After a shield breaks, there is a downtime of 15 seconds until it starts to rebuild. No distributor draw incurs during this downtime.
A shield always rebuilds to 50% of the current shield capacity. Turning off shield boosters reduces this capacity, so can be used to regain a shield quicker (albeit at lower capacity!)
A shield regains health much quicker when rebuilding than when it's regenerating. Distributor draw mimics this!
The shield strength bonus of a shield booster is based on the base shields (with a Shield Generator, but no Shield Boosters or GSRPs) and added to the total MJ.
E-rated heavy duty shield boosters weigh only 2t, but have 50% shield boost, that is 60% the boost of an A-rated counterpart at one seventh the mass!
Shield resistances further reduce the damage taken when a weapon hits the shield.
Shield regeneration is in MJ/sec. Increasing shield resistances increases effective recharge.
Rebooting while moving < 50m/s and taking no damage while rebooting will restore 50% shield health.
Taking damage with 4 pips to SYS reduces actual damage by a factor of up to 60% - Only 40% of the damage is actually suffered.
Module damage does not occur when tanking with shields.
Shields (if still up) can start to regenerate health after not getting hit by a weapon for 2.5 seconds.
A shield cell bank can replenish a nominally operating shield with a limited set of charges.
Shield Cell Banks are usually better than hull reinforcement packages, due to the advantages of shield- over hull tanking.
Noteworthy Mechanics:
Deploying a Shield Cell Happens in two stages:
Spin-Up: In this stage, all heat is generated. The amount of heat is constant. Increasing the duration of this stage makes it safer to hotbank.
Reinforcement: In this stage, the shield reinforcement is applied to the shield.
If a feedback cascade railgun hits a shield cell during spin-up stage, the amount of shield reinforcement of that cell is reduced by up to 90%. The effectiveness of the reduction depends on the combined damage of all feedback cascade railguns hitting the shield during the spin-up stage.
Multiple shield cells can be deployed at once (stacked).
A technique that allows the use of two shield cells on just one heatsink without overheating.
Requirements
Minimum two Shield Cell Bank Modules
Minimum one Heatsink Module
Keybinds for "Use Shield Cell" and "Use Heatsink"
Low enough shields to use all the reinforcement, but not so low that your shields break while the bank(s) are spinning up
How to:
Use Shield Cell
When heat rises > 80%, use heatsink
When you hear the first Shield Cell entering the reinforcement phase (coincides with heat dropping), use another Shield Cell
Remarks
Don't use fire groups for this, it is cumbersome and unreliable, use the hotkeys