Does shield recharge time need a buff?

Le sigh. That argument has been brought up before in this thread, and the response is still the same: this thread is about the time it takes for shields to replenish (and reboot when failed) in the very case that you have got some breathing room, or even entirely withdrawn from a fight, not about the fact that you may eventually have to do so in the first place. And as I just said, as long as you are still being hit, shields to not regenerate at all anyway.

"Le sigh"?

OK.
 
The value of 0.9 MJ/s on a 3E Power Distributor on a Cobra is the rate at which systems recharge shields.

The default shield generator on a Cobra is a 4E with 93.58 MJ total strength. In theory therefore, a 4E shield should take 104 seconds (93.58 / 0.9) to recharge.

A class 3A Power Distributor pumps out 1.3 MJ/s, so the same 4E shield with an A rated distributor should take only 72 seconds.

View attachment 22524

For an example of how Shield Boosters affect recharge times, see my post here: http://www.elite-dangerous-blog.co.uk/Blog/2015/3/18/shield-recharge-times-in-elite-dangerous

I tested the effect Boosters have last night and the numbers seem to match.

Hope this helps.

Exactly. Getting the best power distributor you can hold is very important, especially if you are trying to run shield boosters.
 
I once timed my 7A shield on my Clipper without any shield boosters. It took a solid 4 minutes to recharge from "beep beep" warning back to full.
Now 7D with 2 boosters takes even longer

4 minutes is insane, there's no way around that. That's basically Everquest 1 meditation levels of downtime. I'd at very least cut the recharge time of shields down to 25%, or steadily increase the recharge rate the longer it's been recharging, so actually being out of any combat gives you full shields back fast while not being fired upon for 10 seconds isn't really noticeable.

By my calculations 7A Shields should take between 96 and 180 seconds to recharge depending on the class and rating of Power Distributor you have. 7D Shields with two 0A boosters should take 178 seconds with a 5E Power Distributor or 95 seconds with a 6A Power Distributor.

If there other factors, than the rate of charge from systems, that would add to this, I'd like to know so I can calculate the sum correctly. Mike Evans care to comment...?
 
Sorry for the quality. It's FRAPS, 30 fps, half size. Still 5 Gigabytes!

Fer-De-Lance
5A Shields, 6A Power Distributor, 2x A0 Shield Boosters
Four pips to systems.

[video=youtube;3NMpAjuqJLY]http://www.youtube.com/watch?v=3NMpAjuqJLY[/video]
 
The other issue is that very long shield recharge times "encourage" jumping out/back into an instance to instantly recharge the shields. Not strictly 'sploiting or cheating, but definitely another one of those "hrm, I don't think that's how it really should work..." moments.
 
The other issue is that very long shield recharge times "encourage" jumping out/back into an instance to instantly recharge the shields. Not strictly 'sploiting or cheating, but definitely another one of those "hrm, I don't think that's how it really should work..." moments.
It definitely shouldn't work like that. Just an oversight on FD's part.
 
The other issue is that very long shield recharge times "encourage" jumping out/back into an instance to instantly recharge the shields. Not strictly 'sploiting or cheating, but definitely another one of those "hrm, I don't think that's how it really should work..." moments.

Yeah, I hope the devs fix that bug rather sooner than later, as then suddenly many more players would raise their voices for faster shield recharge and reboot speeds. As long as you're used to FSD'ing out and in to instantly recharge your shields, of course you don't notice these long times, but once you have to sit out several minutes at a distance from the action, waiting for your shields to replenish, it gets boring very very quickly.

I don't do the FSD trick, personally, because to me that feels like abusing a bug, and each time I wait outside a conflict zone, I feel like this:
7850e271d3404b7ade4c4d9e65c778e3.jpg
 
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Sorry for the quality. It's FRAPS, 30 fps, half size. Still 5 Gigabytes!

Fer-De-Lance
5A Shields, 6A Power Distributor, 2x A0 Shield Boosters
Four pips to systems.

http://www.youtube.com/watch?v=3NMpAjuqJLY

Many thanks for uploading this. This does suggest that there is something out of whack here, although not quite sure what. The only thing which I can see that's different from my testing (apart from the ship of course) is that you have a shield cell bank. If you turn it off does it make any difference?

I'm going to dig out my Python tomorrow when I have a chance and go through the numbers for the larger shields and power generators again to see if I can work out what's happening. Thanks again.
 
Yeah, I hope the devs fix that bug rather sooner than later, as then suddenly many more players would raise their voices for faster shield recharge and reboot speeds. As long as you're used to FSD'ing out and in to instantly recharge your shields, of course you don't notice these long times, but once you have to sit out several minutes at a distance from the action, waiting for your shields to replenish, it gets boring very very quickly.

I don't do the FSD trick, personally, because to me that feels like abusing a bug, and each time I wait outside a conflict zone, I feel like this:

Yeah, same here - I'm tempted, but I've not used it - same as the logout-mainmenu-login undocking bug - it just makes the game feel like, well - a game, as opposed to flying my ship out of the station.

The times I have jumped out/back in have only been because spawns have finished - and I don't like the way that works either. I'm well aware of the P2P/instancing limitations, but I absolutely hate the way all ships in any environment (bar possibly ongoing instances with CMDR already present in Open?) reset when you jump in - police ships near stations always starting with each other, 3-4 vapour trails always moving from that one start point - the way a conflict zone looks like a badly edited scene from an amateur film, with actors stationary for half a second before the director yells "...aaaaand... action!".

It might be difficult to program a system where the ships you see are already "doing something" when you drop into an instance, rather than either all jumping in after you arrive or looking suspiciously immobile for a short time, but it would be a huge increase in immersion...

e: this goes even moreso for capital ships in solo. I mean, I jump out for 30 seconds and, it's GONE? OH THERE IT IS AGAIN.
 
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Many thanks for uploading this. This does suggest that there is something out of whack here, although not quite sure what. The only thing which I can see that's different from my testing (apart from the ship of course) is that you have a shield cell bank. If you turn it off does it make any difference?

I'm going to dig out my Python tomorrow when I have a chance and go through the numbers for the larger shields and power generators again to see if I can work out what's happening. Thanks again.
No, SCB don't affect recharge rate. I equipped those ones recently, nothing changed from what it used to be without them. :(
 
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