I did a shield balance pass in 1.8 Beta 4, using the /balance code in TransData. I mostly changed shield costs to reflect balance, but I also made the following stats changes:

  • A-class defender: Improved depletion delay from 600 to 300.
  • Laser deflector: Nerfed regen from 8 to 6.
  • Class II deflector: Improved depletion delay from 360 to 300 (to match class I).
  • Ceratops 1T quasi-armor: Nerfed HP from 70 to 65.
  • Class III deflector: Improved depletion delay from 360 to 300.
  • R1 deflector: Improved regen from 30 to 32; improved power use from 20 MW to 10 MW.
  • Nephren P25: Improved power use from 30 MW to 20 MW.
  • Yoroi S100: Improved HP from 100 to 120.
  • Ceratops 5T quasi-armor: Improved HP from 125 to 135.
  • Mammoth 25MW deflector: Improved regen from 20 to 24.
  • R5 deflector: Nerfed regen from 48 to 46; improved power use from 40 MW to 32 MW.
  • Yoroi S500: Improved regen from 45 to 46; improved HP from 135 to 160.
  • Mammoth 50MW deflector: Improved HP from 350 to 400.
  • Nephren B700: Improved regen from 48 to 60; improved HP from 175 to 200; improved power use from 75 MW to 50 MW.
  • Yoroi MX: Improved HP from 175 to 220.
  • Mammoth 100MW deflector: Improved regen from 28 to 30.
  • Plasma shield generator: Improved HP from 225 to 260.
  • R9 deflector: Improved regen from 60 to 70; improved power use from 130 MW to 100 MW.
  • Taikon-200 deflector: Improved HP from 380 to 420; improved regen from 100 to 120.
  • Kaidun shield generator: Improved regen from 30 to 40; requires two device slots.
george moromisato 12 Nov 2018:

Implemented in 1.8 Beta 4.

the_shrike 12 Nov 2018:

These all seem agreeable to me. I'll have to run my own shields though the algorithm and see what it thinks.

Edit: A point Aury brought up in discord...stuff like the Kaidun may end up underpowered because the algorithm doesn't take into account the fuel burn required by high-HP, low-regen shields.