So, guys, I never liked very much the cell banks, in PvE, since they offer little and become dead weight very fast... After I unlocked the lvl. III engineering of them, I give them one more try.
The result was the same - useless dead weight...
I got one of those missions, stacked for the same cargo, with 4-5 "receivers" when you put in a big ship, like the Cutter, in a single load, the cargo for all 4-5 missions.
And right after you leave with the big cargo, you get that message, from several mission givers, "enemy ships are coming for you".
In my case, was a nice "stack" of pirates, 3 x 4 coming after my juicy cargo. Same system, Delkar, where are 2 big stations, with famine, civil war and tons of elite pirates. So, great place for adrenaline junkies, right. Well, my experience was bad - after first wave ( I was willing to submit the interdiction and fight the pirates) I realized the game switched to the "hard mode" for me, since each interdiction from a single pirate ALWAYS bring a second or even thirs pirate to drop at the fighting place almost immediately ( after only some 10-15 sec since the fight started, a second or third pirate will join ... ) ;
Well, guys, my shield cells depleted after first wave, with 3 pirates, all in Elite Condas, the kind who take at least 2-3 minutes to kill. Some of those Condas probably run 2-3 layers of cell banks because I remember one of them restoring the shields 4 times in less than a minute, really fast, in just few seconds.
Conclusion - I was forced to fight the rest of waves with a dead weight , and my shields reduced by 25% ....
So, next trip I switched back and equipped the Guardian shield reinforcement module, all follow in the same scenario, several waves of double / triple pirates at once, BUT using the reboot/repair glitch after each fight I was, overall, to maintain the shields with some good extra MJ non-stop, a thing the cell banks do not offer after the charge is depleted.
I know, in theory, cell banks increase the overall MJ, like many Tube veterans posted, BUT that is not true in PvE situations when you need to fight your way through 3-4 successive attacks each of several hardened enemies... the cell banks simply are NOT made for prolonged combat, period.
So, from my experience, cell banks, even level 3 with Boss experimental effect, are not worth for continued fight... once depleted ( and they deplete fast recharging a level 7 Prismatic...) - once they run out of juice, they are dead weight. On the other hand, the Guardian module, will work for you non-stop, giving you the same constant extra reinforcement, will never overheat, you do not need to worry to activate they are very fast to repair ( 1-2 seconds) and, if is true they will give you less on paper, at long term, the constant, non-stop flow of reinforcement, for situation when you are forced to fight many waves without getting in a station, they are a much better option, used in conjunction with the reboot/repair...
What are your toughs about, guys ? I am curious if my opinion is shared.... Thank you all in advance.
The result was the same - useless dead weight...
I got one of those missions, stacked for the same cargo, with 4-5 "receivers" when you put in a big ship, like the Cutter, in a single load, the cargo for all 4-5 missions.
And right after you leave with the big cargo, you get that message, from several mission givers, "enemy ships are coming for you".
In my case, was a nice "stack" of pirates, 3 x 4 coming after my juicy cargo. Same system, Delkar, where are 2 big stations, with famine, civil war and tons of elite pirates. So, great place for adrenaline junkies, right. Well, my experience was bad - after first wave ( I was willing to submit the interdiction and fight the pirates) I realized the game switched to the "hard mode" for me, since each interdiction from a single pirate ALWAYS bring a second or even thirs pirate to drop at the fighting place almost immediately ( after only some 10-15 sec since the fight started, a second or third pirate will join ... ) ;
Well, guys, my shield cells depleted after first wave, with 3 pirates, all in Elite Condas, the kind who take at least 2-3 minutes to kill. Some of those Condas probably run 2-3 layers of cell banks because I remember one of them restoring the shields 4 times in less than a minute, really fast, in just few seconds.
Conclusion - I was forced to fight the rest of waves with a dead weight , and my shields reduced by 25% ....
So, next trip I switched back and equipped the Guardian shield reinforcement module, all follow in the same scenario, several waves of double / triple pirates at once, BUT using the reboot/repair glitch after each fight I was, overall, to maintain the shields with some good extra MJ non-stop, a thing the cell banks do not offer after the charge is depleted.
I know, in theory, cell banks increase the overall MJ, like many Tube veterans posted, BUT that is not true in PvE situations when you need to fight your way through 3-4 successive attacks each of several hardened enemies... the cell banks simply are NOT made for prolonged combat, period.
So, from my experience, cell banks, even level 3 with Boss experimental effect, are not worth for continued fight... once depleted ( and they deplete fast recharging a level 7 Prismatic...) - once they run out of juice, they are dead weight. On the other hand, the Guardian module, will work for you non-stop, giving you the same constant extra reinforcement, will never overheat, you do not need to worry to activate they are very fast to repair ( 1-2 seconds) and, if is true they will give you less on paper, at long term, the constant, non-stop flow of reinforcement, for situation when you are forced to fight many waves without getting in a station, they are a much better option, used in conjunction with the reboot/repair...
What are your toughs about, guys ? I am curious if my opinion is shared.... Thank you all in advance.