Energy shield MK2: Difference between revisions
m (Category overhaul) |
(Bringing into 0.15.) |
||
Line 4: | Line 4: | ||
The '''energy shield MK2''' generates a stronger protective shield around your character, absorbing a medium amount of [[damage]]. | The '''energy shield MK2''' generates a stronger protective shield around your character, absorbing a medium amount of [[damage]]. | ||
</onlyinclude> | </onlyinclude> | ||
The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from your armor. | The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from your armor's damage resistance. A cheaper version is [[energy shield]]. | ||
A shield's maximum recharge rate is based on their energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the ''MK2 Shield'' recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. Shields deplete in the order that they're installed in the armor. All depleted shields will recharge simultaneously, dividing the suit's available power between them. | |||
The maximum shield recharge rate is | The maximum shield recharge rate is limited by the suit's energy supply. A [[Portable_fusion_reactor|fusion reactor]] will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while [[Portable_solar_panel|solar panels]] are only good for a few recharges per day. Because of the high energy demand it's very important to equip your suit with [[Battery_MK1|modular]] [[Battery_MK2|batteries]], as they will fill in the difference when large numbers of shields are under stress. | ||
MK1 shields have the same HP recharge speed as MK2 shields but cost less energy per shield point. This can be harnessed to increase the energy efficiency of your shield system at the cost of overall capacity. Install the MK1 shields first, then the MK2 shields. | |||
Revision as of 13:10, 4 November 2017
Energy shield MK2 |
Recipe |
|
+ + + → | |
Total raw |
|
+ + + + + |
Recipe |
|
+ + + → | |
Total raw |
|
+ + + + + |
Stack size |
20 |
Dimensions |
2×2 |
Energy consumption |
360 kW (electric) |
Placed in |
|
Energy capacity |
180 kJ (electric) |
Shield hitpoints |
150 |
Energy per hitpoint |
30 kJ (electric) |
Maximum recharge speed |
360 |
Prototype type |
|
Internal name |
energy-shield-mk2-equipment |
Required technologies |
|
Produced by |
|
The energy shield MK2 generates a stronger protective shield around your character, absorbing a medium amount of damage.
The shield is effectively an extension of HP and has to be brought to 0 for the character to suffer any actual HP damage. Like actual HP, it benefits from your armor's damage resistance. A cheaper version is energy shield.
A shield's maximum recharge rate is based on their energy draw divided by the energy cost per shield point. At 360kW costing 30KJ per shield point, the MK2 Shield recharges 12 HP per second and takes 12.5 seconds to recharge from 0 to 150 HP. Shields deplete in the order that they're installed in the armor. All depleted shields will recharge simultaneously, dividing the suit's available power between them.
The maximum shield recharge rate is limited by the suit's energy supply. A fusion reactor will only sustain 2 MK2 shields under fire (or 3 MK1 shields) while solar panels are only good for a few recharges per day. Because of the high energy demand it's very important to equip your suit with modular batteries, as they will fill in the difference when large numbers of shields are under stress.
MK1 shields have the same HP recharge speed as MK2 shields but cost less energy per shield point. This can be harnessed to increase the energy efficiency of your shield system at the cost of overall capacity. Install the MK1 shields first, then the MK2 shields.