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
I agree with OneAmongOthers. A large ship costs a lot more than a small one. It should feel like its worth the cost to purchase and maintain.
 
NO such thing as Overpowered!
Anything bigger than you is OP.
Anything stronger than you is OP.
There will ALWAYS be stronger opponents than YOU. OP is all in the mind!
 
I agree with OneAmongOthers. A large ship costs a lot more than a small one. It should feel like its worth the cost to purchase and maintain.

That I can totally understand. When there's too much money involved (with a big ship) the cells is probably a good idea. Never ran anything bigger than a T6 yet.
 
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

In othet words, the optimal mass is where you're getting the most bang for your buck.
 
So So, what a nonsence,

you can perma chaff, because you can fit multible modules of chaff, the hotkey only launches ONE of the module, you can press twice and since the first module has a reload timer, the second will be activated....

So schield cells are overpowered, but yeaaaahhh lets be able to press one button and recharge the complete shield of a python, dont really put a reload timer on it noooo.
why the heck cant you press twice you lazy piece to recharge the pythons shield, no you just to lazy thats why bouth cells activate at once...

i rarley read a more pityfull answer on my posts, then in this one... i mean even my cobra poll, so much nonsence written there, i hardly could belive that ppl are against a choice to please the customer, to have more ppl playing the game.
how ignorant ppl can be, and then answering with such a nonsence.
 
...In future it might be possible to fit modules that can decrease the hull mass for the purposes of shield strength calculation (think shield boosters or something).

Slightly off topic, but is there any chance of modules that'll reduce the effective hull mass for other single calculations? I'm thinking honeycomb bulkheads for increased speed/jump range and the like.

I'd love to build a racing ship...
 
It's not a bug, if you have 2 banks it will fire one from each. Either assign each to a fire group or disable one in the control panel until needed
 
This just happened to me too: unable to recharge all at station - switching off the module allowed me to recharge it - now i'm slightly scared to lift off again XD
 
Anyone else come across this?

Got a 6 cell Shield Bank - when I try to fill it, I can reload 5 of the 6 cells but then they get removed one by one until there are none left. The money is taken each time.

You get that whining sound normally associated with loading constantly I am in a station. Logging and relogging has no effect.

I can't actually leave any station with charges in the shield cell banks.

Even tried different size banks with no effect.

Don't want to raise a ticket if it's something daft or common.

Ok if you are using just one Shield Cell unit, try changing it to a key on the keyboard before you do anything else. I had this problem until I moved it to a key. (I play mouse and keyboard and not joystick controls) This way I get all 10 hits from my Shield Cell.

I hope this helps
 
Shield Cells, Chaff, Heat Sinks - How often do you use them?

So far I haven't had the need to use these things, but then again I'm new and not putting myself at too much risk if I can help it (NPC combat at most, and even then I've had to bail a couple of times).

But I'm just wondering how necessary these things are in the later game, so I can get used to where and when I should be using them.
 
Welcome Commander

Heat sinks, sometimes, but usually when I've got some stolen cargo (rarely) and want to improve my chances of getting inside a starport without being scanned. I also read recently the genius (to my mind!) idea of using a heat sink when too hot near a star (every once in a while I'll fuel scoop, then immediately use the frame shift drive, when I'm already sitting at 95% heat!). Scorchio.

The chaff and shield cells, I've recently installed but not used.

Do consider buying a point defence system. I'm never sure if mines doing anything, but I've never been hit by a missile yet (I think) so perhaps it's doing its job quietly and shooting them down.
 
So far I haven't had the need to use these things, but then again I'm new and not putting myself at too much risk if I can help it (NPC combat at most, and even then I've had to bail a couple of times).

But I'm just wondering how necessary these things are in the later game, so I can get used to where and when I should be using them.

Well, I'm a Mostly Harmless/Dealer/Surveyor with an Eagle, Viper and Cobra to my name and I haven't used any of those things yet apart from some Chaff which I tried to land on (instead of, you know, the more traditional landing gear) when I was getting to grips with a new set of joystick bindings :)

I have a mate who swears by chaff and someone else on the forum here was saying that with Shield Cells he was practically invincible but personally haven't felt the need ... yet.
 
Shield Cells are the only one of the items on your list I've had any personal experience with - as a combat pilot, they've saved my bacon on multiple occasions. Really let's you punch above your weight - with a will kitted Viper (mostly A rated modules), the Cells allow me to take out Elite Anacondas.

There are pilots out there who attest to having killed the Elite 'Condas in a Viper without Cells, but I assume that's using the kiting method (which I find fairly boring and not easy with my current PL/Cannon loadout). I like to be in the thick of it, using my speed and maneuverability to stay in it's blind spots, more exciting but also a lot more dangerous than kiting. Fighting like this, Shield Cells really help if they manage to get a firing solution for more than a second or two.
 
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Default Shield Cells, Chaff, Heat Sinks - How often do you use them?

A lot. They are the only defences I have on my Lakin 7 without a shield. I use about 4heat sinks per jump and maybe 1chaff on average
 
Shield Cells are the only one of the items on your list I've had any personal experience with - as a combat pilot, they've saved my bacon on multiple occasions. Really let's you punch above your weight - with a will kitted Viper (mostly A rated modules), the Cells allow me to take out Elite Anacondas.

Am I right in thinking that what they do is recharge your shields if they're running low but that once your shields are down it's too late?
 
Yep, you're right. And regarding the initial question - chaff makes the enemy's gimballed weapons go nuts and stop hitting you (but only as long as the chaff cloud is between you and the enemy), and shield cells are ridiculously overpowered and should be either nerfed or removed entirely (IMHO, of course) - you can fit a ton of them onto the ship, and as long as you're not forgetting to press the button, you're unkillable. Probably, you can only die if you get shot by something with a huge alpha damage (like multiple railguns or plasma accelerators), that will instantly drain your shield to zero.
 
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