Sins of a Solar Empire II

Sins of a Solar Empire II

Gallyx Aug 18, 2024 @ 12:12pm
Regeneration in combat
The items that can be put into starbases and simmilar things that do increase hull/armor/shield regeneration, do they work while in combat, or only when the unit that has it actively isnt fighting?
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Showing 1-13 of 13 comments
Vandom Aug 18, 2024 @ 12:16pm 
I don't know, the descriptions are unclear. The Vasari shield one says it does, but it isn't clear if that is a passive or active effect. The armour one I think gives a delay reduction, so that might not work if it keeps taking damage.
Gallyx Aug 18, 2024 @ 12:26pm 
Well, at the very least the starbase ones give extra hitpoints so its probably worth stacking the modules to buy some extra time before the cavalry alives
Nongenti Aug 18, 2024 @ 2:04pm 
normally passive regeneration in combat is disabled.
a unit needs a buff either from research or items before it can regen in combat.
those are the -60s for hull regen or -20s for shield regen which you may encounter in some researches or items.

The exceptions are a few abilities or items which itself also add some regeneration as of their respective description.
Last edited by Nongenti; Aug 18, 2024 @ 2:29pm
Gallyx Aug 19, 2024 @ 5:30am 
Originally posted by Nongenti:
normally passive regeneration in combat is disabled.
a unit needs a buff either from research or items before it can regen in combat.
those are the -60s for hull regen or -20s for shield regen which you may encounter in some researches or items.

The exceptions are a few abilities or items which itself also add some regeneration as of their respective description.
So starbases by default dont regenerate, but throwing in the "plating" upgrades gives them a wee bit of combat regen?
Lywelyn Aug 19, 2024 @ 5:34am 
to be honest, unclear, no tutorial explain how it exactly work, a tutoria lfor each item would be required.

all my fleet engagement are just massive fleets vs massive fleets so i can't tell a single thing about what's happening, only thing i realised so far is that the cripple hull has its use. still get a chance to have your important ships, retreat before they become space dust
Queco Jones21 Aug 19, 2024 @ 5:36am 
There are certain upgrades that add a burst of healing/repair to armor or shields.

I have also seen Cap ships that I rotate out of of the front line for a bit, start to repair, send them back in, and unless they start taking damage again, they will keep repairing.
Nongenti Aug 19, 2024 @ 1:35pm 
Originally posted by Gallyx:
Originally posted by Nongenti:
normally passive regeneration in combat is disabled.
a unit needs a buff either from research or items before it can regen in combat.
those are the -60s for hull regen or -20s for shield regen which you may encounter in some researches or items.

The exceptions are a few abilities or items which itself also add some regeneration as of their respective description.
So starbases by default dont regenerate, but throwing in the "plating" upgrades gives them a wee bit of combat regen?

the regeneration listed on the plating starbase upgrade should also be out-of-combat regeneration.
Včelí medvídek Aug 19, 2024 @ 1:41pm 
Outside module/abilities only what regenrate during combat is shield - there is specific timer (40 sec?) that always rengenerate part of shield given by tech/upgrades.
Gallyx Aug 20, 2024 @ 7:04am 
Allright, according what what I was able to gather from Vasari Exodus research, the timer before hull regen kicks in is 60s (research says its reduced by this and that they regen instantly in combat), I'm assuming its the same for armor and timer before shield regen is 20s (same here). So hit and running with Advent seems doable, because their ships have lots of shields and its only 20s (+ the shield burst regen). Im hoping some code savvy guy breaks in and posts math on a wiki somewhere, until that time its YOLO spam ships and hope for best :D
Jambie Lionheart Aug 20, 2024 @ 7:11am 
Originally posted by Gallyx:
The items that can be put into starbases and simmilar things that do increase hull/armor/shield regeneration, do they work while in combat, or only when the unit that has it actively isnt fighting?

At the very least the tec combat repair module does work during combat, but ships don't always activate their items on their own so always check if your vessels are in trouble.
cmc Oct 16, 2024 @ 6:41pm 
this game is garbage
Wuorg Oct 16, 2024 @ 6:59pm 
If I am not mistaken this is mostly correct, with the exception being that Vasari Shields naturally regenerate, no upgrades needed.

The game really needs to be more clear about these things.

Originally posted by Nongenti:
normally passive regeneration in combat is disabled.
a unit needs a buff either from research or items before it can regen in combat.
those are the -60s for hull regen or -20s for shield regen which you may encounter in some researches or items.

The exceptions are a few abilities or items which itself also add some regeneration as of their respective description.
Last edited by Wuorg; Oct 16, 2024 @ 11:36pm
RaozSpaz Oct 17, 2024 @ 4:16pm 
I can attest from experience. All the effects that reduce regeneration time allow them to regen in combat. This is where some of Vasari's durability comes from [the ability for their ships to regen 2 HP pools at once, or 3 with Capital ships using the certain item].
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Date Posted: Aug 18, 2024 @ 12:12pm
Posts: 13