After weeks of trial, I have come up with this. ED shipyard link
Pros:
- Major staying power. Nothing (and I mean nothing) will blitz your shields, you will always have time to make rationalized decisions based on the situation.
- Full laser load out means enemy shields drop like a hot knife through butter. And you know it, when shields drop about everyone starts to run.
- Intimidation factor. Enemy sees that you have 8 shield boosters and thinks "he must have little to none shield cells", but how wrong could he be.
Cons:
- Beams would do more alpha dmg. But they also drain your capacitator faster, and with good piloting its not hard to keep your weapons on target for longer. The DPS difference is negligible.
- Jump range takes a slight hit with all those cell banks, but then again jump range is not a factor in a PvP geared ship
You keep 3 cell banks active, and disable cargo hatch and put FSD on priority 2, rest on priority 1. Leaves just enough power to run the setup. When youre out of your first set of cell banks, you power them down and switch the next 3 on. Can be a bit tricky in the heat of battle, but then again you have so much shield strength you can quite comfortably do this. I've tanked several players and police vessels at the same time and had no problems.
Feel free to share your thoughts, criticism etc
Pros:
- Major staying power. Nothing (and I mean nothing) will blitz your shields, you will always have time to make rationalized decisions based on the situation.
- Full laser load out means enemy shields drop like a hot knife through butter. And you know it, when shields drop about everyone starts to run.
- Intimidation factor. Enemy sees that you have 8 shield boosters and thinks "he must have little to none shield cells", but how wrong could he be.
Cons:
- Beams would do more alpha dmg. But they also drain your capacitator faster, and with good piloting its not hard to keep your weapons on target for longer. The DPS difference is negligible.
- Jump range takes a slight hit with all those cell banks, but then again jump range is not a factor in a PvP geared ship
You keep 3 cell banks active, and disable cargo hatch and put FSD on priority 2, rest on priority 1. Leaves just enough power to run the setup. When youre out of your first set of cell banks, you power them down and switch the next 3 on. Can be a bit tricky in the heat of battle, but then again you have so much shield strength you can quite comfortably do this. I've tanked several players and police vessels at the same time and had no problems.
Feel free to share your thoughts, criticism etc