Newcomer / Intro Need some help on shield cell mechanics - cells don't appear to fire regularly

I understand that prior to shields being depleted, you fire the shield cell, and it regenerates the shield strength. I also understand that 1.1. added a delay in the shield cell firing (5 seconds, correct?).

My question is on the mechanics around that firing. At this point, I'm not sure if there other mechanics at play that will prevent it from firing... or if there's a bug, or maybe a broken trigger button on my keyboard.


Scenario:
Run into pvp combat. Shields start going down. When I get to one solid shield ring, I attempt to fire the shield cell to regenerate. Wait 5 seconds after firing, and I look down, and the shield rings aren't regenerating.

Ship: Viper or Cobra. In both, deployed energy usage is less than power plant total. Both power plant and shield cell component is A/module rated. Shield generator is either A or B rated (also at the correct module size).

While deployed energy usage is less than power plant total, if I'm in a dogfight, I have three pips to engines and three pips to weapons. Since there's no pips to systems, is this why the shield cells aren't firing? There are times when I hear the "regeneration" sound, and indeed, the shields fully charge. But that seems to happen less than 25% of the time. I've tried going weapons off while I fire it (thinking the cells needed a certain threshold of available energy to fire). This doesn't seem to happen with my opponent, who is firing the entire time, and see their one ring of shields go full.

The other option is that the process is buggy, or that my key strokes aren't being registered. I've mapped them to different keys (mouse thumb button, space bar, etc.), and get the same problem. However, these same keys work perfectly if I map them to "fire chaff", or some other function.

Is there an energy concern I don't currently understand regarding shield cells? Any input is greatly appreciated! Thanks in advance!
 
I think most devices other than the weapons themselves draw their power from SYS so you will need at least one pip in that with some power in the capacitor. I'm pretty sure that heat sinks don't work without SYS power, for example.
 
I think most devices other than the weapons themselves draw their power from SYS so you will need at least one pip in that with some power in the capacitor. I'm pretty sure that heat sinks don't work without SYS power, for example.

I'm betting it's this.

With no pips in SYS your sys capacitor is going to empty out and then stay empty. If there isn't enough power in the sys capacitor for the shield cells when it's time for them to fire, they aren't going to fire.

I am absolutely making the assumption that shield cells run from the sys capacitor, but it seems a safe assumption to make.
 
Also, remember they will not recharge if your shields are fully down. You need to time them in advance so they trigger when you still have some shields left. Too late = lost cell and no gain.
 
If you have no pips in sys, no wonder you need to regenerate your shields.

Indeed. I have VA commands for Defensive (SYS/ENGINE pips) and Attack (WEP/ENGINE pips). May need to throw some commands in there that balance the pips out, allowing some SYS pips while fighting. Probably the same reason my A-rated shield generator isn't holding those shields up as long as they should. Probably too much love for the FA off boosts, and I've over-stacked my thrust and weapons capability.

Good responses, and I thank you CMDRs!
 
Also, remember they will not recharge if your shields are fully down. You need to time them in advance so they trigger when you still have some shields left. Too late = lost cell and no gain.

Well poopy. That's why they never seem to do any good when my shields are completely gone and things are looking real real bad.
Thanks.
 
Back
Top Bottom