The description leaves much to be desired. I'd like some info on how they work. Do the blue quality heal any more than the green? Do they stack meaning 4 heal more than 2 and 8 more than 4? Thinking about healing freighters/star bases would they do much good?
This is data from season5 so if they have been altered, well I don't know yet.
Green/Blue shield repairs do not seem to have any difference in heal amounts.
The biggest difference between the two is that the Blue versions are significantly more durable. Greens will explode if hit by a stiff breeze, blues can actually take some punishment (more than a fighter, less than a runabout).
How they work?
They have a channeled shield repair beam, it lasts afew seconds, then has a recharge time, until they fire it again.
They have little issue healing a players shields even with stacked field gens.
There shield repair beams have a rather limited range, they pretty much need to be ontop of there targets to get the job done (I believe this is because they have the same range issues as siphon pods).
There AI can be weird and this is imo the largest issue with them. You can assign them to escort something only to have them heal other stuff, other times it will seem like they arn't doing anything.
As a suggestion if dev reads this, I'd highly suggest changing there heal to have a much shorter cooldown but with an obviously reduced power to compensate. As the CD right now is just killer.
The description leaves much to be desired. I'd like some info on how they work. Do the blue quality heal any more than the green? Do they stack meaning 4 heal more than 2 and 8 more than 4? Thinking about healing freighters/star bases would they do much good?
I could not say whether the blue heal more than green because I never got the greens, but I can tell you that one of the primary differences can be seen in names. The greens are simply "Shield Repair Units." The blues are "Reinforced Shield Repair Units." The "reinforced" in the name means they are more durable. I would assume they also have better healing, but by being more survivable, they last longer, so in that sense, they heal "better" by being around longer.
As far as the stacking goes, the more there are should mean that they heal more, but I couldn't tell you whether there is some limitation. Typically, when I use them, I run with one hanger and have all four deployed at all times.
Personally, I use them specifically the way you are thinking. When running Blockade on my Atox, I run with one hanger of fighters and one hanger of RSRUs. I activate the Escort mode for the hangers. The first thing I do when coming up on a freighter is to target the freighter and cast a sheild and hull heal followed by Tac Team. If the situation warrants it, I will cast additional heals. If the fighters and RSRUs kept up with me, the RSRUs will go start healing the freighter and the fighters will start attacking whatever was attacking it. If they have not kept up, I will start deploying them as I get in range with the same result. At that point, I can then start concentrating on the enemy. If other team members are there or arrive shortly after and have the attention of all the enemies, I will break off and head to the next group to rinse and repeat (assuming the first freighter is out of danger at that point).
That strategy works quite well. I could use two hangers of RSRUs, but that cuts the DPS down and the fighters can take aggro off the freighter. That has the advantage, of course, that a shot that doesn't hit the freighter does not need to be healed. It is also handy to have the fighters available to pick off enemy fighters and destructable warheads.
Hmm. Trying to decide if a HEC or atrox would be a viable healer.
HEC I wouldn't take as a healer...lt cmdr engineer and lt science officer with one hanger as opposed to the Atrox with a cmdr and lt cmdr science and lt cmdr engineer with two hangers.
Can't have a honest conversation because of a white knight with power
HEC I wouldn't take as a healer...lt cmdr engineer and lt science officer with one hanger as opposed to the Atrox with a cmdr and lt cmdr science and lt cmdr engineer with two hangers.
It may not be a perfect healer, but provided you're willing to switch to higher Auxiliary settings, it can keep a freighter alive for a bit. I use a combination of Transfer Shield Strength, Hazard Emitters and Tactical Team and that seems to suffice in keeping the freighter safe for the initial part at least.
Comments
Green/Blue shield repairs do not seem to have any difference in heal amounts.
The biggest difference between the two is that the Blue versions are significantly more durable. Greens will explode if hit by a stiff breeze, blues can actually take some punishment (more than a fighter, less than a runabout).
How they work?
They have a channeled shield repair beam, it lasts afew seconds, then has a recharge time, until they fire it again.
They have little issue healing a players shields even with stacked field gens.
There shield repair beams have a rather limited range, they pretty much need to be ontop of there targets to get the job done (I believe this is because they have the same range issues as siphon pods).
There AI can be weird and this is imo the largest issue with them. You can assign them to escort something only to have them heal other stuff, other times it will seem like they arn't doing anything.
As a suggestion if dev reads this, I'd highly suggest changing there heal to have a much shorter cooldown but with an obviously reduced power to compensate. As the CD right now is just killer.
I could not say whether the blue heal more than green because I never got the greens, but I can tell you that one of the primary differences can be seen in names. The greens are simply "Shield Repair Units." The blues are "Reinforced Shield Repair Units." The "reinforced" in the name means they are more durable. I would assume they also have better healing, but by being more survivable, they last longer, so in that sense, they heal "better" by being around longer.
As far as the stacking goes, the more there are should mean that they heal more, but I couldn't tell you whether there is some limitation. Typically, when I use them, I run with one hanger and have all four deployed at all times.
Personally, I use them specifically the way you are thinking. When running Blockade on my Atox, I run with one hanger of fighters and one hanger of RSRUs. I activate the Escort mode for the hangers. The first thing I do when coming up on a freighter is to target the freighter and cast a sheild and hull heal followed by Tac Team. If the situation warrants it, I will cast additional heals. If the fighters and RSRUs kept up with me, the RSRUs will go start healing the freighter and the fighters will start attacking whatever was attacking it. If they have not kept up, I will start deploying them as I get in range with the same result. At that point, I can then start concentrating on the enemy. If other team members are there or arrive shortly after and have the attention of all the enemies, I will break off and head to the next group to rinse and repeat (assuming the first freighter is out of danger at that point).
That strategy works quite well. I could use two hangers of RSRUs, but that cuts the DPS down and the fighters can take aggro off the freighter. That has the advantage, of course, that a shot that doesn't hit the freighter does not need to be healed. It is also handy to have the fighters available to pick off enemy fighters and destructable warheads.
HEC I wouldn't take as a healer...lt cmdr engineer and lt science officer with one hanger as opposed to the Atrox with a cmdr and lt cmdr science and lt cmdr engineer with two hangers.
It may not be a perfect healer, but provided you're willing to switch to higher Auxiliary settings, it can keep a freighter alive for a bit. I use a combination of Transfer Shield Strength, Hazard Emitters and Tactical Team and that seems to suffice in keeping the freighter safe for the initial part at least.