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I tend to go thermal resist on the shields, looking to balance out the kinetic and thermal.
The rest can be heavy duty.
Personally on my 2 main PVE ships i use a Bi-weave with Thermal resist and a 15% bonus to regeneration rate. 8 shield boosters with 1 x kinetic 3 x resist augmented and 4x heavy duty.
Yes it gives you a significant shield hp boost and yes it slows the broken regen time....so don't lose your shields and that problem is nothing.
If you don't lose your shields the bi weaves will continue to regen in between fights. and with over 50% resists you can fight all day.
Just see how much you have got on your boosters, and put as many as you need to get to somewhere around +50..60% of total resistance. With good rolls you can push boosters to around +17%. The rest are Heavy Duty.
a couple of Resist ones first, get your resists up to 50+, thermal resist on your main shields too, then if you are on a bigger ship with more slots you may consider getting some heavy duty if you wish. Personally my current setup is 3 resist 1 heavy duty as I have point defence, heat sinks and a KWS, though given how little I use the latter these days I'm considering swapping it out for another heavy duty, though given PvE I can't remember the last time I lost shields I always end up not bothering...
use http://www.edshipyard.com to compare various loadouts
Been using EDshipyard for a long time now, and now it makes sense to me why you guys recommend thermal resistant shields along with all the resistance boosters. With those I get an effective 1889 / 2000.9 / 2768.5 shield power against kinetic / thermal / explosive damage.
So let me ask another question - I notice you guys haven't mentioned chaff or PD, are those things just straight-up obsolete for a ship as big as a Conda (and because of the shield power you can put on it?)
Huh, this is good to know. My shield design is currently sitting at ~952 raw MJ. I'll look into those engineer mods you mentioned for SCBs and look at replacing chaff with SBs (in EDshipyard, anyway).
Thanks!
I use PD on mine, a lot out of habbit from when 2.1 came out and missiles were more powerful and a lot of people were dying to them (also they were flying unshielded with no PD) I've considered getting rid of it, but in all honest the NPCs don't trouble me enough on an average day to make me want to beef my shields more if that makes sense?
I don't use chaff, I've actually rarely used it on any ships, a bit in CQC a year + back but mostly I found it very ineffective against NPCs as...well...they tend to cheat a bit ;) Or have in the past. It doesn't help against fixed weapons anyway and a lot of the problems you are likely to get aren't going to be from some NPC with a couple of gimballed pulse lasers if you get my drift.
For me heat sinks are a must, though post some recent re-engineering becomming less so, though as I play in open I like to have them incase I bump into some thermal overload boat, I run dual beams on my conda's belly and they can get hot sometimes, and of course SCBs generate a boatload of heat. Though it's possible to engineer your ship to be low heat and then you don't need them, or you can suck up the damage....or fly constantly with 4 pips to shields (I don't) to keep them up longer.
Yeah, I get that.
So it's not just me that's noticed it doesn't feel as useful as it once did. Nice. And yeah, I think I get what you mean :p
Cool, I'll keep heat sinks in mind as I build my ship up. Thanks!
chaff as the size increases need to have distance to be effective if you don't have dd5 and fly full faoff the big 3 are slow so chaff becomes ineffective
pd are good if you plan to stay after shields come down or against mines both not recommended and you need 2 min for big 3
Good to know, thanks.