' Wrote:In any case it won't save you from magmaguardians and SNs.
The purpose of this post is to glean data relevent to offensive tactics. Not defensive. If you're confused, I'll state it simply: I'm not worried about keeping my own shields up, as much as I am interested in keeping other's shields down. That's all you'll get as far as my motive is concerned.
And unless you actually have data to contribute, I respectfully request you refrain from posting.
A shield can be up or down. If it's up, when you take a hit the engine will calculate damage based on the stats and type of the weapon being used and apply that to your shield. If it's down, it'll calculate damage based on the stats of the weapon and your armor (2.5x armor is really 1/2.5 to incoming hull damage) and apply that to your hull.
All this time, your shield is regenerating. The only time your shield is not regenerating is when it is full. If you take shield damage such that your shield goes down, it will still be regenerating, but it will not show on the HUD and it will not deflect incoming attacks. It will remain down for a set space of time, that being 12 seconds for every shield other than transport shields (the value is one of the shield's stats, just usually not bothered with), at which point it will come back up with however much capacity it has regenerated since it was taken down.
An important note- when you are hit, all damage from one "update" ("update" is for the game engine what a "frame" is for your graphics processor- there's a real technical term for it, but it's 2:30 AM and I can't remember it) is applied at once. If you are hit by 2 Magma Hammers and 4 Excaliburs as part of one volley, and only have a small amount of shield capacity left, they'll all register as hitting your shield (meaning you won't take any hull damage).
In short, it's a lot simpler than what it appears you thought it was.
1) No.
2) No.
3) They never stop regenerating, but your shield doesn't take hits for you for a set amount of time after it hits 0.
EDIT: There is one other thing to it. Regenerating your shield takes power- if you don't have power, your shields won't regenerate. The only shields with noticeable power draw (i.e. > 10 per second) are transports, for whom it's a very serious concern. Hitting people with weapons that have greater shield damage than hull damage causes damage to their energy in addition to their hull- if, for example, you whack an unshielded bomber with a battleship pulse, they won't be firing a SNAC any time soon.
' Wrote:If you are hit by 2 Magma Hammers and 4 Excaliburs as part of one volley, and only have a small amount of shield capacity left, they'll all register as hitting your shield (meaning you won't take any hull damage).
Interesting. That explains how I took a BS mortar in a direct hit that only zeroed my shield instead of insta-killing me.
On a separate note, I am disappointed to learn that shields are always regenerating. It seemed to me, and I was actually hoping that a ship had to stop taking damage for the shield to regenerate. Well, no matter I guess.
How fast does these...'updates' happen. So for example if I have a really fast shield buster and a really slow hull buster equiped, and fired them at the same time on a low shielded opponent, would he take shield + hull damage?
' Wrote:How fast does these...'updates' happen. So for example if I have a really fast shield buster and a really slow hull buster equiped, and fired them at the same time on a low shielded opponent, would he take shield + hull damage?
Somewhere in the thirty-times-per-second range, I think. If your guns have significantly different speeds or refires, that's enough for them to register separately. If you can see a distinction then there is one.