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Multiple shields
So, the question is, (I'm too lazy to figure this out), is your shield recharge rate of N/second spread out over all 4 shield dimensions, OR, does each shield get the full recharge rate.
And IFF each shield gets the full rate, is it better to have 2 20KT shields or 1 40KT shield. Inquiring (lazy) minds want to know. The same applies for armor... http://forum.shrapnelgames.com/images/icons/tongue.gif [ November 20, 2003, 02:21: Message edited by: dHay ] |
Re: Multiple shields
All shield generators in a facing just add up their total shields. You do not have shielding for each generator individually. So, the recharge is the same whether you have 1 40kT or 2 20 kT. I am not sure about the other question, though I suspect that it is just the rate each facing recharges, rather than divided by 4.
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Re: Multiple shields
I give the 2 20kt the preference over the 40kt. That's 2 components to be destroyed by internal damage before you lose shields in that direction entirely, rather than one.
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Re: Multiple shields
Yeah, but the 20kT generators each have half the hitpoints of the 40kT generator, so it evens out - and I don't think there's any sort of "tougher components get hit first" like in SE4, either... though the two small generators do leave you a bit more flexible in upgrading and downgrading...
And I THOUGHT the recharge rate was spread out across all facings that had working shield generators, but I could be mistaken... |
Re: Multiple shields
The next question is, has anyone ever tried to build a ship using 320KT shields or armour?
Given that you need to cover 4 directions, all you will be is shields. Or, you imbalance with the front shield getting most of it. Basic point is, I just ignore the Massive selections. I suppose you could make a modded base that could hold them. |
Re: Multiple shields
I noticed the entire regenerative armor bonuses from armor units are added to my armor repair. If organic armor with +.42 regeneration is installed on each side of my ship then my armor repair rate equals (4 * .42) + armor repair skill. So I for one try to get two armor units (ex. 70kt) with regeneration rather then one twice the size (ex. 140kt) when a ship has two armor slots available.
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Re: Multiple shields
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Re: Multiple shields
Personally, I prefer two smaller generators.
I can prioritize one for repair and leave the other at priority 9. It helps me get SOME shields up without wasting all my repair time on one arc. I've actually also come to like the idea of putting one fighter-class shield generator (1-2kt) on my ship, priority 2-3, and then a heavy at priority 9. That keeps my shields at 10-20 maxpoints, and the regenerators keep 'em charged enough to block some damage even after the hull damage starts to build up. ----- Stock armor has wierd ability amounts... just take the 5kt ones, and you get full effect. I fixed that in P&N-ism, so the big ones have big effects http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Multiple shields
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[ November 21, 2003, 00:51: Message edited by: Imperator Fyron ] |
Re: Multiple shields
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2. And if you -do- shoehorn them on a ship, you can sometimes survive collisions. Be sure to crank the time scale to 8x first, that seems to reduce the damage you take. |
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