Are hull reinforcement packages and armour pointless?

To me any kind of armor is not worth it until they change it drastically. It slows you down and only becomes useful when you're in a losing battle.
 
If there was a additional module to give some protection to your modules, hull upgrades would gain importance ;)
 
I like the idea of having various 'boosters':

Hull armour reinforcement
Subsystem reinforcement
Weapons reinforcement

At least then we can see what we are protecting. Right now B grade bits are laughably flimsy.
 
Armour doesn't protect subsystems so it is worthless IMO. Shields go down get out asap.

How exactly is armor worthless, unless you're fighting a player who specifically targets a subsystem, you'll be dead long before one goes out. Even with the increased durability. I've been taken to 20% hull a few times, and the lowest system was still above 50%. I had 2 4D hulls on a clipper.
 
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How exactly is armor worthless, unless you're fighting a player who specifically targets a subsystem, you'll be dead long before one goes out. Even with the increased durability. I've been taken to 20% hull a few times, and the lowest system was still above 50%. I had 2 4D hulls on my clipper.

In a CZ, nearly everyone I know targets the power generator as once that goes 0% its game over. I recently did a test on an Anaconda and found that it was twice as fast to kill with direct susbsystem damage, and that most damage bypassed the hull points by a ratio of almost 2:1.
 
When my shields go down I hit silent running

Good luck targeting subsystems or getting through my armour then

All you need to really do is hit silent running, boost enough distance away (1km is fine) which will make you invisible to all but the High grade scanners, deselected you as a target and makes you unselectable

Im also running 2 heat sinks on my FDL now

It makes a HUGE difference
 
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In a CZ, nearly everyone I know targets the power generator as once that goes 0% its game over. I recently did a test on an Anaconda and found that it was twice as fast to kill with direct susbsystem damage, and that most damage bypassed the hull points by a ratio of almost 2:1.

Yes that's why I stated that with the exception of other players, and even then very few pvp encounters are fights to the death. They are over as soon as a persons shields go down, then it becomes a chase.
 
+1 for Law Hunter's suggestion.
I think FD could add more detail to armour, subsystems, damage modelling etc. Some ideas:
- Hull armour protects everything. It increases hull "health" and also absorbs a % of damage to subsystems.
- New module: Re-enforced bulkheads. Further reduces damage to subsystems, but carries a weight penalty. Maybe even reduces heat dissipation and/or you are limited to fitting smaller modules.
- Armour piercing ammunition. Increases subsystem damage at the expense of reduce hull damage. AP ammo is more expensive.
- Re-balance hull and subsystem health so to make the choice of AP or normal ammo mean something (i.e. reason not to just choose AP all the time).
- Drives always take full damage from shots hitting the exhaust ports.
 
Won't armor piecing bullets just become the new meta for pvp? If every player targets the power plant anyway, then this just makes that worse.

Oh and you guys forgot something, taking out non essential modules should be easier. Right now less important modules like life support and sensors are so small and hard to kill, that they'll be dead before those are.
 
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For me armour is priceless. This is as vet of lugh. 0 vipers lost (cept 1 i rammed a station with... dont ask)

Just today i was fighting a cobra who was pretty good. We both lost shields and i think he thought he had me at this point as he actually either stopped or put it in reverse. I think he got a suprise at my hull strength when the viper didnt pop. One dead crimson cobra, one 40% hull smoking viper. The negative effect is minimal to be unnoticeable. The positive quite large. That said if you run when shields are ner off/off yes armour is useless.
another example i tanked a viper and vultures fire while peppering their friend in a vulture who was running. I got him to 30% hull then had to pull out only when they targetted my engines.

So for me, if you fight and want staying power get armour. I would say especially in an asp as its strong! N heavy and can jump. This armour will give you more time to fight or jump with shields out. So for me good!!
ps hows the asp fight? I met one only in lugh n i was out of ammo so had to bug out. Seemed good for the few minutes i fought him.
 
I'm saying introduce armour piecing rounds, but balance subsystem and hull health/damage so that they are not the go-to choice for PvP - but they do add tactical variety to the game. AP rounds are better in some situations, normal rounds are better in others.
 
I've been fighting the Feds in Lugh and have tooled up my Asp with as much armour and shielding as I can fit. But from combat all I can conclude is that its pointless to fit hull 'boosters' and upgrade the armour on ships.

Perhaps this is down to the Asps flawed powerplant location (and that I play Ironman so I run when I get to 85% hull), but once a number of ships (Asp, Anaconda, Cobra etc) lose shields even with all the armour in the game they get destroyed in the same time as an unarmoured one does. Even with B components my modules get damaged really easily. The only ship I would feel safe in right now with no shields would be the Python as it takes an age to take out their reactor.

I'm tempted to remove all the hull boosters and just have reflective armour, and be a bit more agile. What do you guys think- does anyone use lots of armour or do you rely on shields?


Armor and hull boosters should also add (a percentage of) their protection values to subsystems. Otherwise there is no point in investing in them.
Currently this does not seem to be the case. That is why I never invested money in armor and hull boosters.

It would be great if a dev would be willing to explain a bit about how armor and armor boosters work.

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I'm saying introduce armour piecing rounds, but balance subsystem and hull health/damage so that they are not the go-to choice for PvP - but they do add tactical variety to the game. AP rounds are better in some situations, normal rounds are better in others.


I would love that. Different ammo types will add more depth and choice. That is always a good thing for a game.
 
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How exactly is armor worthless, unless you're fighting a player who specifically targets a subsystem, you'll be dead long before one goes out. Even with the increased durability. I've been taken to 20% hull a few times, and the lowest system was still above 50%. I had 2 4D hulls on a clipper.


Well another player is the only opponent I get worried about fighting. AI cant even bring my shields down so why would I need armor for them?

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Yes that's why I stated that with the exception of other players, and even then very few pvp encounters are fights to the death. They are over as soon as a persons shields go down, then it becomes a chase.

Elite AI target subsystems according to the devs.
 
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And modules are located where, exactly ? Outside the hull, perhaps ?
If (as I strongly suspect, lol) they are inside the hull then shouldn't hull armour protect modules too ?

because that's the way the game mechanic works.
some hits just pierce through the armour and hit the modules, without hurting the structual integrity (hull) much.

but i have to admit: it doesn't make much sense (unless the hits hit a hole that was previously punched)
 
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