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
Class 4 Shield Generator Rank E-C

Can anyone point me to were to get a class 4 shield generator near Sanna? I have found rank b and a and class 3's but can't find anything lower than B for class 4, and it's just a tad bit expensive for me at the moment at the B level. Tried Chapsugaiba since its a high tech system but nope.
 
Just to explain some things too:

4 pips in shields doesn't mean anything at all.. Your power distribution is simply the power your allowing from the reactor at this time to go where ever you need it, power has in the case of the shields a 3 'tier' system.

Acutally 4 pips in shields raises their capacity to absorb damage by about 250%. Its been tested and proven www . youtube. com/watch?v=Y84sxh1hNzA#t=190
 
shield cell hot key, activates all shield cells installed, the description fails..

cheers,

as in the title, i installed multible shield cell banks in my asp and dint put them in a fire group, i bound the hot key.

so in the description of the hotkey, it tells me, that the activation will cause ONE SINGLE charge to be used..

so i bought 2 class 3 A shield banks and went for anaconda to easy tank him while killing him. the Class 3 A shield bank has 6 cells and will fill my intire shield at once, so i expect to have 12 reloads...

the anaconda is at 30% and i used 6 charges.. shields running low and i still sit more or less still just avoiding the particle cannon.. and what happens no shield boost. i had to bail and pay 80k credits for repairs.
then i tested it.. yes the description fails totally, it activates 1 charge at all shield baks mounted.. not as the chaff, there it works as intention. one after the other chaff is deployed. so having 2 chaffs, will let you constantly deploying chaffs for at least 3min.. perfect, but not with shield banks.

yeah hope they change it like they setup the chaff ;-)
 
One way around this is to go into modules and switch off one of the cells, although once you have used up the first one you will need to then manually switch on the second, which is not good in an Anaconda fight.
I agree you shouldn't have to do this though. Hopefully they'll patch it.
 
This has been known for a while - still annoying and I feel bad for you discovering like this!

I'll make two points about it though;

First, you *can* get round it by manually disabling all but one of the banks and swapping them each time one runs out. Not ideal in the heat of battle though, I realise.

Second, in larger ships one charge doesn't always fill a shield entirely. Doubling up (I assume) would hence this could be a deliberate design decision.

Obviously the ideal would be to have a toggle for "series/parallel" use of multiple shield banks :)
 
just alternate them on the firing banks as seconday weapon fire... works for me and i do not need to turn them off at all but hey thats just me...

also just to state the obvious, if you have them all powered up AND hit the button of course they will ALL go off as is intended... I kinda think that the devs mostly intended players to use 1 shield cell...

Perhaps chaff is NOT working as intended by the developers... did you consider this???
 
Last edited:
Or as previous posters have mentioned, you assign them to different firing groups.

That's true, but I find it more convenient not having to cycle between weapons, and cell banks firing groups while in the middle of combat. If you have kill warrant scanner/cargo scanner it means you have to assign shield banks to their own group. I think it depends on your set up, but turning one of the cell bank modules off means you can have still have it on a key bind, and also reduce power consumption if you are at your limit.
 
The key does only release one cell but it doesn't know you have multiple cell modules. As the key operates them all, I suspect that the shield cell module is another module that will be one per ship, especially as they can be a tad overpowered and unbalanced
Towards the end of beta some other modules were changed to only one per ship.
 

darshu

Banned
I might be wrong here but i put each cell is a different fire group and used the hot key to activate and i could swear it only used 1 at a time. i am not able to double check that because i just traded in my cobra for a T6.
 
Using two Shield cell banks on a keybind will result in a charge from each being used simultaneously. You have to either assign each cell bank to a different firing group, or for keybind deactivate one of the modules in your power settings until the all its charges are finished in the active cell and then active the other one. I use the latter method, but some people use the former.
 
That's true, but I find it more convenient not having to cycle between weapons, and cell banks firing groups while in the middle of combat. If you have kill warrant scanner/cargo scanner it means you have to assign shield banks to their own group. I think it depends on your set up, but turning one of the cell bank modules off means you can have still have it on a key bind, and also reduce power consumption if you are at your limit.

With my viper I run multiple banks at least 2 and sometimes a 3rd depending on the target or conflict I am anticipating...
Usually I run quad beam lasers but also have run dual rails with dual beams at times for taking on the bigger ships...
Often I run a custom setup on my power management to allow me to maximise my power for guns etc and can take down an anacondas shields in short succession even when going head to head but would otherwise not be able to go head on with a conda and survive long enough to take it out if it was not for the cell banks...

No a good pilot they do not make, but they do give a good pilot an edge when going toe to toe with conda after conda and dropship after dropship without having to worry soo much about resupply between multiple combat runs
 
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.

I dont think so. Try fighting a player in a fully kitted out Python. ;)
 
More than one cell bank is sometimes required to fully power your shields.(Example it would take 2x D2 Cell banks to fill a A1 Shield fully)
 
I've got a viper with a low-level class 1 shield cell. It's attached to a fire group, and shows 1/9, but when I activate it with low shields nothing happens. What gives?

It would take more than 4 low level shield cells to fully power the shields of a viper equipped with A3 Shields.

- - - - - Additional Content Posted / Auto Merge - - - - -

b2 is heavier.

An A2 shield cell will provide more power to the shields than the B2 (Aprox 6% more)
 
I'm not looking for a debate on whether shield cells are overpowered or balanced, lots of other threads for that.

The actual differences between the different grades of shield cells, and their effect on different ships should be looked at.

On a viper with an A3 shield, an A3 shield cell recharges up over 80% of the shield.
The A2 shield cell charges about 66% of the A3 shield.
A1 does under 50%, probably over 33%.

This doesn't hold true for other ships though.
A c4 shield on a cobra is nearly or fully charged with an A2 shield cell.

You should have to match the shield grade and size to be able to get the same kind of recharge, eg. c4 shield cell on a c4 shield.

I don't own an asp or python, has anyone tried an A6 shield with some shield cells? What size/quality is required to get nearly a full charge back?
Each ship has its own Shield strength depending on the class of shields. )for example the shields a python with a A6 shield generator is nearly double the strength of an imperial clipper with an A7 shield generator)
the same is true for the shield cells in a Python it would take two E4 Cells to fully recharge its A6 shields from nearly zero

I can tell you how many shield cells are required for A6 shields but each ship is different and you would get a different answer
 
Last edited:
A1 does under 50%, probably over 33%.

Closer to 50% than 33%

This doesn't hold true for other ships though.
A c4 shield on a cobra is nearly or fully charged with an A2 shield cell.

A C4 shield on a Cobra is about half as strong as an A3 on a Viper.

You should have to match the shield grade and size to be able to get the same kind of recharge, eg. c4 shield cell on a c4 shield.

I don't think any such correlation needs to be made.

Each SCB seem to restore a fixed amount of shield strength based on size/class, while different ships have differences in shield strength, even when they have the same shield generator module. I don't see a problem with this.
 
Back
Top Bottom