Does shield recharge time need a buff?

After a lot of PvP during this Lugh war I thought about it...
The fact: any big ship who loses shields is either doomed or needs to FSD out of the battle (and come back in the instance right after that, with full shields online, ludicrous) cause shields need *minutes* to get back online. Even if you have Mirrored or Reactive armor, you won't choose to stay in the battle, cause nobody can resist minutes without shields in a combat zone. Also, unless you have a Clipper, it can be very difficult to leave the battlefield, so yes, you are probably doomed.
I wonder if a better recharge rate (I'd say even double the one we have now) can bring some more interesting dynamics into the battle for high-end ships. Maybe this can be applied to Class 6 and over Shield Generators so smaller ships are not affected... I'm just figuring it out.
 
Last edited:
How about a new utility mount item: Shield Chargers

Increases shield recharge time while shields active and reduces shield downtime when shields dropped.
 
How about a new utility mount item: Shield Chargers

Increases shield recharge time while shields active and reduces shield downtime when shields dropped.

Isn't that what the power coupler does increases shield go and recharge time along with the shield gen
 
True, thats why there is no need to have an armour on fast and large ships such as clipper or fdl. Better is have additional 6-7 of speed to run (weight of armour). They have enough armour and speed to escape, and n oone hull booster or armour prevent from destruction if ship will stay in battle. In that case if they kill you there will be a lower rebuy cost... and if they kill you, it means only you not running enough fast, because IF you will have an armour it will doesnt help.
Armour can help with PvP in 1vs1 (but if your shields are fall and enemy not, you lost, so better run), but not in combat zones in my opinion.

Python or conda have no speed but can succesfully escape from fire just jumping out
 
Last edited:
Isn't that what the power coupler does increases shield go and recharge time along with the shield gen

No, shield recharge rate is static.
There is a thread discussing shields somewhere.

Since we got Shield Boosters out of the blue, I see no issues with getting Shield Charge Boosters as well.
 
Last edited:
Shield recharge rate depends of your ship shields capacity. (Shields boosters extend capacity).
Ship with low shield capacity such as cobra or viper will get shields back fast, but FDL, Python, Conda, Vulture - there are minutes.
 
This where you have to know which fights to take on and when to run, letting your shield get too low is just bad play ans show a lack of awareness, if your shields are below 50% and your target is not about to die it is time to bug out. Please don't start asking for the game to be dumbed down any further learn to manage your ship or stick to trading.
 
This just hit me a day or so ago too. Now that im not terrified of going bankrupt from some pvp, ive been doing much more of it in combat zones. But all that time just sat there 3-4 minutes at a time waiting for my shields up come back up is quite dull. Its genuinely quicker to fire my shield cells, fly back to a station, restock and return to the zone.
 
This where you have to know which fights to take on and when to run, letting your shield get too low is just bad play ans show a lack of awareness, if your shields are below 50% and your target is not about to die it is time to bug out. Please don't start asking for the game to be dumbed down any further learn to manage your ship or stick to trading.

True. This is a consequence of judging the risk and making decisions - stay or not.
If my shields fall (or i know they fall in a moment, because enemy is better) i will run fast as possible, without any hesitation. Boost & Jump out without discussion, be or not to be.
 
Last edited:
Have noticed this as well and I agree. I have military armour and 2 hull boosters on my ship but find when the shields fail: your nackered.

Start the get powerplant failures and other modules so can't run away or charge up the FSD.

I think if the Systems energy capacitor is full the excess energy should charge the shield faster. The System energy has little gameplay use compared to Engines and Weapons.

It would make battles more interesting for sure.
 
I think if the Systems energy capacitor is full the excess energy should charge the shield faster. The System energy has little gameplay use compared to Engines and Weapons.

It would make battles more interesting for sure.

SYS increases your shield strength but I agree, it should also increase shield recharge time, both while shield is still up and also when shield is down... or give us Shield Chargers. ;-)
 
I do not think so. This is just gamestyle. Now you know it doesnt increase recharge and you need to know a strategy for that situation.
 
After a lot of PvP during this Lugh war I thought about it...
The fact: any big ship who loses shields is either doomed or needs to FSD out of the battle (and come back in the instance right after that, with full shields online, ludicrous) cause shields need *minutes* to get back online. Even if you have Mirrored or Reactive armor, you won't choose to stay in the battle, cause nobody can resist minutes without shields in a combat zone. Also, unless you have a Clipper, it can be very difficult to leave the battlefield, so yes, you are probably doomed.
I wonder if a better recharge rate (I'd say even double the one we have now) can bring some more interesting dynamics into the battle for high-end ships. Maybe this can be applied to Class 6 and over Shield Generators so smaller ships are not affected... I'm just figuring it out.

I wholeheartedly agree. Shields seem to be balanced so that the bigger the shield, the slower the recharge rate relative to the capacity, and the longer the reinitialization time. Both of these seem to originate in intention to prevent strong regeneration on the biggest shields outpacing the damage of smaller weapons, thus becoming immune to them; but in fact shield regeneration stops for a brief moment after every hit, so you can totally get through the biggest shields with the tiniest weapon and some patience.

The good spot, I feel, is somewhere around what the Eagle currently has, both in terms how fast you refill those shield rings when no one is firing at you any more, and in terms of how long it takes until the shields are back online when they had broken down.
 
True, thats why there is no need to have an armour on fast and large ships such as clipper or fdl. Better is have additional 6-7 of speed to run (weight of armour).
Good point.
I realized too armour can be ok in 1v1 but is almost useless in Combat Zones.
Also, waiting 1-2 minutes instead of 3-4 for shields to recharge would be sometimes always too much and will make you choose to escape the same, but at least is something you could deal with. I definitely think double the recharge rate would bring something more interesting to the battle.
@Hawkmoon, I'm trying to imagine a more various scenario than just "shields offline, I leave".
 
This where you have to know which fights to take on and when to run, letting your shield get too low is just bad play ans show a lack of awareness, if your shields are below 50% and your target is not about to die it is time to bug out. Please don't start asking for the game to be dumbed down any further learn to manage your ship or stick to trading.

This exactly. I'm flying a Vulture and it's part of the gameplay to know when to stay and slug it out and when to run away like a little girl. The shields are very strong, especially with a booster fitted and it takes a long time to wear down. If it recharged too quickly people would have a legitimate reason to call for a nerf because the Vulture would be all but invincible. As it is the fact that it takes several minutes to come back on line is a weakness we have to work around. Take the opportunity to go back and hand your bounties in.
 
This exactly. I'm flying a Vulture and it's part of the gameplay to know when to stay and slug it out and when to run away like a little girl.

Yeah, the issue, I think, is just what to do then? So your shields are low or already have failed, to put power to the engines and boost away. And then? Wait 5 minutes 10km away from the battle for the shields to refill or reinitialize? (No you'd FSD out and back in as that resets the shield, which is another issue altogether; as soon as that is fixed you'd have your 5 minutes fiddling-thumbs-time.) That's just boring, in my opinion. The shield mechanics themselves are fine, just the downtime to regenerate in both cases is too long, imho.
 
I'm flying a Vulture and it's part of the gameplay to know when to stay and slug it out and when to run away like a little girl. The shields are very strong, especially with a booster fitted and it takes a long time to wear down.
Don't let me be OT, but you might have not faced any class 3 lasers yet. I killed more PvP Vultures than NPC Vipers in Lugh.
 
After a lot of PvP during this Lugh war I thought about it...
The fact: any big ship who loses shields is either doomed or needs to FSD out of the battle (and come back in the instance right after that, with full shields online, ludicrous) cause shields need *minutes* to get back online. Even if you have Mirrored or Reactive armor, you won't choose to stay in the battle, cause nobody can resist minutes without shields in a combat zone. Also, unless you have a Clipper, it can be very difficult to leave the battlefield, so yes, you are probably doomed.
I wonder if a better recharge rate (I'd say even double the one we have now) can bring some more interesting dynamics into the battle for high-end ships. Maybe this can be applied to Class 6 and over Shield Generators so smaller ships are not affected... I'm just figuring it out.

You should probably start running before your shields drop? Tbh, this sounds a bit like "I bought an expensive ship and it isn't indestructible, please make it indestructible".
 
How about a new utility mount item: Shield Chargers

Increases shield recharge time while shields active and reduces shield downtime when shields dropped.

We already have a properly named utility item: Shield Boosters. They just need to change it a bit so it increases the recharge rate.

Some day, I would love to have the same recharge rate that NPC Sidewinders have. Ever seen one of those recharge? I want that power in my ship.
 
We already have a properly named utility item: Shield Boosters. They just need to change it a bit so it increases the recharge rate.

Some day, I would love to have the same recharge rate that NPC Sidewinders have. Ever seen one of those recharge? I want that power in my ship.

Shield recharge rate is the same for all shields.
Sidewinder just have a small shield, so it goes very fast.
 
Back
Top Bottom