Shield strengths across different ships and different "pips"?

Is there any documentation/notes of the rough shield strength difference across the different ships?

ie: If you shot different craft (with fully charged shields) with say twin C2 pulse lasers, how would they react? Would a Cobra's shields out last a Vipers?


Also, many moons ago I recall seeing a video suggesting 4pips to shields made them stronger? Is there any truth to this (now)?
 
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not that i am aware off and as different shield generators and multiple shield zones will be introduced soon(tm) i don't see any point in testing those now, closer to gamma there should be such tests done ;)

but if you have enough time, money and guinea pigs you can do that ;)
 
not that i am aware off and as different shield generators and multiple shield zones will be introduced soon(tm) i don't see any point in testing those now, closer to gamma there should be such tests done ;)

but if you have enough time, money and guinea pigs you can do that ;)

Multiple shield zones? :S Is that on all ships, or just larger ones?
 
starting from cobra and bigger :)

Veep: Which ships will get multiple independent shield sections?
Ships roughly the size of the Cobra or larger will have multiple shield zones, and the ability to “push” shield power between them.

you can read a lot of useful information from links in my sig ;)
 
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just the larger ones, there was some info about it a couple of newsletters ago IIRC.

on the subject of pips to shields from what i have seen adding power to shields reduces the recharge time but doesn't strengthen them in the manner you suggest
 
just the larger ones, there was some info about it a couple of newsletters ago IIRC.

on the subject of pips to shields from what i have seen adding power to shields reduces the recharge time but doesn't strengthen them in the manner you suggest

pips to SYS do not reduce recharge time but do strengthen shields ;)
 
Huh?

If your shields are out, surely 4 pips get them back online (recharge) quicker than 1?

it's easy to test and you can have your answer soon enough, but when i did try i didn't see any increase in recharge speed, however, the difference of hits that shields can take before failing is huge if we compare 2 pips and 4 pips, almost 2x more, just get a friend and you will see the difference or play combat scenario and see for yourself :)

that's why there is advice to put 4 pips to SYS when docking, it will save you many times.
 
it's easy to test and you can have your answer soon enough, but when i did try i didn't see any increase in recharge speed, however, the difference of hits that shields can take before failing is huge if we compare 2 pips and 4 pips, almost 2x more, just get a friend and you will see the difference or play combat scenario and see for yourself :)

that's why there is advice to put 4 pips to SYS when docking, it will save you many times.

You mentioned number of pips making no difference to recharge time? = Interesting! Are we talking shields out, and the circle of blocks (going around) building up till your shields are back up? Or once your shields are up, them getting to full stength?
 
You mentioned number of pips making no difference to recharge time? = Interesting! Are we talking shields out, and the circle of blocks (going around) building up till your shields are back up? Or once your shields are up, them getting to full stength?

actually just tested, if your shields are DOWN it will be faster back ON with more pips, however if your shields are ON (like took some rings down) then i think there is no difference in recharge rate up to 3 full rings, BUT damage that shields can absorb before failing is greater with every new pip to SYS.

it takes 2 to test that so the damage done will be equal in each test :)
 
if your shields are DOWN it will be faster back ON with more pips
That I (at least) knew!

however if your shields are ON (like took some rings down) then i think there is no difference in recharge rate up to 3 full rings
This I did not know! I wonder if even with no pips, if the rings will reappear?

The damage that shields can absorb before failing is greater with every new pip to SYS.
This I also did not know!


Thanks!
 
not that i am aware off and as different shield generators and multiple shield zones will be introduced soon(tm) i don't see any point in testing those now, closer to gamma there should be such tests done ;)

Oh great :D another thing to think about during combat :rolleyes:
 
This I did not know! I wonder if even with no pips, if the rings will reappear?

this need to be tested, you need someone to shoot at you same gun same amount of hits and bring down to 1 ring and then just count seconds till all 3 rings are back ;) i didn't test that so i don't know, but with 0 pips to SYS shields will not move at all, so probably bad idea ;)

anyway as they are still balancing all then we can only speculate how it will look like in finished game :)
 
No they don't.

Get someone to blast out your shields, leave 0 pips to SYS.

Look right, and you'll see your power level indicators. You will see the SYS bar gradually empty.

Consider this your SYS battery. It means that during short term engagements, you can still recharge your shields, without worrying about dumping pips in there. Over longer engagements, you will find that the recharge rate into that battery cannot keep up with the draw back into the shielding system, and therefore it will deplete (even on 4 pips) while you take damage, and the shield attempts to restore itself.

For this test, you have 0 pips in SYS, therefore you will never see the battery recharging - denoted by the funky warpcore Star Trek like effect going up the battery charge indication. Therefore, once you have used all of the battery up, whatever shielding you now have (or progress toward regenerating your shield) is it. No more.

Until you put pips back into SYS again.

Throw one pip in there, and you get the slow crawl that we typically see NPC ships suffer from toward the end of restoring their shields.

2 pips, it's a little better...

...4 pips, and it's -almost- like standard shield recharge.
 
pips to SYS do not reduce recharge time but do strengthen shields ;)

While this is strictly true, in practice it's false.

Shields recharge from SYS at a constant rate, however there is not enough charge in SYS to completely recharge your shields. Once SYS is empty, your shields will only recharge as fast as SYS recharges - which depends on your pips.

In practice, pips to SYS do affect your recharge time - quite significantly if you were at 0 SYS.
 
Thanks for the mention Big Chap.

Pips in Sys does effect shield recharge time.

However, when your shields are less than max, any energy stored in the SYS capacitor banks will be dumped into shields at a constant rate.

If you have FULL SYS Capacitor banks, and you go silent, then switch silent off (to set your shields to zero), you'll see that your shields recharge at the same rate regardless of how many pips you have in SYS. This is your MAXIMUM recharge rate.

However, once you've run out of stored energy in your SYS capacitor bank, you are back to recharging at a rate dictated by your ships power plant, and the number of pips you put in SYS. This varies from ship to ship and is detailed in my Ship Catalogue.

Pips in SYS has no effect on shield strength (it may possibly have done in alpha and prem beta, as a bug), but having 4 pips in SYS means you're constantly recharging the shields, making them harder to take down.
 
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