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
SUGGESTION/ISSUE: Multiple shield cell modules bound to key

Observed:
When you have mutliple shield cell modules and use them with a bound key/button they release a cell from all modules at once. In my current ship setup i use 2 shield cell modules with 8 charges each. I would get 16 shield recharges instead of 8 since all modules fire at the same time.
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Suggested:
When used with bound key/button: multiple shield cell modules drops 1 cell at the time from 1 module until its empty, and then moves on to the next module, and so on.
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Thanks!
 
Observed:
When you have mutliple shield cell modules and use them with a bound key/button they release a cell from all modules at once. In my current ship setup i use 2 shield cell modules with 8 charges each. I would get 16 shield recharges instead of 8 since all modules fire at the same time.
|
Suggested:
When used with bound key/button: multiple shield cell modules drops 1 cell at the time from 1 module until its empty, and then moves on to the next module, and so on.
|
Thanks!

Agreed. The current functionality doesn't make sense.
 
The same can also be said for heatsink launchers? I've never used them personally but I imagine they would be similarly affected by the currently functionality.
 
There's a workaround, but it's true that the bound button should only fire one at any point in time.

Switching one of the modules off in your module management screen will let you fire one at a time - just remember to switch the second one on when you run out on the first :)
 
There's a workaround, but it's true that the bound button should only fire one at any point in time.

Switching one of the modules off in your module management screen will let you fire one at a time - just remember to switch the second one on when you run out on the first :)
I did that and did exactly what you said - forgot to turn it on. :D
 
I think the OP's question can be answered by looking at this table. IF the values therein are correct, and assuming each charge of a shield cell bank adds a fixed amount of energy to a working shield, it explains why Viper shields need more juice to replenish then a Cobra's.
 
I think the OP's question can be answered by looking at this table. IF the values therein are correct, and assuming each charge of a shield cell bank adds a fixed amount of energy to a working shield, it explains why Viper shields need more juice to replenish then a Cobra's.

Yes, this appears to be the case.
 
I think the OP's question can be answered by looking at this table. IF the values therein are correct, and assuming each charge of a shield cell bank adds a fixed amount of energy to a working shield, it explains why Viper shields need more juice to replenish then a Cobra's.

I wonder how much of a shield a 7A shield cell restores.
 
Well, if an A6 is restoring most of the shield strength on a python with the best shields, I'd probably say...all of it.

That said, some overkill isn't necessarily bad as it can counter damage being taken as the SCB works.
 
The Viper does have unusually strong shields for the shield module it mounts.

Yeah, I don't know if it would be better or worse if the shield cell value wasn't a flat amount, but connected to the ships shield value. Would certainly make shield cells more powerful on ships with better shields.
 
Yeah, I don't know if it would be better or worse if the shield cell value wasn't a flat amount, but connected to the ships shield value. Would certainly make shield cells more powerful on ships with better shields.

I think it would be worse! My guess is that most players currently think shield cells are too cheap a win and have too much influence over combat outcomes. Also, as I've been arguing in another thread, large ships (the Python, really) already have excessively powerful shields, considering the shield module classes they can fit.

The case with the Viper shields is a good one; The Viper, being a small ship, can and does gain powerful shielding from a Class 3 module. Where it begins to look strange is when you campare with an Eagle, which is smaller still, but has weaker shields with the same class 3 module! The Cobra is a fair bit larger but has substantially weaker shields than the Viper even with Class4 modules. They Python is much larger then the Asp yet has double the shield strength when mounting exactly the same modules!

The Lakon ships seem to have suffered unfairly across the board. For any given size of area to be shielded, the same shield generator should provide the same protection, shouldn't it? If you fit a trader with huge shields then you should get a tank, albeit a slow, poorly armed one. I think this will open up more gameplay possibilities then just cursing traders with all the weakest stats. If you can make it work within the module restrictions, why not have Q-ship Type-6/7/9's?

I think FD seriously needs to take a long look at the hull/shields coefficients they have applied.

Edit: Oops! I just started with the intention of explaining why Vipers take more shield cell to replenish and end up going way off topic. Sorry!
 
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6A does between 50-60% on a python with a class 6 shield, sorry for the rough estimate you know how it is with blue bar guessing :p
 
6A does between 50-60% on a python with a class 6 shield, sorry for the rough estimate you know how it is with blue bar guessing :p

Yeah, I got another player to tell me exact change percentage on his contacts screen. Its hard to tell the difference between 85% and 100%
 
The cobra prefitted shield: can it be bought again somewhere?

I got the kickstarter special cobra explorer. The shield on this is a class 4 C-rated, but it has much better power consumption than class 4 A-rated shields for sale in outfitting. which seems a bit strange... My issue is that I want to exchange my shield with a 16T cargo rack to convert my cobra into a high speed cargo vessel (for rares trading). I am also removing its guns and have installed a smaller fueltank. But if I sell that shield will I ever be able to buy another one that is just as good later on?
 
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