Reworked shield equation so you can see how many blocks you need for x shield regen

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    This was nto entierly work I got help from an anon off /sci/ so not all my work but here it is



    y=((x/50)^(1/.48)/4)

    By putting in X (shield regen you want) you will get how many blocks you need to get there rounding up of course

    PROOF

    x=(((y*4)^.48)50)
    x/50 = (y*4)^.48
    (x/50)^(1/0.48) = y * 4
    ((x/50)^(1/0.48))/4 = y

    Credit to Foxfire for his help solving the equation
     
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    Did this in 5 seconds immediately after the change... assumed anyone who cared could do the same...
     
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    TBH I really dislike this change in shields...the waiting time for them to regen is a terrible idea. Theoretically it is now possible for a light cruiser to take out my mothership with utter ease so long as he never stops shooting (which wouldn\'t be hard to do). This patch really broke shields for large ships. At the very least they need to remove the waiting time for regen, thats broken as hell.



    Mothership Shield Specs Before Patch:

    ~1,000,000+ shield hp (I dont remember how much it was, but it was a LOT)

    90,000 shield regen/sec



    Mothership Shield Specs After Patch:

    ~1,010,000 shield hp

    ~16,500 shield regen/second
     
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    You should still be able to kill him much faster than he can kill you...
     

    MrFURB

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    Your capacity is increased by about three or four times as much as it was previously, giving you plenty of time to blow up that tiny wimp of a ship you\'re calling overpowered with your mothership\'s huge array of turrets and main weaponry. Nobody should complain about lost invincibility, and nobody should have to rely on in-combat regeneration that completely undoes any attempts at using tactics to overcome statistical odds.
     
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    If your really having issues with your shields holding against small ships why not try a directional shield set up?

    EX you base ship is more of a core with its own shields while on all six sides you dock external hull and shielding.

    This gives you 6 shield faces that regen separately plus the core shields if they manage to break through it would require the pesky fighter to stay put to get trough and let your turrets cut him up

    there problem solved the new shield mechanics dont nerf your capitol ships it just requires more complex building
     
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    I think the shield regen is still a little low. When you have a large slow ship, and you are relying on your shields not to take damage, and you are a huge target which is easy to hit, I think the current regen is about half of what you really need. Who wants to go searching for holes in a huge ship? The thing is supposed to stand up to at least a few small fighters, but with the limits on power which in return limit thrusters along with weapons for large ships, the shield thing is the final nail in the coffin.

    Schema, Please increase the shield effectiveness to about twice what they are now and half the time it takes to regen. It\'s already hard enough keeping your ship together with the shields that are allowing some fire to pass through when they are not depleted!
     
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    Recharge does not work while underfire, so increasing the recharge will not make a vessel more survivable.
     
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    Then give it regen under fire. It\'s impossible to leave a ship of any size undocked from a faction base. Someone in a frigate could come by take time to find a small blind spot in your turrets and just sit there and eventually kill your capital. The same goes for non-faction stations, which used to be feasable. But now anyone and their dog can come by and kill it with little to no effort.
     
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    This is what I do. When I log off, I set my faction to (neutral as enemy) and leave frigates, cruisers, etc. as bobby controlled drones around my base. Cheap and annoying. These deter all but the most determined attackers. Especially when 5 Panzerschiffes converge on one target. ( I was in a stealth fighter waiting for him to die. They are good investments lol)