4.7 PTU Ships with multiple size 2 shields no disadvantage: Debunked

The video explains that in the 4.7 PTU update, ships with multiple size two shields are at a disadvantage because only two shields can be active and regenerate at a time, making single larger shields more effective. It also criticizes the complexity and redundancy in the shield system, calling for better developer coordination and simplification to improve gameplay and balance.

The video discusses significant changes to shield Hit Points (HPS) and regeneration rates in the 4.7 Public Test Universe (PTU) build of a game, comparing them to the previous 4.6 version. It highlights that all shield sizes have received boosts in shield HP and regeneration rates, with size three shields getting the most substantial increase—doubling their shield HP and more than doubling their regeneration rate. The presenter cautions that these values might change before the final release, as the developers frequently adjust shield stats in ongoing patches. The current approach of changing many mechanics simultaneously without proper coordination among development teams is criticized as problematic.

A key point raised is the handling of ships equipped with multiple size two shields. Although all shields contribute to the overall shield HP pool, only two shields can be active at any given time, meaning only those two contribute to the shield regeneration rate. This results in ships with multiple size two shields underperforming compared to those with a single larger size three shield, especially in terms of shield regeneration. Examples such as the Asgard and Redeemer with multiple size two shields are compared unfavorably against ships like the Andromeda and Paladin, which have a single size three shield.

The video references a statement from John Cru in August 2025, explaining that ships with multiple size two shields consume more power but perform worse than those with a single larger shield. John Cru also mentioned that in the upcoming engineering update, only two shields will be active at a time, with additional shields acting as backups that automatically activate if an active shield fails. However, this backup system is not yet implemented in the current game build, making ships with multiple size two shields less effective for now.

The presenter argues that having many shields with similar stats complicates the game unnecessarily. They suggest streamlining the shield system to reduce redundancy, questioning the need for so many shield types that often perform similarly. This simplification could make game development easier and more efficient. The video also points out a confusion issue where different ship shields share the same name, which has led to mistakes even within the development team.

In conclusion, the video calls for better coordination among developers and more thoughtful balancing of shield mechanics. It emphasizes the importance of addressing the current shortcomings in shield functionality, particularly regarding multiple shield setups and naming conventions. The presenter encourages viewers to follow them on social media for further updates and discussion, ending with a friendly sign-off.