Bi-Weave ?

I have a question.....right now i have 4200 MJ Bi-Weave......we all know that Bi-Weave restore more quickly but how much of this 4200 ?....all of it? or only the first 574 MJ i buy from stock that restore faster and the rest just normal ?
 
Bi weaves are simply "C" class shields that recharge at 2 MJ/second instead of the standard 1 MJ/second.

Edit: They will recharge at the faster rate for the whole range of shield, all the way up to the full 3 rings.
 
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Bi weaves are simply "C" class shields that recharge at 2 MJ/second instead of the standard 1 MJ/second.

Edit: They will recharge at the faster rate for the whole range of shield, all the way up to the full 3 rings.

Also they regenerate at a rate of 4MJ/s IIRC when they are collapsed.

So if you have a very small amount of shield left after a tough fight, you might actually want to consider turning your shield off and on again so that it can recharge 2x faster up to 50% full shield amount.
 
The Coriolis webpage can show you how long it will take to Recover, and fully Recharge. Build your ship as it is in game, and you can get the values you can expect.
 

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While running bi weave you'll want to focus on high resistance instead of high MJ numbers so you can really make use of the 1.8mj/s regular recharge rate.
Especially considering how easy it is to his 50% resistance to every damage type nowadays.

The only downside to this compared to your current ship is that it won't be as good for ramming.
 
I have a question.....right now i have 4200 MJ Bi-Weave......we all know that Bi-Weave restore more quickly but how much of this 4200 ?....all of it? or only the first 574 MJ i buy from stock that restore faster and the rest just normal ?

Shield restore is seperate to regen. There is the time to reform a shield, then the time to regenerate. However, engineered modifications are flat stat gains on top of existing.

Shield reform/ regen is a flat recharge speed; this applied across the entire shield regardless of capacity; ergo the accelerated rate of bi-weave is expressed across the entire capacity.

More MJ simply equates to slower regen; it's still the same rate, over the entire shield, regardless.

Technically, increasing resistance for bi-weave is the better approach as this reduces incoming damage; it allows the sacrifice of capacity to mean a massive regen gain because capacity remains the same as stock, but with longer uptime.

Remember, 4 pips to sys is additive on resistance. So bi-weaves with resistances set to "11" as much as possible makes them much harder to collapse, and they recover very quickly if this happens.
 
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Bi weaves are simply "C" class shields that recharge at 2 MJ/second instead of the standard 1 MJ/second.

Correction: 1.8 MJ/s. I don't know whether 2 MJ/s was a measurement error, but since 2.1 added detailed and precise stats, it shows 1.8 for an unmodded Bi-Weave. Secondary effects on shield mods can get that back up to 2, however.
 
Bear in mind that due to highee power draw you need a high-end power distributor to service the biweave. Without one it will suck your sys capacitor dry and your shields will recharge super slow instead of super fast.
 
Shield restore is seperate to regen. There is the time to reform a shield, then the time to regenerate. However, engineered modifications are flat stat gains on top of existing.

Shield reform/ regen is a flat recharge speed; this applied across the entire shield regardless of capacity; ergo the accelerated rate of bi-weave is expressed across the entire capacity.

More MJ simply equates to slower regen; it's still the same rate, over the entire shield, regardless.

Technically, increasing resistance for bi-weave is the better approach as this reduces incoming damage; it allows the sacrifice of capacity to mean a massive regen gain because capacity remains the same as stock, but with longer uptime.

Remember, 4 pips to sys is additive on resistance. So bi-weaves with resistances set to "11" as much as possible makes them much harder to collapse, and they recover very quickly if this happens.
Basically this.
But resistance shield will hit 75% hard cap on kinetic and explosive resistances way earlier than thermal. MJ boosting has non of that.
 
Yep the consensus here is correct. If you choose to go bi-weave you should go thermal resistant shields as they don't effect recharge rate. Also only Resistance Augmented shield boosters should be used as they wouldn't slow down effective recharge rate which is the main benefit of bi-weaves. It also makes your shield cell banks more viable.

My 2 cents. It sounds like whatever you're using them on is one of the big three. IMHO Bi-weaves shouldn't be used on anything bigger than an FDL and even that is pushing it. Being the big slower object for the most part you're going to get hit and stay in the targets view majority of the time now allowing for bi-weaves to really benefit. Now if this is a PVE build then yea, they could be a viable solution to use in-between bounty hunting skirmishes. But if you ever come across a cmdr with a decent ship load out then you'd be toast. A heavy duty build with added on resistant augmented boosters combined with heavy duty boosters is better overall. You can always add on shield cell banks to make it stay up longer before you need to high wake. Idk I've always had the theory that if I have a big ship I want the shields to stay up longer because if they go down, then its game over they won't go back up.
 
Keep in mind though if you go the resistance path, every MJ of shield will count more, the difference to max MJ builds isn't as big as it looks. With the faster recharge, again every MJ you recharge is actually worth more. And SCBs also give "more" MJ than it looks like.
 
Keep in mind though if you go the resistance path, every MJ of shield will count more, the difference to max MJ builds isn't as big as it looks. With the faster recharge, again every MJ you recharge is actually worth more. And SCBs also give "more" MJ than it looks like.

Correct but you have to be out of the line of fire for the shield to actually begin to recharge. That was my point saying they're not as viable on a large, easy to hit ship. And it would be better to do a combo of heavy duty and resistance augmented on a large ship. Not just heavy duty.
 
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Correct but you have to be out of the line of fire for the shield to actually begin to recharge. That was my point saying they're not as viable on a large, easy to hit ship. And it would be better to do a combo of heavy duty and resistance augmented on a large ship. Not just heavy duty.

Just dump a SCB...
 
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