1/15/2023 0 Comments Starmade shield capacitorMany folks on the MFleet server like to swear by their oversized shield capacities. It's a good balance that leaves you with both problems, but to a lesser degree. If you really don't like either of these choices, you can go for 1:1, which gives you 10% passive non-combat recharge (.006% in combat). If you choose to overload on rechargers, you'll be incredibly vulnerable to lock-on swarms(5-20 sets of beam missiles arrayed for maximum penetration on impact). If you go for a ton of shield caps, you'll be very vulnerable to close-range alpha and DPS attacks. There's been a lot of speculation on this subject, but from experience, I can say that you need to pick your poison. If you have, say, 2m regen, you can, for example, completely brush off 100k DPS like it was nothing. If you're in a very large ship, you're going to want lots of regenerators to tank damage from middleweight ships. The smaller your ship is, the more capacity you will want, because the regenerators are going to be so weak that you're only going to need them to top off your shields between fights anyway. Some extremely high-efficiency PvP builds have lots of regeneration, however, and this can make them quite effective in a protracted fight, especially if you aren't chipping away at them constantly because their weapons are keeping you at bay.Īnother thing to keep in mind is that the ideal ratio of regenerators to capacitor blocks is different depending on the mass of your ship. It is more useful to have high capacity, however, because of how slow combat regen is. With this in mind, if you're going for high combat regen, you're going to need LOTS of regenerators. So if you have 20k regen, it's actually closer to 1.6k during combat, etc. Your actual regen during combat is something like 8-ish percent of what it says in build mode. On the other hand, if you're playing on a server against people who've spent almost a year building their titan when you've barely played a month and a half, you'll want 1,000,000,000,000,000,000,000 worth of regen and at least a brazillion times as much capacity. Looks more like a 50's era b-movie death ray, but who am I to judge?) For regen, somewhere around 20-30k makes you invincible (which is why the default pirates are so easily outgrown). If you look at your shield blocks like that, instead of some pointless ratio, you'll get the defense you are looking for.įor example, if all you're going to fight are the default pirate isanths, you need only enough shield capacitors to take a hit from a Mb variant (or more likely, you'll want to be able to take the alpha station nuke missile, but that's not an isanth. Keep in mind your in-combat recharge rate will be 5-10% of the reported rate so remember to add a decimal place and then divide in half for worst case. Shield Recharger: How much DPS you can withstand. Shield Capacitor: How big of a hit you can take with some consideration for covering DPS if and only if you lack shield rechargers. Do not consider these two blocks to have much of anything to do with each other when placing them. The ship I fly there has five times as many regenerators as it does capacitors. If your game winds up playing that way, you want regeneration up the wazoo. I have been in battles where over 100 have shown up over the course of fights that last 20 to 30 minutes. Worse is that if I don't kill them fast enough, often enough more will show up before I am done. The defenders that can show up can be as many as seven or eight of those 250K shooting pirates. (Actually that is not really enough, as that same pirate will then charge you with it's coring gun that does 7K per second.) However, I often will 'farm' a pirate station, taking a pot shot at it so as to 'summon' defenders, kill off those responding pirate ships, salvage them, then take another pot shot. Their reload time is 45 seconds, so your ship there would need at the bare minimum, 250K of shields and enough regen to get that back before 45 seconds have passed, and that will be enough 'only' if you ever meet such pirates as singletons. On the other hand if you are mostly dealing with pirates and the like, the requirements could be very different.įor instance, on my server the pirates will regularly pot shot you for 250K from extreme range. Generally that will mean favoring capacity over regeneration. If you are concerned about PvP attack, you probably want enough shield capacity to absorb the most typical alpha strike of the PvPers you expect you might meet. To some degree though it depends on what you do most with your ship, what the threat is in your game. I tend to go for a one to one ratio myself most of the time if going in blind, leaning somewhat in favor of recharge.
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