Bi-Wave or the usual...

I am currently working on the Lei Cheung stuff. However I see nearly 50:50 split between Bi-Wave fans and standard shield generator fans. So before I engineer the wrong module can someone please shine more light on this. Why Bi-Wave/why standard and what benefits more PvE build...
 
Biweaves use less power, are lighter, recharge quicker. But overall they give less shields than prismatics or normal shields.
Their main advantage is quicker recharge in a fight. But against many foes they would soon collapse. Prismatics are the opposite. Heavy, max power usage, and a huge shield cap. But slows to a trickle recharge.
Normal shields are a cross between the 2.
Generally biweaves are used on smaller builds or ones with power limitations.
Weight is everything in some builds as is power. So use the shield type that best suits the build.
 
Bi-weave recovers quicker than standard shields, but at a cost of lower overall 'protection'
Regeneration of shields when not being hit by fire differs on module - for PvE uses, it depends on what you'd expect to encounter - be it short trips to just kill a single target or two, or asustained stays in Haz Res / CZ use..

Have a play with orbis and engineer there outside of the game :)

I use both 'A'-rated and Bi-Weave shields in my fleet depending on the capabilities of the ship for the expected task.
 
Paging @Northpin , iirc :D

For me, it depends on what I'm trying to achieve.

For my mission runners, which have paper-thin armour on account of being loaded up with anything I could need for optimal mission running (e.g hatch breakers, interdictors, cargo hold, collectors etc) I go the usual (though prismatic would fit in this doctrine too). This is basically so my shields can take as much damage as possible before going down, at which point I make a break for it, though it's unusual I find myself in that circumstance.

For CZs and pure combat, I go bi-weave, because I can take a hit when shields go down, and the quicker recharge means overall more damage will get soaked by shields during prolonged combat. As Dragsham points out, normal/prismatic slow recharge to a trickle, so you spend way more time with hull exposed, should your shields go down, which makes them less useful (for me at least) in prolonged combat.
 
Odd I find the Biweaves with some enhancements are an advantage in multi combat situations. The ability to get the shields up quicker is a real halp in a war zone or similar. Low power enhanced with fast charge and a couple of boosters allows very quick recharging. Add a couple of cell banks and it works better than plain heavy shields. In one to one situation heavy is better generally I must agree.
 
To add up: when engineering bi-weave shields, anything that increases raw shield value is not the way to go. If you want to stick to the full potential, go thermal/fast recharge and resistance augmented shield boosters in order to not change the shield re-charge/recovery time values to get the most out of it. experiment on coriolis beforehand, otherwise you'll end up with something really similar to normal shields, but weaker.
 
Most of my combat is RES site and CZ against NPCs so I always pick bi-weave shields on fast ships.

If you're taking too much enemy fire, a boost away out of the firing line to allow your shields to regen or pop a SCB doesn't take long.

My combat ship builds are all about staying in the RES or CZ for prolonged periods and having minimal/zero downtime between engagements, so I've equipped and engineered my ships for that purpose.

I tried bi-weave on my Conda that I'd outfitted for wing assassination and that was less successful. Even with high resistances there just wasn't enough raw joules of shield to keep it active taking continuous fire so I went for standard shields with a mix of heavy duty, thermal and augmented resistance boosters. That gives me enough shield to tank the incoming fire and whittle down the enemy. For those smaller but more intense engagements shield recharge is not as important as total shield joules.
 
Last edited:
The general rule is biweaves for fighting many ships one after the other, and A-rated normal shields or prismatics for single fights against multiple opponents or a particularly fierce one. For exploring, you only need shields if you're going to land on planets, and then it's a question of getting the lightest ones that have enough strength to protect you from a bumpy landing.
 
Since bi-weaves came out it’s very rare that I use or Engineer anything else (the occasional ‘edge’ build aside).

For majority of PVE the extra MJ isn’t worth the slower recharge speed/power use.

One day I’ll unlock Prismatics so I can put Class 1 in Courier/Eagle to free up some slots.
 
An additional observation on bi-weaves: since they regenerate more MJ/s than the other types (especially when restoring the first 50% capacity from being down), it is absolutely possible that for certain combinations of shield and distributor sizes (and engineering effects), the shields will draw the distro empty even when it's A-rated, charge enhanced engineered, and at full pips to sys. Which in the worst case can mean that your defensive utilities (chaff etc.) won't be able to fire when you need them the most. That's why the lo-draw experimental is a valid option for some combat ships, too.
 
Last edited:
My preference, in almost all situations (*), is to use Reinforced Bi-weaves. Not thermals.
Reinforced Bi-Weaves gives the best absolute MJ values and usually similar or better MJ after resists compared with Thermal Builds.

The advantages of Reinforced Bi-Weaves are: better protection to absolute damage - that is ramming/collisions and Plasma weapons.
Disadvantages: lower protection per MJ value and (due to bigger MJ pool) slower recover from broken state
But let's not forget that both Plasma and ramming are used by NPC (and by commanders alike if we talk pvp)

The advantages of Thermal Bi-Weaves are better protection per MJ of absolute value and better recover from broken state.
But a lucky ram (or a shadow ram) can leave your ship naked. And Plasmas will negate most of those juicy resists

However, the slow recover rate can be somehow mitigated by deactivating some of the Heavy Duty skill boosters during the recover phase and can be negated by disengaging from combat and rebooting the ship.


(*) the exceptions are usually the small ships where the difference in Shield absolute values between thermals and reinforced are too small (not only because small shields but also because lack of utility slots for skill boosters)

Regarding the other shields (PVE wise):
  • I use prismatics only on ships where i dont expect to engage in combat more than once every 15 minutes and i save the larger slots by using smaller prismatics. For example Python / Krait with 3A Prismatics or Clipper / Conda with 4A Prismatics or T9 with 5A Prismatics or Cutter with 6A Prismatics.
  • Normal A rated shields? Only in the above case if i dont have Prismatics or i'm already using A-rated and i cba to re-engineer a Prismatic (my Mining Cutter is using 6A shields which are good enough and i really dont see the point to engineer a 6A Prismatic)
 
Like previous answers, it depends on activity and you play style... This for my PvE gameplay.


I use Prismatics on all my trader ships, I get to have the best possible shield in the smallest possible slot. So I get to carry more cargo with shield in the smallest slot. As a simple rule of thumb, a Prismatic is a roughly the same strenght as a size bigger standard A-rated shield, so a class 3 Prismatic is similiar to strength as a class 4 A standard shield, and also have the weight...so I have lots of small Prismatics

For Combat, it depends on your wanted activity and play style.

When I play with my friends, and doing 50+ Massacre missions, or doing Conflict Zones, we go with Prismatics and healing beams.
When doing this solo, I sometimes changes to Bi-weave to rely on their much faster recharge rate.

But I mostly use Prismatics most of the time, and I when they go down, I just go away and do a reboot/repair and get 50% shields back, and now they are almost as good as if I had regular A-rated shields.... so I can carry on with the fight... and reboot/repair until I dock next time.
When using Bi-weaves, it is a bit more hit run tactics to allow the shields to recharge between the attacks.


I do not use SCB's, I find them boring, but they are definitely also something to consider in this. and if you like to use these or not.



My best recommendation is to try both out, and see what you like the most.
 
To add up: when engineering bi-weave shields, anything that increases raw shield value is not the way to go. If you want to stick to the full potential, go thermal/fast recharge and resistance augmented shield boosters in order to not change the shield re-charge/recovery time values to get the most out of it. experiment on coriolis beforehand, otherwise you'll end up with something really similar to normal shields, but weaker.

This caught my attention, as I noticed recently that I have a pretty sub-par setup on my vulture with negative thermal resistance :rolleyes: , and am playing around with my build on coriolis now.

Tried what you suggested above and got some impressive resistance values, at the cost of half the raw shield strength but sitting at a recovery time of just 1:25 minutes... Is there a softcap on resistances though? Got some at almost 70%
 
Back
Top Bottom