Plus they seriously needed the balance.

I have to say it's a bit incongruous that they would need the power draw 'to remain charged and ready to deploy' but take 5 seconds to activate. I've never got into hardcore PvP so I admit I never saw the imbalance but enough forumites seemed to agree. Just seems a bit of a cack handed in terms of being relatable ingame.
 
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