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
The shields just modify the base shield strength defined by the ship itself. A Python has a base strength nearly 3 times as high as an Asp's. The difference in optimised mass and actual hull mass will alter the modifier that is applied to this base strength. If the optimised mass and hull mass are the same you get the base ship's shield strength. Higher rated modules will allow the modifier to shift more favourably in both cases of hull mass being lower or higher than optimised mass.

Thank you very much for the insight into how shield strength is determined. I did a lot of testing a bit ago trying to figure out the specifics of shields, but was unable to come up with a formula to reliably determine shield capacity for any given ship/generator combo. Do you think you could provide the formula used? The fact that I couldn't quite figure it out bugs me. I (and I'm sure many others) would be eternally grateful.

My shield research thread, if you're interested in seeing what we (at least think we) were able to piece together: https://forums.frontier.co.uk/showthread.php?t=89770

Any chance of getting that formula, or any other specific bits of data? Pretty please, with a cheery on top.
 
Would be good if the current shield & hull strength were represented in the outfitting screen along with jump range etc...

Thinking about it there are a lot of additional stats that would be useful on there: Top speed, maneuverability, Shields, Hull, Cargo capacity.
 
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Impact of different classes of shield/armour?

The base armour and shield statistics are available for a ship, but what impact does the different classes or types of these have on different hulls?

What is the impact of using a class 3 shield on a ship fitted with a class 4 shield, where the shield is within the maximum allowed mass, but is much heavier than the optimal mass?

Any experimental results would be interesting
 
Thanks for the info all. Still a little confused about the 'optimal mass' discription on the shield generator though. That would suggest that going over the optimal mass should actually weaken the shield strength but going over seems to increase shield strength. I.E the optimal shield for the Python should be class 5 (optimal mass 405t closest to the hull mass of 350t) but you get more shielding from a class 6 shield with optimal mass of 540t, way over the hull mass.
 
Thanks for the info all. Still a little confused about the 'optimal mass' discription on the shield generator though. That would suggest that going over the optimal mass should actually weaken the shield strength but going over seems to increase shield strength. I.E the optimal shield for the Python should be class 5 (optimal mass 405t closest to the hull mass of 350t) but you get more shielding from a class 6 shield with optimal mass of 540t, way over the hull mass.

I actually think that optimal mass pertains to the highest point of return for that shield type, so say you get 2points per ton on a python, after that point you'd get 1point per ton - so a heavier shield is indeed more effective, but slightly less efficient in how it goes about it enabling the smaller shields to still give a really nice chunk.

I apologise for the poor way i've described this but hopefully you get what I mean :p
 
shield cell banks?

Hi Guys,

I just bought a top of the range cell shield banks for my viper, I have to attach it to a fire group .. which seems a bit pants as I think if I am panicked I just want to hit a button.

they are quite expensive are they one use only?
As long as I have some shields they will top the shields up..but useless with no shields?

Anything else I need to know?
 
Try checking your control options, it should be possible to bind the shield cell activation directly to your keyboard.

And yes, use them before your shields fail or they become just extra weight to carry around. You can see how many charges your cell has on the right panel module screen.
 
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You can bind shield cells to a key so you don't need a fire group, it's in your controls settings. They do need 'ammo' of sorts but each one usually has a couple of charges. They are also insanely OP and need a serious re-balance since you are essentially invincible if you have a bunch of shield cells.
 
Additional information:

- Lower grade shield cells (e.g. B in contrast to A) might have more charges stored. But each charge will possibly not fully regenerate your shields.
- If you outfitted more than one shield cell bank, make sure you turned the additional banks off in your 'module'-tab (right side menu). If multiple banks are active, you will use all of them when activating a cell. This might, however, be exacly what you want, if one single charge is not enough to fill your shield energy to maximum. In all other cases, this is in vain.

I don't feel, by the way, that shield cells are OP. Just go to an extraction-site in an anarchy system and try bounty hunting! Earlier than later, you will find yourself attacked by multiple ships and burn through your shield cells faser than you might expect. Great fun, to be forced to have an eye everywhere... on your opponent, your weapon energy, your shields, all the other attackers...!
Not shield cells are OP, but E: D is too easy in general! As soon as multilple opponents would be the rule, not the exception, shield cells would be a very needed - and always too limited - survival support!
 
I don't feel, by the way, that shield cells are OP. Just go to an extraction-site in an anarchy system and try bounty hunting! Earlier than later, you will find yourself attacked by multiple ships and burn through your shield cells faser than you might expect. Great fun, to be forced to have an eye everywhere... on your opponent, your weapon energy, your shields, all the other attackers...!
Not shield cells are OP, but E: D is too easy in general! As soon as multilple opponents would be the rule, not the exception, shield cells would be a very needed - and always too limited - survival support!

Which means that shield cell banks should always be equipped as they make your ship equal or greater than multiple other ships. You should choose them over almost any other equipment because they are almost required for sustained combat. One device that's essentially always a better choice than anything else... how is that not OP?
 
Which means that shield cell banks should always be equipped as they make your ship equal or greater than multiple other ships. You should choose them over almost any other equipment because they are almost required for sustained combat. One device that's essentially always a better choice than anything else... how is that not OP?

Yep. In your logic, a shield itself is OP, as it always should be equipped if you want to go to combat. Or a FSI and a KWS, if you want to hunt for bounty. Or cargo racks, if you want to trade. Or refineries, if you want to mine. All this is needed, if you want to follow a certain profession. And all this is mutual exclusive, you can not outfit everything.
YOUR choice.
Or should I write: Your CHOICE?
 
I don't feel, by the way, that shield cells are OP.
Perhaps not OP but certainly creatively bankrupt. Combat between two shield potion users is dull as dishwater and the big ships are all but invulnverable when flown by someone who knows when to use shield potions - which let's be honest is hardly rocket surgery.
 
Yep. In your logic, a shield itself is OP, as it always should be equipped if you want to go to combat. Or a FSI and a KWS, if you want to hunt for bounty. Or cargo racks, if you want to trade. Or refineries, if you want to mine. All this is needed, if you want to follow a certain profession. And all this is mutual exclusive, you can not outfit everything.
YOUR choice.
Or should I write: Your CHOICE?

Combat is about as much a certain profession in Elite as flying

Besides, they make combat stupidly dull.
In Beta 1, you could travel at boost speed forever if you turned FA Off. What was the problem with that? You could choose not to exploit it! It was your choice.
 
You have x amount of internal slots..even with two shield banks fitted (at the expense of other utilitys like say, a cargo hold)..you will eventually run out of charges. Maybe instead we should nerf gimbaled weapons? (<- snarky sarcasm)
 
You have x amount of internal slots..even with two shield banks fitted (at the expense of other utilitys like say, a cargo hold)..you will eventually run out of charges. Maybe instead we should nerf gimbaled weapons? (<- snarky sarcasm)

Gee, thank the sky gods for that. Imagine if we would have unlimited SCB's! That would be fun...
But yes, they do run out eventually, or so I've been told (I've never had to use 5 in any fight)
 
Large ships should feel invincible against a single small ship. Why should an anaconda crumble or have its shields go down to a single viper or cobra with only 4 hard points? (two of which are small) Try this when you got 5, 6 or maybe 10 people shooting at you and you'll see that multiple shield cells are hardly OP.
 
Each to their own. 400+ bounty kills and loads of combat bonds bla blah. Never used a shield cell. Been pounded by real players but even that did not make me equip those SC. Personal preference. Not mandatory.
 
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