Shield Boosters VS Shield Cell Banks

What happens if you disable a shield booster on a depleted shield, let the shield recharge more quickly and restore the booster?

Disabling shield boosters helps bringing your shields back online, but the part the shield boosters suppy still has to be recharged after they are reactivated.
 
So basically once you lose your shields (ideally after you run out of cells). Power off the boosters to get your unboosted shields back online and charging up until they are full. Turn the boosters on and charge up when you have the time and charge again or nip into sc and back.
 
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There's no need to retract hardpoints. I have it set so that when I lose maybe two rings of shields, I quickly enable a SCB, which auto-disables SBs (cause they're used up anyway). Takes less than a second.

Once my shield is near full again, disable the SCB and the boosters kick back in. Weapons are working the entire time :)

Edit:

Apparently I didn't read that whole sentence...practice makes perfect I guess? It has become habit to me to quickly zip to modules and highlight SCB as soon as I come out of SC. I'm always ready to quickly enable it.

How have you set it this so it auto disables SB when you enable SCB please?
 
Big ships - both.
Biweave resistance build hull tanks - E-class resistance modded boosters, no cells.
Pure hull tanks - neither, obviously.
Anything else, favour cells over boosters as you get more shield that way, and util slots are in short demand. If you only have one util slot on a combat ship, you either need it for a heatsink for your cells, or if not, you probably want chaff in there.
 
Ideally I want to use both in a balanced mix. I try to balance shield strength and SCB recharge so that my SCBs can recharge 1-2 rings. My booster layout is set so that I reach that target MJ balance with the best damage resistance possible. On combat ships I prefer biweave shields and ideally only need the SCBs under really heavy fire. The general goal is to never let the shields drop at all.
 
Ideally I want to use both in a balanced mix. I try to balance shield strength and SCB recharge so that my SCBs can recharge 1-2 rings. My booster layout is set so that I reach that target MJ balance with the best damage resistance possible. On combat ships I prefer biweave shields and ideally only need the SCBs under really heavy fire. The general goal is to never let the shields drop at all.

What ship? It makes a big difference to shield strategy
 
Disabling shield boosters helps bringing your shields back online, but the part the shield boosters suppy still has to be recharged after they are reactivated.

Was just thinking about this the other day; wishing that there were key-binds to disable/enable individual modules.

If there was, I'd be tempted to build a proper switch-panel, using momentary toggle-switches, to control my modules directly.
On my T9 Miner, for example, if I could easily swap between a "flight" configuration and a "mining" configuration I could probably fit a 5A PP instead of a 6A, thus making the whole thing a bit lighter and more agile.

On topic, I have SBs on pretty much every ship and I have SBs and SCBs on all my combat ships.
As far as I'm concerned, SBs are just a routine part of your shield-build and then SCBs are an "emergency backup" for when you get into trouble.
 
How have you set it this so it auto disables SB when you enable SCB please?

That's from 2015.

You can set power priorities in your right UI panel.
If you disable something with a higher priority it will enable lower priority, un-powered modules.
Re-enabling it will make the priorities kick back in.
 
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