Burst 3 vs 3 Shield Charge Boosters

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  • Опубликовано: 25 окт 2024

Комментарии • 12

  • @tropical1675
    @tropical1675 8 месяцев назад +4

    An impressive barrage indeed.

  • @outryder7773
    @outryder7773 8 месяцев назад +4

    It is good to see just about any tutorial video from you! More so that the others don't make anything of that kind.

    • @mikehopley
      @mikehopley  8 месяцев назад +4

      I need to get a proper PC so I can edit video again. Also would be nice sometimes to play other games. At least FTL can run on a toaster.

  • @outryder7773
    @outryder7773 8 месяцев назад +3

    The "value"! And that is with support of a fully trained crew!! No wonder that the shields skill is largely underappreciated, despite not being that bad in many certain situations.
    Mike, how about Engi or other ships with different shield contours - would this be just as consistent? And how long did the try-outs last? Would the speedhacks consistently mess up the consistency?
    However, add in some adequate evasion so that at least 1 shot misses, and the turtling becomes far more efficient. If one doesn't have Cloaking by the end of the game, 1 or 2 shield charge boosters with fully trained crew might help vs flagship phase 2 (of course, depending on the ship evasion, the enemy drone swarm composition and the weapons timings, etc).
    Worth noting that though the boost of an augment might be not that great, the positive effect is applied even when the Shields system is hacked/ionized/damaged. 1 shield booster is even slightly better than an untrained crew manning bonus. An ionized Shields system in an asteroid field performs far better than without the augmentation. In my experience, the shield booster can be very helpful is some fights in the early game when the shields system is around level 3 - 5.

    • @mikehopley
      @mikehopley  8 месяцев назад +4

      It's actually not consistent, I left it on for an hour and took 9 damage, so that's about a one in 23 chance to fail.
      I think the failures happen when the first shot takes a long path, and the last shot takes a short path. So on the Kestrel here, it's much more likely to happen when shots are coming from the "sides" rather than the nose or tail.
      If enemy burst targeting worked like player targeting, I believe this would never fail.
      Good point about the augment applying when manning is disabled.
      The video is a silly example of course, but I quite like buying a Booster late-game if I'm concerned about phase 2.

  • @alexcool07
    @alexcool07 8 месяцев назад +1

    Very interesting 🤔

  • @pieboyuk56
    @pieboyuk56 8 месяцев назад +1

    Train someone on shields FARB do it FARB :D

  • @ArmageddonChess
    @ArmageddonChess 8 месяцев назад

    What's the total boost

    • @eledgy
      @eledgy 8 месяцев назад

      75% recharge boost (15% per shield recharger + 30% max manning bonus)

    • @outryder7773
      @outryder7773 8 месяцев назад +4

      The shields recharge time with fully trained crew and 3 Shield Charge Boosters will be multiplied by (1 / (1.3 * 1.45)) = 0.531.
      Base regeneration rate of shields: 1 and 2 layers restore in 2 seconds, 3rd layer - in 1.72, 4th - in 1.5, 5th - in 1.33 seconds.
      So the 1st and 2nd shield layers will recharge in just a little over 1 second each.

    • @mikehopley
      @mikehopley  8 месяцев назад +2

      Outryder has it right. Shield Boosters work the same as Reloaders, in that they stack additively (so one is 15% and three are 45%), and then multiplicatively with shields skill. Unlike weapons skill, shields skill also works like Reloaders in that it's a percent increase to charge *rate*, rather than a percent decrease to charge *time*.

    • @eledgy
      @eledgy 8 месяцев назад

      @@mikehopley looked at the FTL wiki afterward, thanks for the correction!