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bucksgen





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PostPosted: Tue, 3. Nov 09, 11:27    Post subject: Shield Q Reply with quote Print

There's differences between 10 x 1GJ and 5 x 2GJ shield? I think 10 x 1GJ shield is better because it's lighter than 5 x 2GJ shield. 1 GJ vol=77 x 10 = 770 | 2GJ vol=222 x 5 =1110.

Edit:

Forget about it. No ship have 10 shield bay Embarassed



Last edited by bucksgen on Tue, 3. Nov 09, 11:52; edited 2 times in total
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okiepokie





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PostPosted: Tue, 3. Nov 09, 11:42    Post subject: Reply with quote Print

Hmmm...I've never thought about that; are there even any ships that can mount 10 shields? Anyway, maybe the number of shields can also affect how quickly they charge, with a given generator value, although this is just a guess. It's quite possible there's no difference...other than when you attempt to capture a ship that either has 5 or 10 shields. When you strip the shields down before trying to board a ship, I believe only 1 shield remains intact during boarding? If so, for a given generator, it's much easier to recharge a 1GJ shield than a 2 GJ shield (meaning the % shield will rise more quickly for the 1 GJ shield ship), and this will make it harder for you to suppress the shields and prevent them from frying your marines as they breach the hull.

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pjknibbs
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PostPosted: Tue, 3. Nov 09, 13:59    Post subject: Reply with quote Print

It would depend what the recharge rate for the shields is. Every type of shield has a maximum recharge rate that cannot be exceeded, so if this rate for a 2GJ shield is more than double that for the 1GJ shield, the ship with 5x2 will recharge its shields quicker than the 10x1. (I don't actually know what the recharge rates are off the top of my head, though).

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em3e3



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PostPosted: Tue, 3. Nov 09, 16:36    Post subject: Reply with quote Print

Recharge rate also depends on the generator of the ship. E.g. the Teladi Falcon Sentinel can mount two 200MJ shields, but they take over 10 minutes to recharge. The Argon Eclipse, on the other hand, mounts a single 200MJ shield, but it takes just under 3 minutes to recharge.


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pjknibbs
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PostPosted: Tue, 3. Nov 09, 19:36    Post subject: Reply with quote Print

To some extent, yes, but most of the ships in the game have a generator which is more than enough to recharge all their installed shields at the maximum rate--examples like the Falcon Sentinel with its deliberately under-par shield generator are rare.

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Geek





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PostPosted: Tue, 3. Nov 09, 20:07    Post subject: Reply with quote Print

I can not agree with that. A lot of ships have insufficient shield generators to achieve maximum recharge rate - most TP and TS, all TM TL and M6, most M7.


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jlehtone
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PostPosted: Tue, 3. Nov 09, 22:01    Post subject: Reply with quote Print

I think PJK was focusing on M* classes rather than T*. Transports in combat duty ...

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Lancefighter





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PostPosted: Tue, 3. Nov 09, 22:12    Post subject: Reply with quote Print

jlehtone wrote:
I think PJK was focusing on M* classes rather than T*. Transports in combat duty ...

What about the Angel? I hear people using it now and again...


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PostPosted: Tue, 3. Nov 09, 22:54    Post subject: Reply with quote Print

Lancefighter wrote:
What about the Angel? I hear people using it now and again...

And back in X2 they probably hunted with Iguana. That sort of pilots need no recharge. Split

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wizrd755





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PostPosted: Tue, 3. Nov 09, 23:57    Post subject: Reply with quote Print

jlehtone wrote:
Lancefighter wrote:
What about the Angel? I hear people using it now and again...

And back in X2 they probably hunted with Iguana. That sort of pilots need no recharge. Split


Not to jack this thread,

But that was fun !!! That Iggy in X2, 2 25mj shields, with BPAC to strip shields then throw 4 IonD's on the front guns, one on the rear and fry everything !!! Very Happy

But, all good things come to and end... Seems from X3 on, it lost all it's teeth.. I remember Bayamon's and Orinocco's bailing left and right in a firefirght !! Heck.. Xenon's and Khaak bailed pretty fast as well !! IIRC, my first M6 bail in X2 was at the trigger of my Iggy !!!

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em3e3



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PostPosted: Wed, 4. Nov 09, 00:25    Post subject: Reply with quote Print

Speaking of the Iguana and X2:

From a guide to capping xenon K

Method 6: The new even cheaper way
by Ravenlord
Its possible to capture a K using nothing but a properly equipped Iguana, surprised ? I know i was. recently i have been testing more unusual methods of capturing Ks. After reading in a post about the iguana being good at normal capturing because it could front mount 3 ion Ds i thought, hey thats the same amount of firepower you use with a Titan in method 4 so decided to have a go, heres what i came up with. Forget being in a peggy to complete the mission before going after the Ks there is no need as an iguana has a top speed of 308 (faster than a K).simply accept the mission fly to the destination and drop of the passenger (don't stay there to long i don't know if the station can be destroyed while your in it). As soon as you exit the station scan all the Ks and target the fastest (if more than one have the same speed pick the nearest) fly at it and spend a mizura or to buzzing around blasting it with Gpacs (strafe drive essential) then after you are confident fly out of its weapon range. Once out of range drop your speed to match the Ks and fly away from the sector center. once of the map equip all ions including your turret. Charge the k and fire as soon as your in range. Maneuver yourself to the rear of the K stay in close and match its speed, uses strafe to avoid fire, Once its shields are gone switch one weapon to Gpac and keep firing the ions will keep its shields down and the pac will do hull damage. Keep doing this till it is below 87% hull then switch back to all ions and fry him till he jumps ship. If at any point your shields go critical fly away as fast as you can till they are recharged and then make another attempt. It takes a while to get a feel for this method and you are far more likely to die than when using a destroyer. However this method yields Ks with high hull values and certainly makes things interesting


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PostPosted: Wed, 4. Nov 09, 01:09    Post subject: Reply with quote Print

It's good balance to have a weak generator on the Falcon Sentinel. Doesn't make it a bad ship, just outlines its role in combat -- an effective strike fighter that can absorb a lot of the incoming heat while the rest of the fleet does its work. Admittedly that's a very strange role for an M3... Rolling Eyes


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Roger L.S. Griffiths



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PostPosted: Wed, 4. Nov 09, 08:23    Post subject: Reply with quote Print

As ALL the falcons can take EBCs and MOST of them have a decent 200+ cargo hold (Pirate Falcon Vanguard being the notable exception here - <100 cargo and only 75MJ of shields) the low power generator should be a minor issue. The Falcons seem to be the A10 "Warthog" of the M3 class.


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perkint



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PostPosted: Wed, 4. Nov 09, 13:21    Post subject: Reply with quote Print

Roger L.S. Griffiths wrote:
As ALL the falcons can take EBCs and MOST of them have a decent 200+ cargo hold (Pirate Falcon Vanguard being the notable exception here - <100 cargo and only 75MJ of shields) the low power generator should be a minor issue. The Falcons seem to be the A10 "Warthog" of the M3 class.

The power generator being discussed is for shields, not weapons...

Tim


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em3e3



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PostPosted: Wed, 4. Nov 09, 20:01    Post subject: Reply with quote Print

pjknibbs wrote:
To some extent, yes, but most of the ships in the game have a generator which is more than enough to recharge all their installed shields at the maximum rate--examples like the Falcon Sentinel with its deliberately under-par shield generator are rare.


I just did some checking, and just over half of the ships 'in the game' have underpowered reactor output. The two worst ships are the Goner Ranger and the Truelight Seeker. The Ranger can take a single 200MJ shield, but the recharge time is just over 37 minutes. The TLS mounts two 200MJ shields, recharge time is about 29 1/2 minutes. Compare that to the Xenon P, which can recharge it's two 200MJ shields in 2 1/2 minutes.


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