Does shield recharge time need a buff?

Agreed. We need this. The game needs this. And why stop there? We should start crying out for Invulnerability Packs, Cloaking Devices, Black Hole Launchers, One-click System Obliterators, and of course, Instant Lag Inducers!
 
Agreed. We need this. The game needs this. And why stop there? We should start crying out for Invulnerability Packs, Cloaking Devices, Black Hole Launchers, One-click System Obliterators, and of course, Instant Lag Inducers!
I feel sorry for you, really. Try to understand the topic, please.
 
Everyone moaned about shield cells and now that they are effectively a moot item its time to wonder what happens when your shield hits zero. I guess the answer from a pure gaming pov is to disengage before your shield hits zero.
 
Don't let me be OT, but you might have not faced any class 3 lasers yet. I killed more PvP Vultures than NPC Vipers in Lugh.

Quite possibly. I only play PvE and i don't know what the big NPC ships carry but tbh I don't stay in their firing arc long enough for them to hurt me too badly. Certainly some of them do seem to take my shields down quite quickly if i'm daft enough to stay still.

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(No you'd FSD out and back in as that resets the shield, which is another issue altogether;


Shhh. Don't tell everybody otherwise it'll get nerfed.
 
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Agreed. We need this. The game needs this. And why stop there? We should start crying out for Invulnerability Packs, Cloaking Devices, Black Hole Launchers, One-click System Obliterators, and of course, Instant Lag Inducers!

A point singularity projector would be awesome. Although the ability to destroy a planet, might be a bit op.
 
Shhh. Don't tell everybody otherwise it'll get nerfed.

Not nerfed, fixed. It's just one of those little details that does not carry over between SC and normal flight. I remember the times when even your power settings would be reset.

And once that is fixed, that may give an extra incentive for FD to revisit shield recharge rates and reinitialization times.

I think everyone understands the topic, it translates into: I dont want to dissengage because it would hurt my creds/hour ratio so FD should give me a module so I can perma tank all incomming dps.

No, it means "I don't want to sit around 5 minutes idling 10km away from the battle, because that is boring". It's perfectly fine that you have to disengage and get some time to recharge your shields, but once you are clear of the battle and have four pips to the shields, it shouldn't take an eternity for them to come back up or refill from half a ring.

Maybe the only thing we need is shield pips affecting recharge rate and reinitialization time? With 0 pips equalling the current values, and more pips making it proportionally faster?
 
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I fly a vulture for some pew pew at the moment, and i'm having alot of fun with, but it certainly is tedious getting that shield back up if I fail and let it drop. So I'm thinking to myself would I be better off with a smaller shield?

I'm thinking that the recharge rate MJ/s from the distributor is the same whether I have a 5A or a 4A shield fitted, so my flow of shielding is the same right? But if the small one fails I will come back faster, or am i being hopeful here?

See when I look at ED:shipyard, and going on the premise that these numbers are correct, then a 4A + 3 A boosters vs a 5A + 2 A boosters are very similar sized shields, yet once you turn the boosters off the 4A is significantly smaller so will come back up faster, also means i could run a size 5 cell battery instead of a 4 and feel more benefit from that as the same time.

http://www.edshipyard.com/#/L=60N,5TP5TP0_g0_g0_g3wo,2-6Q8S6Q5U7_6Q5A,7iW7RA

vs

http://www.edshipyard.com/#/L=60N,5TP5TP0_g0_g01Q3wo,2-6Q8S6Q5U7_6Q5A,7Sk7gy

Maybe my logic is flawed somewhere, but it seems to me this would be a possible set up that would give better shield recharge and more effective cell banks.
 
Recharge rate of shields is dependent on your power distributor. The time for shields to come back up is the time taken to recharge the shields to 50%.

Shield boosters add shield capacity but do not alter the recharge rate.

There are various tweaks you can do to decrease the time it takes to bring shields back on-line after they have gone down if you use shield boosters.

I'd like to see shield cell banks able to be used when shields are offline, as that fits within the existing framework of the game.
 
I'd like for it to be a difficult decision for me to either jump into SC or wait for my shields to recharge away from the heat of the action - at the moment it's a no-contest jump to SC and come back with a full shield. - OK so the option here is to fix SC so it doesn't magic your shields to full strength.
 
Shield recharge rate is the same for all shields.
Sidewinder just have a small shield, so it goes very fast.

No it doesn't. At least not in an A-rated PLAYER Sidewinder. NPC Sidewinders recharge in a matter of seconds, though.

Shield boosters add shield capacity but do not alter the recharge rate.

I know. But I want them to :D I want them to boost it.

I'd like to see shield cell banks able to be used when shields are offline, as that fits within the existing framework of the game.

Or THAT. I like that. I like that a lot. I pop a shield cell and my Vulture shield recharges as fast as an NPC Sidewinder :D I want that!
 
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I'd like to see shield cell banks able to be used when shields are offline, as that fits within the existing framework of the game.

Genius, that might actually make them useful again. TBH thinking about it that should be THE ONLY time they can be used, that way you get rid of the cell spam and sustain some hull damage but know that your shield is coming back.
 
I'm slightly confused about the mechanics here - for example, does a 4A shield charge faster than a 5A shield on the same ship, given same pips/boosters etc?
 
Shield boosters add shield capacity but do not alter the recharge rate.

If you lost your shield the shield boosters increase the time until the shield is back up. You can easily test this by enabling/disabling your shield boosters while looking at the shield recharge progress bar.
 
I'm slightly confused about the mechanics here - for example, does a 4A shield charge faster than a 5A shield on the same ship, given same pips/boosters etc?

No, all shields recharge at same rate as long as there is power in the SYS distributor.
Somebody tested this, can't remember the thread.
 
How about a new utility mount item: Shield Chargers

Increases shield recharge time while shields active and reduces shield downtime when shields dropped.

It'd probably make more sense to increase shield recharge rate globally at a cost to shield strength.

But the general idea is good. And I understand why you wouldn't want to suggest lowering shield strength :) So your idea could work, too. And I suppose it makes sense in that we already have a way to quickly recharge active shields.
 
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