Does shield recharge time need a buff?

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?

I am not sure if there is a difference between the default recharge times of different class A rated shield generators. However a 4A shield generator with 3* A rated shield boosters enabled should recharge slower than a 5A shield generator with 2* A rated shield boosters.
 
shields with more hit points should have a faster charge rate...after all the whole generator is bigger.

That doesn't make sense, shields with more hit points would take longer to recharge, shields with a larger class however ( with the same hit-points ) should, i think, charge faster.

Refilling a bathtub with water : Hit Points = Tub Size. Class = Tap-Size.

It might be nice to be able to sacrifice capactor ( Tub ) size on a sheld module for faster recharge times. ( essentially the opposite of a Shield Booster utility ).
If you are in a fast ship and in a situation that you know wont need lots of shield capacity, being able to bug-out and quickly recharge shields would be a boon.
 
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You should probably start running before your shields drop? Tbh, this sounds a bit like "I bought an expensive ship and it isn't indestructible, please make it indestructible".

Id depend of your speed and ship and situation. When you are under fire in 4vs1 better run, because shields will fall quickly and hull desappear in one moment.
But if tou are 2vs1 or 1vs1, but in bad situation you can run just after your shields fail and hull with fast ship wil lbe enough to run. Propably you run at 80% hull... but if you are chased by clipper or FDL - it may be worse.
This is some game experience - to know when and why run.

(there is some sentece "Good coward always know when to run") :D

To be clear:
- Recharging time depend only of shield capacity. It mean If your ship have a 300 capacity it doesnt matter you will have 2A shields or 5A shields. They will rechardge from fail same time.
Shields boosters extending capacity by percent. For example FDL with 300 capacity and 4A boosters will have 540 capacity. If it fall, you will wait an age to bring them back... you can turn off boosters and shields will up faster, because capacity will be lower.
- Recharging rate in capacitor is for capacitor, not for shields. This is how fast your shields belt will recharge in capacitor, not shields.
- shield strongness is NOT shield capacity. You can have a big capacity, low recharge time but weak shields. There is table on forum about shields strongness.
- cellbanks not regenerate a percent of shields but an amount of MJ. So cellbank 4A will regenerate the same amount of MJ in shields independent of your shields, you can have 5a shields r 4E shields, and regenerated vaule will be the same.
https://docs.google.com/spreadsheets/d/1Xq2fmxhjfNiwtR2fBR1MAZrwEcjFudSuSjTOLwfcqlM/pubhtml
 
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Those figures in that chart don't look right to me, different to EDShipyard by absolute miles.

Hmm you're right.
I tried 3 different ships and they are very different result.

Example with Viper:
ED: 3A = 220 MJ
Docs: 3A = 179 MJ

And the difference is a lot worse on Vulture for example, it's off by almost 100 MJ.
Which is most correct?
 
Not sure if this has ever been mentioned, but what about having 'in combat' detection like other games have. Then you could keep the current recharge rate while in combat and an increased recharge rate when out of combat.

Shalzarr...
 
http://www.edshipyard.com/#/L=60N,,2-6Q7_6Q4s7_6Q5A,7Sk


[Vulture]

BH: 1I Lightweight Alloy
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3A Life Support
PC: 5A Power Distributor
SS: 4A Sensors
FS: 3C Fuel Tank (Capacity: 8)

5: 5A Shield Generator
---
Shield: 250.55 MJ
Power : 13.21 MW retracted (85%)
13.21 MW deployed (85%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 320.0 T empty
328.0 T full
Range : 17.66 LY unladen
17.66 LY laden
Price : 19,967,734 CR
Re-Buy: 998,387 CR @ 95% insurance

250.55MJ :S
 
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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.



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?

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.

I second you.


Guys, I agree with you all that a good player should choose when to disengage or not. I lost my ship only once in 3 days of PvP because chased by 3 FDL, so I know when to escape, trust me.
The point is: shields rebooting after going offline, at the moment, IS NOT an option AT ALL for *every* big ship in PvP. If you feel comfortable with it, no problem. I'd say it just could be more interesting if you could deal with the recharge time. Pips affecting the recharge rate and/or SCB useful for the rebooting phase (it's up to you if you want to waste them for that) could, IMHO, enrich the combat experience.
 
I think what this thread shows is that we, as users are pretty desperate for some factual figures regarding the modules that we are installing. Why have we got nothing official (Still?). They don't even need to be in game (although it would help) but we do really need them. Devs we shouldnt have to be making this stuff up with trial and error, regardless of how much a good job the people who have done so, have done of it!
 
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Then how does it work then?
If you use a 5E shield generator, it has less shield than the base.

So 5E effectively removes shield power?

An E class shield gives you less shield strength than the base figure, yes. I'm not sure what the base figure's units are, but they generally assume a C class load out. An A5 shield is most certainly many times stronger than the E3 shield on a Vulture, not the ~2x adding the base figure would imply.

Same goes for the speed. All C class and you get essentially what is listed, lower and you go slower, higher and you go faster, assuming weight isn't skewed unduly by other components.

It's less a "base" figure, and more an average one.
 
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An E class shield gives you less shield strength than the base figure, yes. I'm not sure what the base figure's units are, but they generally assume a C class load out. An A5 shield is most certainly many times stronger than the E3 shield on a Vulture, not the ~2x adding the base figure would imply.

Same goes for the speed. All C class and you get essentially what is listed, lower and you go slower, higher and you go faster, assuming weight isn't.

It's less a "base" figure, and more an average one.

That makes it even more confusing.
We badly need those numbers from FDev soon.
 
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.

Yes, because the shield capacity is higher the recharge *time* is higher, but the recharge *rate* stays constant and is a function of the power distributor.

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I think what this thread shows is that we, as users are pretty desperate for some factual figures regarding the modules that we are installing. Why have we got nothing official (Still?). They don't even need to be in game (although it would help) but we do really need them. Devs we shouldnt have to be making this stuff up with trial and error, regardless of how much a good job the people who have done so, have done of it!

The only thing I am aware of that we do not fully understand is how hull mass affect shield strength. Mike has given a fair few hints, and we seem to have pretty decent empirical results for that. What else are you looking for?
 
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