The Shield discussion thread

Do you think Shield Cells are:

  • Good the way they are in 1.03

    Votes: 62 20.3%
  • Ok but should be limited to 1 bank per ship

    Votes: 93 30.5%
  • Ok but Limit to 1 bank per ship and only a few cells (4?)

    Votes: 66 21.6%
  • Broken Mechanic - Should be removed from game

    Votes: 68 22.3%
  • Other : please leave comment

    Votes: 16 5.2%

  • Total voters
    305
Picking a shield gen

I have the choice between a class 2 rating b generator vs. a class 3 rating d gen. Which should I choose?
 
How are the shieldgens even different from eacht other (other than size ofc)? Their stats are a mystery to me and don't reveal how one is superior to the other. How do you read them?
 
How are the shieldgens even different from eacht other (other than size ofc)? Their stats are a mystery to me and don't reveal how one is superior to the other. How do you read them?

The Class shows the size of the shields. Every size suits to a ship model.
The different variations are the strenght of the shield. G being weakest and A being strongest.
 
The Class shows the size of the shields. Every size suits to a ship model.
The different variations are the strenght of the shield. G being weakest and A being strongest.
Ok.. that is quite clear so far. But what do the actual stats say about the shields? I'm especially talking about those "Optimum/Maximum Hull Mass" values...
 
Don't take shields that are too small for your ships hull size. Optimum size should be always higher than your current mass.

That doesn't make sense to me. Surely the optimum is where you get the best performance (either by shield power, efficiency, or some other measure)? Obviously you don't want your mass to be higher than the shield generator can support, but is it really as simple as "bang on the biggest you can"?
 
Don't take shields that are too small for your ships hull size. Optimum size should be always higher than your current mass.

I see. I guess if you put it that way: your current ship's mass should be as close as possible to the shield's "Optimum Hull Mass", and never higher than it's "Maximum Mass" that could make sense.
 
Ah.. yeah. In the Outfitting section it says "Cannot equip: Hull too heavy for shield generator" for the models that have a lower max mass that your current ship's mass. Makes perfect sense to me now. Thanks.
 
Optimum is a bad word to use in that case. Bigger is always better. If you want the most shield you can get, put an A grade shield generator that matches the class of your biggest internal bay in there.
 
Ah.. yeah. In the Outfitting section it says "Cannot equip: Hull too heavy for shield generator" for the models that have a lower max mass that your current ship's mass. Makes perfect sense to me now. Thanks.
Glad i could help.

Optimum is a bad word to use in that case. Bigger is always better. If you want the most shield you can get, put an A grade shield generator that matches the class of your biggest internal bay in there.
Makes sense, agree.
 
As far as I can tell, the reality is that no one really knows WHAT the shield module class values REALLY mean. There have been various 'tests' folks have done to try to determine if a Class A shield is better than a Class C shield for example, but they have been FAR from determinate. In fact they have been so close to the same that I frankly have not bothered updating shield generators at all. Class E shields seem to be almost as strong as Class A from what I remember.

That said, there was a patch note about 2.05 or 2.06 that said they were tweaking the shields, so maybe that has changed... anyone know?
 
As far as I can tell, the reality is that no one really knows WHAT the shield module class values REALLY mean. There have been various 'tests' folks have done to try to determine if a Class A shield is better than a Class C shield for example, but they have been FAR from determinate. In fact they have been so close to the same that I frankly have not bothered updating shield generators at all. Class E shields seem to be almost as strong as Class A from what I remember.

That said, there was a patch note about 2.05 or 2.06 that said they were tweaking the shields, so maybe that has changed... anyone know?

I noticed a difference before my Class A shield fighting against condas.
I can withstand more damage with a Class A shield as i was wiht an Class C shield.

Personal observation.
 
is it really as simple as "bang on the biggest you can"?

Barring power, space and cost considerations? Yes, it is.

I see. I guess if you put it that way: your current ship's mass should be as close as possible to the shield's "Optimum Hull Mass", and never higher than it's "Maximum Mass" that could make sense.

This isn't how it works.

You want the largest optimal mass possible on your shield gen and thrusters, even if these figures greatly exceed the total mass of your ship.
 
I have the choice between a class 2 rating b generator vs. a class 3 rating d gen. Which should I choose?

what ship? What are you looking for?
class 2 on a viper are poor.
class 2 on an adder aren't that bad.
I haven't tried a class 2 on an eagle, but I would think they would be ok as well.

A rating is about 30% better than E
 
I still believe "optimal" hull mass = ship mass gives the fastes recharge (twice as fast) while too large shields (above the current ship mass) reduce the reloading time (the pips rotating around the shiip icon). I once had this with a Cobra I think. Optimal mass works for Thrusters (only optimal engine mass = ship mass will give max speed) and friendship drives (optimal mass = better acceleration/decelaration in super cruise in the sweet spot area).

The Thruster "theory" has been confirmed by a Dev, the FSD by a friend and the shields...well. Since all mass depenand modules have different optimal masses except for the shields, this might not be the case. However, an A3 shield on a Viper reloads waaay slower than a A2 one (between optimal and max hull mass).

If someone could test my theory by checking if optimal mass = ship mass recharges faster, it would make sense but lacks the diversity in-game to fit the best shield for the current ship mass.
 
I still believe "optimal" hull mass = ship mass gives the fastes recharge (twice as fast) while too large shields (above the current ship mass) reduce the reloading time (the pips rotating around the shiip icon). I once had this with a Cobra I think. Optimal mass works for Thrusters (only optimal engine mass = ship mass will give max speed) and friendship drives (optimal mass = better acceleration/decelaration in super cruise in the sweet spot area).

The Thruster "theory" has been confirmed by a Dev, the FSD by a friend and the shields...well. Since all mass depenand modules have different optimal masses except for the shields, this might not be the case. However, an A3 shield on a Viper reloads waaay slower than a A2 one (between optimal and max hull mass).

If someone could test my theory by checking if optimal mass = ship mass recharges faster, it would make sense but lacks the diversity in-game to fit the best shield for the current ship mass.

nothing stopping you doing your own testing. E shields charge faster than A
 
CR are stopping me, fergal. And availability :D

each ship is different, but there seems to be hard caps to how much under or over the optimal mass changes the shield strength.

Size 2 was about 10-15% weaker on an adder than the size 3.

So on an adder a 2A was similar to a 3D. 2A is much more expensive though and needs more power.

This isn't true for all ships.

A 3d shield on a viper is stronger then a 3d shield on an adder, but the adder has a mass much lower then the optimal mass of the shield.

Probably the same for an eagle, they fall over when you shoot them, and I think they have size 3 shields.
 
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