Here I was thinking there was something weird about weapons testing only in my singleplayer client.
Yeah, I've noticed that shield regen starts nearly immediately rather than being down for ten or so seconds, in my singleplayer testing environment. It's bizarre.
I've tested this with two entities, both within 50 meters of each other, and located dead center in the middle of a sector. Single player or multiplayer, the problem persists. Here is what I've done:
Entity A is nothing more than a massive self powered testing weapon. It fires large alternating arrays of shield drains and power drains which eliminate the 8 million shields and 188 million power of Entity B in about 20 seconds and 5 seconds respectively. These two fire non-stop, and as they each consist of 2 separate arrays, alternating logic fired, there is no/little pause. I also added a cannon/cannon/overdrive array (small...about 10 blocks each) that also continuously fires on Entity B. On top of these three arrays, I have a single cannon/cannon/pierce and a single missile/cannon/explosive. Both of these are large enough to punch through a small capital class ship nearly instantly.
What happens is this: The power drain beams eliminate Entity B's reserves extremely quickly and vastly overpowers it's regen. The shield drain finishes off the shields a few seconds later. If I have the small cannon/cannon/overdrive turned OFF....Entity B shield regen will continuously stay engaged (even though it also has NO power, lol). If I have the small cannon/cannon/overdrive turned ON....Entity B shield regen WILL pause for the 10 seconds, but will resume! even though it is being massacred continuously by not only the small c/c/o array, but the cannon/cannon/pierce, AND the missile/cannon/explosive arrays.
This would appear to be broken? =)