A shield transfer beam transfers 1200 out of 1500. That is 80% not half. The problem is you are treating the beam as a 1 second beam. My guess is you didn't double the size of your beam after dividing the amount of shield recharge by 1500.I think shield recharge modules with shield transfer beam's is not useful is because the shield rechargers on the mothership is more effective.
While under fire the main ship only regenerates at 5-10% normal level I assume the worst 5% which is when your almost fully recharged.
Now while a shield transfer beam can transfer half the shields it consumes. The problem is using it as a constant recharge is it too suffers the same under fire penalty while the while your recharing the main ship being shot. So over the long term for the same mass the idea of using a shield module with a shield transfer beam is not as effective for your shield recharge rate. Your better off just to have more shield rechargers on the main ship. So from the shield regeneration point of view there is no point to try to use shield modules with shield transfer beams to increase shield regeneration. The same thing would apply to shield drain beams as the target your draining has reduced shield regen for under fire.
There is a bug in for getting a under fire penalty while using a shield transfer beam on another ship while both ships aren't using anything else. If the fix for that means that a module docked on a mothership doesn't count as under fire while supply shields to the main ship that is under fire then its possible for shield recharge modules to out recharge normal shield recharge setups.
Either way I'm leaving the room in my titan build for the possibility of 1 happening. Just pull out the shield cap and shield recharge blocks reshape them into the spare space to give me room to put the shield modules in.
For the 10x power use for normal non combat recharge. Its not normally a problem for a combat ship. Normally most ships will have enough power left over from not firing weapons to power the x10 shield recharge. Though it is a good idea to have the ship setup to power that anyway as when you login the ship starts with 0% shields and needs to do the full shield recharge anyway. I think that's also in as a bug as the ship not safing power and shield levels when logging out.
Ignore the shield recharge ratings in the GUI and in build mode ship data for under fire penalty as it doesn't show it. It only displays your full normal recharge rate.
N = number of beams modules in a beam
R = the amount of recharge you can do in 1 second
C = Shield Capacity
N= R/1500*2
C = R/2 (minimal 14)
You also do not want more than 50% of your shield recharge rate in capacity on your module. The reason is simple the system updates shields from what I can tell on 0.5 second intervals. You also have a factor where any docked module gets shields supplied by the ship.
So what happens is while you are feeding shields to the ship you are also drawing from it. Thus if you reduce to the minimal amount which can be resupplied in the time you eliminate that backwards drain from the ship to the module.
My timers use BTTTTnot BTTTTnot then loops back. Buttons drive the beam. The beam is precisely 2 seconds long. If you go to 2.5 you loose 25% of your efficiency.
Last edited: