After shields collapse?

Quick question, what determines how fast the shields comes back back up? Is is set per ship or is it dependent on what you have fitted?
 
It depends on several factors:

- how many pips you have in SYS (systems, includes shields) - recharges them faster, or re-starts the shield if it has dropped completely
- power distributor class and level (better distributors enable better shield recharge etc)
 
It depends on several factors: - how many pips you have in SYS (systems, includes shields) - recharges them faster, or re-starts the shield if it has dropped completely - power distributor class and level (better distributors enable better shield recharge etc)
Great, thanks!
 
larger shields take longer to recharge

also, if you have enough energy in SYS, putting more pips in it doesnt seem to change the recharge rate, all it does is change shield strength

though maybe its changed in 1.1? idk
 
It depends on several factors:

- how many pips you have in SYS (systems, includes shields) - recharges them faster, or re-starts the shield if it has dropped completely
- power distributor class and level (better distributors enable better shield recharge etc)

I think that is partially correct. There is a thread somewhere that shows that time to recharge is based on the level of charge left in the capacitor at time of collapse. Therefore the pip rating has no bearing until the failed shield comes back online. If I find the thread I will post.

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https://forums.frontier.co.uk/showthread.php?t=89770 iirc there are some amendments later in the thread but a decent read.
 
Tru Thebadmf - you're right, I used the wrong term.

if your shield collapses, any pips you have in sys starts to charge the shield capacitor (each turn around the ring gets you one red segment). Actual recharge rate is unaffected I think, and probably dependent on the class of shield (A-E).

More pips in SYS means each segment takes less time (and thus less time for the shield to come back online).
A better distributor allows faster SYS capacitor recharge and more energy storage.
 
Seems like shields have a fixed recharge rate regardless of system pips. And adding pips to shield doesn't give it any better recharge rate. Just the amount of health it has. Which is stupid if you ask me
 
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And adding pips to shield doesn't give it any better recharge rate.
Ahh Looks like I have been wasting my pips when shields are down then. /sigh If the game had a manual when I bought it I would know this sort of thing. I know I could have looked it up after the manual came out, but I had assumed I had it figured out by that point.:eek:
 
I wasn't really sure if it was a fixed rate or not and do not want to waste my pips on sys if it does not help. I really do not fight a lot and mostly trade but was asking since I do get in a scrap once in awhile. Thanks for all the info!
 
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Seems like shields have a fixed recharge rate regardless of system pips. And adding pips to shield doesn't give it any better recharge rate. Just the amount of health it has. Which is stupid if you ask me

They draw a fixed amount of power from the system capacitor to recharge. If you let the sys capacitor bleed dry, all recharge stops.

Also, pips to shields don't "increase the health", they decrease the damage taken per hit. Pre-1.1, if you consider 2 pips to be "baseline", each pip above 2 would give you -25% incoming damage and each pip below 2 would give you +25% incoming damage. 1.1 made 1, 2, and 3 pips a bit better than they were before.
 
They draw a fixed amount of power from the system capacitor to recharge. If you let the sys capacitor bleed dry, all recharge stops.

Also, pips to shields don't "increase the health", they decrease the damage taken per hit. Pre-1.1, if you consider 2 pips to be "baseline", each pip above 2 would give you -25% incoming damage and each pip below 2 would give you +25% incoming damage. 1.1 made 1, 2, and 3 pips a bit better than they were before.
A bit, but still pointless. 4 pips is still 150% so it's pretty much still 4 or nothing. Lowering incoming damage is still the same as increasing overall health except in this instance instead of making your shields hp higher, they decreased the amount of hp a weapon takes per shot. It's a crappy system. Since larger weapons will still rip off smaller ship shields increadibly fast. Smaller ships become throw away and serve only to punish or grief players with larger ships or just keep them docked unless they want to risk millions in even the most basic repair bills. Or the completely circumvent the entire system exploiting it by committing insurance fraud and selling thier modules for 100% the buying cost and then self destructing. This includes weapons overheating, and the cost of refilling shield cells. The combat system in Elite is far from a finished product. It's flawed in many ways, broken in most, and it seem all the current patches are doing is just making it even worse.

They l need to introduce shield resistances, take account for angular velocity and transversal. Maybe armor that's more sloped so it reflects incoming kinetic fire. Or more choices in armor. Why even bother with reflective armor when almost every one uses kinetic damage once your shields drop? Heck multi cannons currently destroy shields as easily as armor. Don't believe this? Fight an Asp with 6 multi cannons and watch your shields vanish. And forget about armor or buying armor. Multi cannons will melt right through it like a hot knife through butter. This doesn't mean multis need to be changed. It just goes to show how flawed armor and shields are as a whole.
 
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