Shield Boosters

Personal preference is to Engineer the shield generator for Thermal Resist, and boosters for Resistance Augmented - I can usually push my resistances to at least 50% all, and half-damage is right about the same result as doubling the strength - and this means considerably shorter recovery from broken.
 

The Replicated Man

T
See, I called mine Trousersnake, and no pirate dared go near it :D As for the boosters, thermal the shield and then spread out between heavy duty and resistance aug would be my 2 cents.

It's Fumbles. It always was Fumbles
 
I added thermal resistance to the shields (G5), and just used heavy duty for the boosters. I swap between 4A and 6A prismatic shields, depending what I am doing. Though to be honest, I rarely use the 6A as I use the Python for mission running. Even with the 4A it is more than capable of taking down NPCs (I will happily stack 3 pirate assassination missions and deal with all three at once - have you noticed that as soon as one of them interdicts you, the other two turn up? :) ).
 
Thargoids ignore shields so you want HRPs and MRPs.

Due to a bug in the way diminishing sheild booster resistances are calculated, the resistances on the generator are ignored so you are being short-changed if you take anything other than the thermal resist mod on your generator. Whether you go 4x heavy or 3x resist-aug/1x heavy on the boosters is up to you. would probably pick the resist setup with Bi-weaves for sustained REZ/CZ duration, and pick a 6A shield with 4x heavy for one-off encounters, base assaults, assasinations etc because you can reboot and repair at the end of the encounter.

Last time I've checked, shields mitigated a part of the Tharg damage that bled to the hull. Hence why I suggest Max shield strength with Max hull integrity, with G5 Reinforced shields, G5 HD SBs and G5 HD HRPs plus 1-2 MRPs if the optimal internals. allow it.
 
Last time I've checked, shields mitigated a part of the Tharg damage that bled to the hull. Hence why I suggest Max shield strength with Max hull integrity, with G5 Reinforced shields, G5 HD SBs and G5 HD HRPs plus 1-2 MRPs if the optimal internals. allow it.

Shields debuff damage; but it depends what type; the entire point of bi-weave is regen speed for example, so maximising shield strength is counter productive. With high resistance even thargoid damage is mitigated to some degree; HRM/ MRM is actually far more important than eleventy SCBs; arguably SCBs are a waste, because your modules and hull (mostly hull) will take a beating long before you'll run out of SCB charges - at least thargoid wise.

SCBs are less relevant for bi-weave as their regen rate means they are at or near full strength the majority of time; so an SCB charge can help avoid something bursting your shield down, but otherwise a bit redundant. I use a single class 7 SCB on corvette with bi-weaves now, as an example. That'll provide ~50% of my entire shield pool in one charge, and I have 6 charges. Leaves more room for other internals.

Have not used A's or Prismatic in forever; the stand-and-deliver hoping your shields never crack (because you are leaving if you do, or risking a reboot) got old. ;)

That probably about covers it.

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I found in my Conda with 5A G5 thermal shields (and 3H 3R boosters) that the hull/module damage from my first attempts at antagonisng thargoids was a far bigger problem than shield failure. I was getting malfunctions galore yet still on two full rings of shield having not touched an SCB.

My Conda is now fitted for thargoids and has 3500 integrity at 40% resists with two 5D MRPs as well.

It's just a shame the AX missiles aren't much use anymore....
 
Shields debuff damage; but the entire point of bi-weave is regen speed, so maximising shield strength is counter productive. With high resistance, I can tell you first hand thargoid damage is bleed off just fine; HRM/ MRM is actually far more important than eleventy SCBs; arguably SCBs are a waste, because your modules and hull (mostly hull) will take a beating long before you'll run out of SCB charges - at least thargoid wise.

SCBs are less relevant for bi-weave as their regen rate means they are at or near full strength the majority of time; so an SCB charge can help avoid something bursting your shield down. That probably about covers it.

edited.

You might be right. Although firsthand I tell you my impressions were, the bug damage did ignore my resists.

I found in my Conda with 5A G5 thermal shields (and 3H 3R boosters) that the hull/module damage from my first attempts at antagonisng thargoids was a far bigger problem than shield failure. I was getting malfunctions galore yet still on two full rings of shield having not touched an SCB.

My Conda is now fitted for thargoids and has 3500 integrity at 40% resists with two 5D MRPs as well.

It's just a shame the AX missiles aren't much use anymore....

GluttonyFang is still soloing them with 2 AX Missiles, 2 AX MCs
 
I found in my Conda with 5A G5 thermal shields (and 3H 3R boosters) that the hull/module damage from my first attempts at antagonisng thargoids was a far bigger problem than shield failure. I was getting malfunctions galore yet still on two full rings of shield having not touched an SCB.

My Conda is now fitted for thargoids and has 3500 integrity at 40% resists with two 5D MRPs as well.

It's just a shame the AX missiles aren't much use anymore....

HRM+MRM is essentially the important factor for thargoids; MRM can be thought of as sacrificial, they offset damage and degrade over time, allowing other modules to function for much longer. Conda has a very high base state for hull, that's always been its strength, as you've now discovered. It can have very high integrity and high resistance. It really is such a broken ship, lol.
 
The only downside with the Conda is that when you combat spec it, the armaments are so much heavier than the unicorn-dust magic 400T hull that they nuke the jump range. Even a G5 FSD mod will be reduced to less than 30LY per hop.

Oh, the tragedy! (#1stworldproblems)
 
How do you guys with four shield boosters use SCB?

They absolutely m fry your ship. I hit two 6A without a sink, and everything started to malfunction.

Not a criticism gents, just trying to learn something.
 
Nothing has gotten the shields down on my Python with G5 reinforced shields with 2x G5 heavy duty + 1x thermal resistant booster since I rolled it about a year ago(? I guess.)

For a mission-running Python, it just doesn't matter how you engineer your shields, in my opinion - the buffs you get will make it basically invulnerable. If you want to bounty-hunt and engage FAS wings or whatever, then yeah, grind those mats and roll-and-reroll-and-reroll those biweaves.

For PvE, all the numbers flying around are willy-waving, nothing more.

How do you guys with four shield boosters use SCB?

They absolutely m fry your ship. I hit two 6A without a sink, and everything started to malfunction.

Not a criticism gents, just trying to learn something.
Boost boost boost, turn off lots of modules, fire one SCB. You'll probably hit 120% for like 3 seconds. Wait till you cool down. Do it again. If you turn the thrusters off, you might not even hit 100%.
 
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How do you guys with four shield boosters use SCB?

They absolutely m fry your ship. I hit two 6A without a sink, and everything started to malfunction.

Not a criticism gents, just trying to learn something.
I have a single 6A SCB on my Python and only need to use it rarely. Sure, it does heat up and do some 2% damage to a few modules but I have a good G1 low-emissions roll on my power plant and the SCB has a good reduction on thermal output from a G1 specialized roll. The side effects make the difference, the power plant even has an improved power output.
 
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