Ships A bit of shield advice please.

hi after all the years playing i've never really been into the combat side but am now starting to enjoy it as i try it out more , ive been modding a python not just for combat but for various uses , bit baffled on the shields i always had 6a but went for 6c and modded them , 6a is stronger but thermal res weaker on 6c is stronger res thermal wise but lower strengh, thermal is what i want?????




Untitled1.jpg
Untitled2.jpg
Untitled3.jpg


the 6a shield strengh is around 870 when installed on the ship but with poor thermal res
 
They have different thermal resistance because they are engineered differently - you've put a thermal resist modification on the biweaves. Yes, if you're doing PvE, thermal works vs lasers.
 
They have different thermal resistance because they are engineered differently - you've put a thermal resist modification on the biweaves. Yes, if you're doing PvE, thermal works vs lasers.
yeah i get that but what im asking is thermal res best to have on shields as oposed to explosive as you mainly get attacked by thermal until shields go down , so is 2% thermal good or donkey poop ? does strengh not matter as long as thermal is good ? not meaning to sound rude if that's how i come across :)
 
The difference in resistances is due to the modifications you've got applied to the two different shields. The Bi-Weaves are engineered for thermal resistance, the stadards are engineered for high base capacity.

What I would generally do for PvE in a Python would be to use Bi-Weave shields engineered to G5 Thermal Resist/Force Block, with 1 booster at Resistance Augment/Force Block and 2 Heavy Duty/Super Capacitors. That would give you a nice balance of effective strength against different types of incoming damage, plus a lot of endurance due to fast and easy recharge.

A general principle is that in any scenario where you are going for high endurance and you can reliably control incoming damage, both of which tend to be true in PvE combat situations, resistances + recharge rate are higher value. The higher your resistances the more effective each point of recharge is, and if you can control when you get to recharge either by killing enemies fast or disengaging between combats you will maximise the effectiveness of recharge.
 
Last edited:
i've been fighting in hi res sites and the war things and have not really lost shields with the 6a's but when i do i bail as they take for ever to reboot and my hull is still the lightweight armour modded but weak vs explosive, guess i'll jump in with the bi-weaves and see what the score is :)
 
i've been fighting in hi res sites and the war things and have not really lost shields with the 6a's but when i do i bail as they take for ever to reboot and my hull is still the lightweight armour modded but weak vs explosive, guess i'll jump in with the bi-weaves and see what the score is :)
Get some Reactive Armour, engineer Heavy Duty, add a small Thermal Engineered HRP. No more hull issues.
 

Deleted member 115407

D
Assuming you have G5 access to Cheung and Vaterman?

Python....

5A Shield, Thermal Resist Force Block
A Shield Booster, Resistance Augmented, Force Block
A Shield Booster, Heavy Duty, Force Block

You can practically live forever in that thing.

Here is an example.... (shields and armor)

so is 2% thermal good or donkey poop
It's incredibly poop
Resistance is always better than raw megajoules
 
Last edited by a moderator:

Deleted member 115407

D
yu

yup that is the plan , just modding my vette n conda at the same time , money is tight atm lol :)
In that coriolis link I sent, put four to shields and go to the defence tab. Look at the effective shields and armor vs damage types.
 
don't understand that coriolis thing one bit lol,edit, nope i get it, wow intersting results with minor tweaks to certain components , impressed :)
 
Last edited:
Once you've got all the engineering access, I would consider something like this as the "frame" of a Python for combat:


It gives you enough shields and hull to take on basically anything you please in a Haz-RES or CNB, and I've left the innards free for you to mount whatever you please. (I'd take an SCB for serious combat use though)
 
GloatingSwine had the right idea there. Here is a fully specced Python for shields and hull. I added weapons also because you need those beam lasers to pre-cool your ship before firing that SCB because otherwise you overheat.

Total effective shield strength 5900 * 2 (resists) = 12000 and then with pip managemnt you more than double that.
1622363779231.png

6% of that comes from shields alone, 10% from boosters and 10% from guardian shield reinforcements and 74% from SCBs. The 2x modifier of resists comes totally from shield and booster engineering. There is also the alternative to go even more towards resists, by switching all the boosters to resistance augmented super capacitors. That comes with a bit of a cost to max shields and I always have 1-2 heavy duty ones on my ships to get a bit more shields against absolute damage also. It is up to you, numbers wise the full resistance approach seems a bit better on a ship like this because resistances boost both SCB and guardian shield reinforcement numbers also while heavy duty only affects your generator numbers.. https://s.orbis.zone/f1id
 
Last edited:

If you set your experimentals on the shield and resistance augmented boosters to Force Block you'll gain 400 effective vs. kinetic and 23 effective vs. thermal. You'll gain more in holdout time than you trade in recharge time from losing Fast Charge.

I find most ships with an Armoured/Thermal Spread power plant can use an SCB without causing themselves any problems, and largely don't rate thermal vent beams as being particularly necessary. (Don't be paranoid about going over 100% heat for a second or so). Efficient/Thermal Vent is also an antisynergy because thermal vent removes as much heat as the weapon would have generated, and efficient reduces that.

Running Efficient/Oversized Burst Lasers will increase your sustained DPS at the cost of barely anything from your burst DPS and more than double your WEP capacitor's endurance. Which will also reduce your overall heat because heat generated by weapons increases proportional to the missing energy in the WEP capacitor.
 
If you set your experimentals on the shield and resistance augmented boosters to Force Block you'll gain 400 effective vs. kinetic and 23 effective vs. thermal. You'll gain more in holdout time than you trade in recharge time from losing Fast Charge.

I find most ships with an Armoured/Thermal Spread power plant can use an SCB without causing themselves any problems, and largely don't rate thermal vent beams as being particularly necessary. (Don't be paranoid about going over 100% heat for a second or so). Efficient/Thermal Vent is also an antisynergy because thermal vent removes as much heat as the weapon would have generated, and efficient reduces that.

Running Efficient/Oversized Burst Lasers will increase your sustained DPS at the cost of barely anything from your burst DPS and more than double your WEP capacitor's endurance. Which will also reduce your overall heat because heat generated by weapons increases proportional to the missing energy in the WEP capacitor.
You always gain shield strength if you drop fast charge. Best engineering then is high capacity instead of force block though. Optimizing shields for kinetic resistance is a mistake in PvE because NPCs seem to favor using thermal weapons against your shields and kinetic + explosive against hull when their loadouts allow for that. Anyhow the difference between our shield building approach for any damage type is very small and the end result is so close to each other that it would be hard to see a difference while doing a blind test in combat with either engineering combo.
 
You always gain shield strength if you drop fast charge. Best engineering then is high capacity instead of force block though. Optimizing shields for kinetic resistance is a mistake in PvE because NPCs seem to favor using thermal weapons against your shields and kinetic + explosive against hull when their loadouts allow for that. Anyhow the difference between our shield building approach for any damage type is very small and the end result is so close to each other that it would be hard to see a difference while doing a blind test in combat with either engineering combo.

If you're building against a spectrum of different attackers, Force Block will still give you better holdout time than Hi-Cap without increasing distributor load. And NPCs will very happily use kinetic weapons on your shields if that's what they've got. They'll hold off on missile attacks but they will hit you with multicannons and rails.
 
Here's a Python build with medium strength high resistance shields and some SCBs, the lower strength shields make the most of the SCB addition and the resistance is biased towards thermal as a lot of the damage will be from lasers.

I reckon as long as you a reasonable balanced build any shield architecture will be fine, high capacity back to the station for a recharge ;), high resistance back to the station for more SCB's ;) both work just use what you like best.

 
Back
Top Bottom