Manage Power and Shields operations effectively.
Manage Power and Shields operations effectively.
Hi, I've been playing Star Citizen since March, but I haven't used it much. After a patch in March/April, the frame rates were very low, so I stopped for a while. I suspect this was due to high CPU usage. Recently, with patch 1.2 released, I decided to try again. Given my experience with space sims like Elite Dangerous, Freespace, and the X Wing series, I'm familiar with the mechanics. However, I've had some questions this week after exploring the new features and setting everything up. Yesterday, I experimented with Power Management and Shields Management. I was adjusting macros on my G13 and also in VoiceAttack. I expected Power Management to perform as well as in other space sims like Elite Dangerous or Freespace. I'm not sure if my ship is the issue (the Aurora LN), but changing the power allocation for weapons, shields, and engines didn't improve performance. Weapons don't fire faster or overheat less when maximum power is applied. Shields don't recharge quicker or feel more durable at full power. Also, ships don't seem faster or more agile when all power goes to engines (avionics). Is Power Management working, broken, or still pending? The last manual I read was for Arena Commander v1.1, which didn't mention Power Management issues, so I assumed it should be functional. The same applies to Shields Management. My Aurora LN only has front and back shields; pushing all power to one side doesn't seem effective. To clarify, I haven't tested the shields in combat. Could I somehow repair a damaged module? For example, if my front left cannon is out of use or turning yellow due to damage, could I fix it by increasing power to weapons or using some workaround? Thanks, Neo.
Asteroids generally poses a serious threat regardless of the vessel's capabilities. It seems the power handling system is still in development and mainly affects energy-based weapon recharging. Shield protection, on the other hand, is fully working but mainly safeguards against energy weapons or missiles; projectile weapons remain vulnerable due to strong shield penetration.
Thank you! I was experimenting with shields in Elite using asteroids, which is why I tried the same approach in Star Citizen—I'll postpone Power Management until an update comes. Do you think high shield penetration projectiles are built into the design, or will it be addressed later? Since my Aurora LN weapons are energy-based (except missiles), I might switch to projectile weapons to boost damage. Also, how do we get new weapons currently—only through REC?
Energy weapons will initially breach shields, while ballistic weapons will consistently hit but with diminished impact. I prefer wielding longswords since they're affordable. They won't destroy ships outright, but excel at trapping them (as noted by @Napper198). For flying the LN, deploy bulldogs and badgers—they boast one of the top cooling systems and power supplies. Maintain distance from enemy front and rear to increase your visibility as a larger target. Various ballistic ammo types produce distinct damage effects.
Ballistic arms can penetrate energy barriers to reach armor or hulls. Passing through shields reduces impact but uses minimal power, though this increases ammunition needs. In emergencies with reactor failures, you remain operational. Energy projectiles cannot breach shields, but they cause significant damage when hitting armor or hull. They demand substantial power and offer no ammo, making them prone to overheating and limiting choices during power shortages. Distortion devices (like suckerpunch) are advanced energy weapons that disable shields, systems, and power sources. Though they lack ammunition, they inflict little harm against hardened targets and have limited reach. Using varied weaponry is often practical, particularly on medium and larger vessels.
The sucker punch and neutron guns offer big rewards but come with significant risks. For the SPs, losing a mount means giving up a weapon that doesn’t kill enemies effectively. With neutron guns, you need to keep firing repeatedly to achieve high damage, but you can only fire three shots before overheating. Additionally, their range is very limited.
Sure, everything makes sense now. The only method to switch weapons is through the REC system, correct? Since I can’t purchase them, I have to rent them instead.
You can also purchase them directly from the 'Voyager direct' store on the website using UEC. You can find it in the pledge store under 'central core bank.' If you prefer, renting might be a better option now, as conditions could change significantly in the future.