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  #1  
Old March 1st, 2001, 11:03 PM
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Default Shield Regenerators

How many people here have noticed that the Shield Regenerator V is weaker than the SR IV?


SR IV: 20 regen, 20 space. = 1.00 Regen/KT
SR V: 25 regen, 30 space. = 0.86 regen/KT

in other words...DO NOT put SR Vs on your ships, use SR IVs instead. (or fix it)
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Old March 1st, 2001, 11:23 PM
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Default Re: Shield Regenerators

Good catch.

It looks like all the SR's but V just take up 20Kt. So, probably the SR V should take up 20Kt as well?

How many people use the SR components? I have never really seen them as being all that useful. The SR V costs 900 minerals and regenerates just 25 points every turn. So, a pair would cost 1800 minerals and regen 50 points per turn. Or, you could fit a single Shield Generator V in that same 40KT for a cost of only 500 minerals and get 300 shield points. With my play style, I would rather have 300 shield points which can withstand the first couple of turns damage.

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Old March 2nd, 2001, 12:16 AM
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Default Re: Shield Regenerators

SR can be good on bases where they are not the main target or against missile using races. Take a hit and while they reload you recharge. Also helps prevent using shield reducing weapons.

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Old March 2nd, 2001, 07:27 PM
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Default Re: Shield Regenerators

I'll use your example.

With an option of one more Shield V, or two fixed SR Vs (same space) heres how to decide.

SR V x2 : 50 shields/turn
SG V x1 : 300 shields/battle
PSG V x1: 375 shields/battle

so 300/50 = 6 turns into the battle, you have regenerated more than the 300 shields. 375/50 = 7.5 turns

So, if your ship is going to survive more than 7 turns after first getting hit, replace some shields with Regenerators.

So, design with shields until your ship can take 8 turns of battle damage, then add regenerators instead.

(I use these things all the time - they work great, esp. against theh long-range, inefficient weapons like CSM & WMG)
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