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Energy shield MK2: Difference between revisions

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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]].
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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. An cheaper version is [[energy shield]].  
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]].  


It takes 12.5 seconds to recharge from 0 to 150 HP. Multiple shields recharge simultaneously.  
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 ([number of energy shield MK2s] * 150 / 12.5) units per second, if enough power is provided by [[Modular_armor#Equipment|batteries]], [[Portable_solar_panel|solar panels]], or [[Portable_fusion_reactor|fusion reactors]]. The maximum rate is only reached when all shields are recharging at once, i.e., all shields are depleted except the last one (or all shields are depleted including the last one).
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.


e.g.:
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.  
* 4 energy shields MK2
* 2 portable fusion reactors
 
# shield bar is full : recharge rate = 1/4 * maximum recharge rate
# shield 1/4 depleted: recharge rate = 2/4 * maximum recharge rate
# shield 2/4 depleted: recharge rate = 3/4 * maximum recharge rate
# shield 3/4 depleted: recharge rate = 4/4 * maximum recharge rate
 
Adding a fifth energy shield MK2 would reduce the maximum recharge rate to 83.33%, because five shields drain 180kW while two reactors only provide 150kW.  





Revision as of 13:10, 4 November 2017

Energy shield MK2.png
Energy shield MK2

Recipe

Time.png
10
+
Energy shield.png
10
+
Low density structure.png
5
+
Processing unit.png
5
Energy shield MK2.png
1

Total raw

Time.png
685
+
Copper plate.png
350
+
Iron plate.png
100
+
Plastic bar.png
125
+
Processing unit.png
5
+
Steel plate.png
110

Recipe

Time.png
10
+
Energy shield.png
10
+
Low density structure.png
5
+
Processing unit.png
5
Energy shield MK2.png
1

Total raw

Time.png
860
+
Copper plate.png
700
+
Iron plate.png
200
+
Plastic bar.png
350
+
Processing unit.png
5
+
Steel plate.png
110

Stack size

20

Dimensions

2×2

Energy consumption

360 kW (electric)

Placed in

Modular armor.png
Power armor.png
Power armor MK2.png
Spidertron.png

Energy capacity

180 kJ (electric)

Shield hitpoints

150

Energy per hitpoint

30 kJ (electric)

Maximum recharge speed

360

Prototype type

energy-shield-equipment

Internal name

energy-shield-mk2-equipment

Required technologies

Energy shield MK2 equipment (research).png

Produced by

Assembling machine 1.png
Assembling machine 2.png
Assembling machine 3.png
Player.png

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.


See also