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 HUll Vs Sheilds 
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Joined: Sat May 07, 2011 11:01 am
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looked it up on wiki:
Barrier cell= 15x5 for 0 space...
Shield Generator= 150 shield for 20 space (75x2)

So, 75 for 0 I would go with. I would get the shield generator, but for pvp/pve once it went down I would just uninstall it and get defenses or cannons...

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Sun May 29, 2011 8:30 am
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thunderbolta wrote:
looked it up on wiki:
Barrier cell= 15x5 for 0 space...
Shield Generator= 150 shield for 20 space (75x2)

So, 75 for 0 I would go with. I would get the shield generator, but for pvp/pve once it went down I would just uninstall it and get defenses or cannons...

I have 600+ Shields and it acts like hull if i PVP basically it keeps you from having to spend credits to repair if you disable before you reach your hull

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Sun May 29, 2011 9:16 am
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credits are nothing to me, i would rather have hull, be able to repair and get the protection instantly should the target retaliate.. vs sheild which will have to recharge leaving you vulnerable.

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Sun May 29, 2011 9:29 am
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Pertominus wrote:
credits are nothing to me, i would rather have hull, be able to repair and get the protection instantly should the target retaliate.. vs sheild which will have to recharge leaving you vulnerable.

One day... you will be beggin for 'em

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Sun May 29, 2011 9:38 am
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and when that day comes, i build a commerce bay :twisted: :twisted: :twisted:

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Sun May 29, 2011 1:51 pm
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Pertominus wrote:
and when that day comes, i build a commerce bay :twisted: :twisted: :twisted:

Agreed

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Sun May 29, 2011 4:55 pm
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Wow.. There were good points here and there, but some are definietely wrong. xd

-Shield charge can be accelerated with modules.
-Shield recharges over time.
-Shield can be charged with the base shield charging station.
-The T.O. chain mission gives good shielding modules.
-Shield also give defense modules for planets.
-Shield buffs are much more effective (+100%).
-Shield does not cost anything to repair.
-The aegis capacitor boost shield charge and gives a lot of shield (up to +15% shield charge, but sacrificing 600 shield to be built).
-Shield charge depends over the ammount of shield you have, the more the quicker.

Someone with max possible shield and shield charge is incredibely hard to disable (so is someone with lots of hull of course), because with that much shielding buffed (which means doubled), his charge is really quick, though not as quick as clicking the repair button, but has no cooldown, this still has a good point: When you NPC hunt, you go down your hull and shield really quick, so when you repair and go back, you have to wait for the cooldown for next repair, unlike shield that keeps charging when you attack (even if it's a small difference) and doesn't need to be repaired.


Most good things about hull were said, except maybe that you can remove the cooldown with artifact. So I think the hull is better for lower levels when you think of only putting max weapons and "fill" the rest with other stuff. But at a higher level, when you have really good defense modules and CT-Lab defense-giving modules (also boosting %) and have all the shielding modules and chargers, the shield is better. Even if you need place. You will be really hard to damage because of your defense modules (rendering your shield even better), you will charge really quick, which requires your ennemies to disable you in one shot of attacks, instead of the simple "sharing and damage all together taking a lot of time" way. Plus.. Seeing someone you atatck NOT running out of shield is pissing people off hahaha... Though as mentionned.. You are epicly weak against Kryonite Torpedoes. One shot and you are finished lol, buuuut... Shield restorers hahaha. They are easy to get and this would make them even better. Also.. When you have hull modules and are attacking someone that has lots of defense and hull... You might run out of hull after a time (if he is online and repairing, this is a bother, since leaving and repairing would make you lose him and waste your energy), but with shield, you can wait for it to charge up and continue attacking (if he is offline). Less energy-pumping.


So that was my point about shield vs hull. Hope you liked it!


Thu Aug 04, 2011 7:01 pm
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I think sheilds need something more too make them attractive, either 1 of 2 things

2) sheilds should be recharged with a hull repair

3) sheilds need to charge when your disabled.


Any of these would make sheilds on par with hull IMO.

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Thu Aug 04, 2011 10:01 pm
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thunderbolta wrote:
looked it up on wiki: Barrier cell= 15x5 for 0 space...

where is this barrier cell for zero space you speak of?

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Thu Aug 04, 2011 10:07 pm
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Lone.Lycan wrote:
thunderbolta wrote:
looked it up on wiki: Barrier cell= 15x5 for 0 space...

where is this barrier cell for zero space you speak of?



Tarlis Barrier Cells Remnants of the original Tarlis barrier shield. Increases max shield by 15. Permanent NPC: Tarlis Command Ship

XCharge Cells Integrates into existing field systems, permanently increasing your shield capacity by 5. Permanent Artifact Shipments 1800 Artifact Points

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Thu Aug 04, 2011 10:14 pm
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ah, those
saying 0 space he made it sound like a zero space module, not a permabuff

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Thu Aug 04, 2011 10:33 pm
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Alz wrote:
I think sheilds need something more too make them attractive, either 1 of 2 things

2) sheilds should be recharged with a hull repair

3) sheilds need to charge when your disabled.


Any of these would make sheilds on par with hull IMO.


shields do charge while you are disabled, you just dont see it until you are repaired.

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Fri Aug 05, 2011 10:34 am
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shields for npc fighting :0


Fri Aug 05, 2011 11:52 am
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