Greetings, We have made several updates to ship shields. From the patch notes, they are as follows: Shields have been reworked to add major differences between manufacturers and classifications with the goal of providing a difference in feel and value. Size 1 shields have had their health pools readjusted and regen reworked. For size 1, shields now stop regenerating on hit and once a set period of time passes without further strikes, the shields will began to regen again. The functional goal of this is to limit shield regeneration during a fight and have the shield work more to stop the enemy doing significant damage right at a fight's outset. There is one exception, Ascension Astro (ASAS) shields constantly regenerate, but have a reduced health pool Size 2 shields work similar to before, but now with more difference between manufacturers. At size 2 there is no damage delay, low regeneration, and a large health pool. Size 3 shields have very large health pools and regeneration rates, with the goal of requiring multiple ships working together to overcome their regen. Reworked ship shields so power setting only impacts regen. Toned down the shield shader VFX. Changed the shield regen delay to be per generator rather than per face. Overclocking no longer affects shield allocation rate or hardening. In regards to multiple generators: Shield Generators work independently for: shield regeneration per second, shield regeneration ramp time, shield regeneration damage time, shield regeneration down time, distortion health, distortion drain. They work collectively, or add, for: Shield health pool, shield reallocation Shields normalize for: Shield hardening Let us know below if this is an improvement and what areas of shield function may need further work. Specifically, how does his impact fighter to fighter combat (positive or negative) and combat between and with large ships? -Baior RSI Player Experience Analyst