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I run 7A fully engineered, with engineered distributor in favour of systems along with two engineered A rated shield boosters.
In a combat zone I will still lose shields at least once per battle. Military hull is mandatory, in my opinion.
Go to the ship tab in your right most panel. Your ship hull/shield stats are in there.
Thank you, my friend. I want to build a combat brick and i spent all the money for everything highest class and A grade. I upgraded thruster with engineer lvl 1. Yes, i am that new. My problem is when last week (for example), i was hunting for pirates for a quest and every mission objective was threat 4 lvl and there were 5-10 ships each. And i didn't lose my shields everytime and even if i did, military grade hull saved my a**.
But today, i died to 3 little and 1 medium ship in no time and i did nothing to deserved this. I didn't downgraded shields, hull and module armors and even mass!
Something felt changed but i cannot put my finger on it.
4 ships hitting you at once will kill even the biggest ships pretty fast.
Especially if they are high ranked npcs which can have engineered weapons.
Combat fitted players will shred you even faster. A lot of medium ships could probably kill you singlehandedly in less than a minutes worth of fire.
Conflict zone ships are fitted for war and will put up more of a fight than your average pirate. They have stronger shields and run hull reinforcements. Going in there in a large ship also puts you right at the top of the target list.
were you acostumed to do threat 4 ? was it a wing mission?
In threat 4 and above, the ships that you face are not "default" , but enhanced, and a few steps above what you would find in a combat zone. The 2 small ones were probably couriers or vulture
(or maybe imperial eagles) armed with shield breaching weapons that since the start of the the battle were hitting your hull. all of the them will be equivalent to "our" engineered ships in terms of shields, weapons, power distributors and engines, and the small ones normally pack at least one high burst weapon ( plasma accelerators are somewhat common) capable of punching above its class. and against a non engineered ship, they will hurt.
an A rated anaconda has at best about 1550 megajoules of shielding that due to the -20 % dmg resist vs thermal weapons will be decreased about 1250 , An eng vulture will be able to do about 55 dmg per second, two will do 110... 1250 shields will go down relatively fast.
In fact even against some engineered ships, unless you have massive shielding, threat 4s ships can be somewhat of a menace .
There are three things to pay attention when it comes to shields.
1. Absolute, total shield strength (hp)
2. Resistances, higher resistance means less damage taken, this includes pips to shields (which halves damage, I believe).
3. Recharge rate, how fast they regenerate or come back up from a collapse.
Recharge rate only works if you aren't taking damage, other than from a collapse. Resistances are ignored by absolute damage (other than pips and phase sequence ignoring pips), such as phase sequence, ramming, and plasma. A high Absolute/total shield strength takes forever to recharge, but is the best option when flying a giant target under fire from multiple hostiles.
If you want absolute, get prismatics and heavy shield boosters.
If you want resistances, use resistance shield boosters.
If you want fast recharge, use bi-weaves.
If you want some recharge rate and some shield strength, use normal shields with boosters.
I've tried it myself and it works quite well.
That is incorrect. As long as the shield hasn't collapsed, it will recharge at a constant rate.
The exact rate of recharge depends on the type of shield and any engineering applied to the shield and/or shield boosters.
No Pay 2 Win in ED except some believe you are easier to target wearing a bright colour like yellow and red makes you go a bit faster
that is not totally correct also.
Around 2,3 shield recharge was modified and become :
1 megajoule/sec when under fire for all shield sizes. ( cannot be increased by pips)
Then, 5 sec after the last hit, recharge rate increases to 1.3 point/sec for up to class 6, 1.8 point/sec for class 7 and 2.4 point/sec for class 8
In supercruise recharge is double rated.
Bi-weaves follow the same pattern but with higher rates.
the above can be tested in game, on a small ship capable of mounting a class 2 or 3 power distributor and a class 3 bi weave that is engineered for fast recharge ( engineering not required but makes things more evident ) :
apply 0 pip to system
get hit a bit, if possible lose 1 ring of shield.
energy will be drawn from the capacitator to recharge the shield.
count 5 seconds after the last hit,
notice how your capacitator loses charge at much faster rate then it did in the 5 seconds subsequent to the last hit
Well, thank you very much for this guide. I didn't know this guy made a video about it. And thanks, everyone, for your infos. Very much appreciated.
And good that there's no pay to win, except making yourself brighter in the dark. :D
Unengineered in a CZ its just a deathtrap.
If you want to do CZ i recommend a medium ship. Small ships used to be the most fun (in my opinion) because you were usually not a priority target so could fly around picking your target). However, after 3.0, when they made all ships massive hull tanks, i find small ships just take far too long to take them down, so medium is your best best.
I use a Krait with 3 PAs and 2 lasers.