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
In a Cobra a B2 cell bank, 1 charge replenishes about 2 rings of a A4 shield generator. The most efficient way of using 2 cell banks is to bind them to a key, and turn one of them off in the modules settings. When the charges are finished for the active one, turn that module off and activate the other one (saves power too). Not sure why people are saying Cell banks are OP, they just mean you can stay in a fight or bounty hunt longer. They are definitely invaluable when trying to take on larger and more powerful ships, without them there would be a lot more "I lost my asp threads...".
 
In the outfitting screen, in the lower right, it'll show your ship's empty and full mass.

When looking at a shield generator in the outfitting screen, it'll show the optimal and max mass that shield generator can protect in the 'info panel' for the module.

You always want to try to make sure the optimal mass limit of your shield generator is higher than the mass of your ship.

Thanks a lot, I just assumed the optimal and max was something that was on the ship itself, the station I'm at now doesn't have outfitting so I can't check right now but I don't know if I want to get that other shield generator since it was so heavy
 
Makes no difference what shield you have, shield cells recharges to max. I've got T7 with C4 shields and C2 shield cell and it charges to max. I think that all different sizes do is recharge quicker.

They all take 4 seconds to charge up.
The shields on all ships are different, you can see their base value on the ship purchase screen.

A3 shield cell on a viper with A3 shields nearly fully recharges them
A2 does over 2 rings
A1 does a bit over one ring.

Viper has stronger shield than a cobra so I would expect an A2 shield cell would charge more than 2 rings on a cobras A4 shield.
 
Ok I'm back in B 2 shield cell banks and I do see a reload of 8 vs the 4 was getting with the A 2 so that still doesn't make sense but it's cool, live and learn and turning off 2nd module till needed is awesome tip I've been burning them out 2 at s time, thanks!!
 
Multiple shield cell banks?

Apologies if this is a stupid question, but can you have multiple shield cell banks installed?
 
Yes you can. If you set them to different fire groups then you can use them one cell at a time too.

They're currently the most overpowered thing in the game.
 
Looking at the video, the NPC did actually blow up. You can see it at around 3.5 seconds in.

Damage scales with how hard an impact is, it looks like this head on collision was more than enough to overload your shields and your hull, which is unsurprising considering how fast you and the NPC were going (~160m/s on your end alone, and the NPC was likely at least half that based on its thrusters prior). 200+m/s with several hundred tons on either side is more than enough to destroy a cobra regardless of shield power.
 

Remiel

Banned
Yes you can. If you set them to different fire groups then you can use them one cell at a time too.

They're currently the most overpowered thing in the game.

And yet, they're not infallible. It's always easy to miss a beat when switching fire groups to a shield cell bank that still has charges left. After extended durations in combat, they become more of a liability.

After all the recent claims of them being over-powered, I rigged a Viper with three of them in my internals, plus a shield gen, and if you've got enough stuff hitting you, they can quickly overpower your shields while you're on a different firing group and without shields, shield cells are useless. A ship with multiple shield cell banks is not unbeatable. In fact, I'd rather just stick to one and have empty internals to keep weight down myself. I'm now using an Eagle at Barnard's star armed with dual multi-cannons and a missile launcher, point defence (which I'll probably switch to a chaff launcher since no one there seems to ever use missiles), a C1 FSD interdictor (for bounty hunting while in transit to conflict zones - caught a player with ~2K on him tonight, he put up a good fight too, but he died), D3 shield gen and an A1 shield cell bank. The Eagle's manoeuvrability alone means I hardly ever need to use the shield cells if I keep myself on the move and hard to hit. Combat bonds only pay out 3G per kill, so I go after the little fighters - other Eagles, 'Winders, and F64s - to maximise the revenue stream vs ammo expenses. I prefer multicannons + missiles because even though they're weaker against shields, they don't drain as much power and I can send more power to ENG and SYS (for speed and shields) while still sustaining DPS on smaller targets.

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Yes. Best use is going to your power settings and turn off one until all charges are finished, and then turning on the other one. Otherwise you burn a charge from each on a key bind.

Or as previous posters have mentioned, you assign them to different firing groups.
 
And yet, they're not infallible. It's always easy to miss a beat when switching fire groups to a shield cell bank that still has charges left. After extended durations in combat, they become more of a liability.

Yes you can still miss a beat, which can be easy to do, but thats a small price to pay when being able to regenerate all of your shields. I can currently kill an Elite Anaconda in an Eagle, only possible with shield cells (for me currently, and I challenge anyone to do it without). This says to me that they're pretty overpowered.
 
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Remiel

Banned
Yes you can still miss a beat, which can be easy to do, but thats a small price to pay when being able to regenerate all of your shields. I can currently kill an Elite Anaconda in an Eagle, only possible with shield cells (for me currently, and I challenge anyone to do it without). This says to me that they're pretty overpowered.

But if you miss it, and you lose your shields, shield cell banks do nothing to regenerate them.

As for the elite 'conda... you can do it without shield cell banks in an Eagle. It's not easy, but it's doable. You can make it easier with at least one railgun on there as well. Being able to switch flight assist on and off on the fly certainly helps as well for maintaining high angular velocity against him while still keeping your nose pointed at him. I've had a lot of experience in Eagles and it would be wise not to underestimate it's capabilities in the hands of a good pilot, shield cells or not. I only have one shield cell bank on mine but I rarely dock without a few charges left. It's very light and easily outturns everything else out there except Federal F64s, which are so squishy you probably won't need to turn for a second pass, just hit em hard on the first.

I'm not seeing it as OP. I've seen a lot of OP - Ishtars in EVE are OP right now, this shield cell bank hubbub isn't even on the same level as that problem. You put enough pressure on a pilot using them, and I'll guarantee he'll lose his cool and make a mistake, as long as you can keep your own. Shield cell banks do not a good pilot make, they just give him a few more hit points to delay his inevitable doom against a better pilot.

As an addendum, having a good shield generator is going to be worth more to a good pilot than having the ability to recharge it quickly. I think a lot of people are filling up with so many shield cell boosters because when you're fitting for combat, there's really nothing else worth putting in those internals and they might be under the impression they have to fill em up. I know if I'm in a Viper, fit for combat, I have a couple of empty internals to keep weight down, and just one SCB.
 
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Shield cell banks do not a good pilot make, they just give him a few more hit points to delay his inevitable doom against a better pilot.

It isn't a few more hit points though, it can theoretically give you 6 times as many hitpoints for your shields. The idea of something being overpowered is when two people of equal ability go against each other, and one comes out way on top. What if a good pilot uses them?

The problem about them being overpowered is that we can use multiple banks on one ship, which is simply way too much IMO.
 
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