Space Engineers

Space Engineers

Energy Shields
lonsvghrt Jul 23, 2015 @ 8:48pm
Tactics
Anybody care to suggest some tactics for these things?
I'll start off. Backup shielding you toggle on when primary is getting weaker.
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Showing 1-15 of 30 comments
Rye(bread)rs Jul 24, 2015 @ 3:34am 
how about for attacking a shielded ship? grind your way in and launch an assult team to disable the shields for the big boys to hit home some rocket vollies?

this would add a geat meta pvp element if added in vanilla. especaly for pvp senarios

I NEED THIS, FINISHED, NOOOOOOOOW! =p
rayymondas Jul 24, 2015 @ 10:06am 
rather than aiming to disable the shield blocks themselves, you can just go after their power plant and cut their output. assuming these things eat up alot of power, breaking some reactors seems more effective than taking out individual shielding blocks. You would need a team that is armed with plenty of ammo but with enough free room to grind reactors without having to dump components too frequently and slow you down. This type of block would give grinding type attacks more of a place in fights, and boarding would become a more necessary tactic for those cinematic, drawn out types of battles. ESPECIALLY against the really big ships that can have a bunch of them and take forever to go down.
beebot99 Jul 24, 2015 @ 4:50pm 
Whats about a 2nd shield type but instead of blocking weapon fire it works by using proximity to the ememys shields and sends a pulse of energy to disable their shields however, this could be risky because it could take out your shields too and damage the shield generators them self, but all to disable their shields could be worth it. Just a thought.
Phoenix Jul 24, 2015 @ 11:32pm 
Using BeeBot's idea, you could have 2 ships, one larger than the other. this block would be unbalanced, however, this would be used in very fight. to balance the absurdity of the shield disabler, maybe it could disable one enemy shield and one friendly shield.
Cython  [developer] Jul 25, 2015 @ 5:51pm 
Welding through the shield is not possible right now, but I'm currently adding a config value to enable or disable it, but I will enable it by default because it adds a nice element to counter shields.
Loki Jul 28, 2015 @ 12:41pm 
Maybe you could exclude doorblocks from the shield, so that you need to cover or hide them. That would also make getting aboard quite important for enemies but also easier, 'cause they wouldn't have to shoot the shields down to nothing until the ship is vulnerable.
Cython  [developer] Jul 28, 2015 @ 1:09pm 
The shields do not protect against grinder damage by default (can be changed), so you can send a boarding crew in and grind you way in!
It looks like currently you'd need almost 540k shield strength to stop 1 shell from MWI's mk3 main battleship cannon. That thing packs quite a punch against the shields!
Rita Estrazda Jul 29, 2015 @ 3:51am 
They are strong but not imortal. Suggest medium calliber high firerate. EG OKI 122mm or 50mm and just break through.
I found 5x and 10x base shield value to be fairly effective when dealing with mod turrets, since it lets you get a good shield value using an even split of the modules without needing a big room full of them. With 10x base value for the generator alone and 4 of each module on it that will give you 500k for shields, a decent value for smaller lighter transports and corvette class ships. but if you stack some pairs of those together you can get closer to a value for larger battlecruisers able to withstand heavier assaults. One of the ways you can also balance that out is just by leaving the recharge value at the original. The shield cap will be higher, but it will take longer to fully recharge than if you were to boost the recharge buffs given from the coils.
Last edited by Cmdr. DoomForge™; Jul 29, 2015 @ 8:49am
Exelsiar Aug 3, 2015 @ 1:22pm 
How do you change the base shield value? I use a lot of modded turrets.

Also which would be better, a lot of capacitors, a lot of flux, or an even mix? (currently using an even mix)
I'd guess an even split, I use the same.
TranquilClaws Aug 7, 2015 @ 6:46am 
Originally posted by Exelsiar:
How do you change the base shield value? I use a lot of modded turrets.

Also which would be better, a lot of capacitors, a lot of flux, or an even mix? (currently using an even mix)

I'll walk you through it. First off open your files, then make sure you open up your "View" tab at the top bar and check "Hidden items", then, go to your "Users" file (For me it is under "Network") and click your user. Now you should see a folder called "AppData". Open that up and then open up "Roaming". Once you get here click "SpaceEngineers" then click on "Storage". If you have used this mod in a game then it will show some numbers then ".sbm_EnergyShields". Click on that file and use any basic text program to open it, (notepad will work) then configure the mod to your liking and be sure to save it. Please ignore the quotes when looking for these files. Hope this helps.
Last edited by TranquilClaws; Aug 7, 2015 @ 6:46am
Exelsiar Aug 7, 2015 @ 7:27pm 
Ahh many thanks, never knew SE had such configs or mods ^_^
TranquilClaws Aug 8, 2015 @ 4:33am 
I also use an even mix but you can toy with those values yourself. For heavily armored ships I would suggest deflectors. They don't have that much shield but recharge really fast so that every shot you take only gives 10% damage. Or if you like light ships I would suggest stacking up on capacitors to outlast your enemy.
Last edited by TranquilClaws; Aug 8, 2015 @ 4:37am
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