PvE: Viper Mk IV: Military, Mirrored or Reactive?

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I am of course speaking of the bulkhead options. Which would you say is best?

Also, what shield modification would be best for PvE activity?
 
I am of course speaking of the bulkhead options. Which would you say is best?

Also, what shield modification would be best for PvE activity?

As always, it depends. Reactive and mirrored offer different advantages and disadvantages to kinetic and thermal weapons, respectively. Otherwise they're pretty much the same as military bulkheads.

I usually go for military grade, unless there is a specific threat for this ship that I know is more likely to come from an opponent with thermal rather than kinetic weapons, or vice versa.
 
Reactive tends to win the day for me nowdays.

The total resistance is greater than any other bulkhead, with the caveat that some of those resistances are focused in explosive resistance, which you're less likely to encounter...however when you do encounter missiles in combination with hull damage, the damage is potentially catastrophic in terms of both hull damage/damage to important modules and the speed that damage will be inflicted at. Taking the bite out of what they can do to your hull is typically far better for your survival than mitigating predictable PvE laser/kinetic DPS.

Are they worth it for PvP? Depends on your build and most feared counters. For PvE it would be my most consistent choice by a long shot.
 
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Military grade will provide the best balance. It is the best general use for most threats. Which is what PvE builds need.

Put thermal resistant on your shields, and the resistance augmented on your boosters.
 
Military grade will provide the best balance. It is the best general use for most threats. Which is what PvE builds need.

Put thermal resistant on your shields, and the resistance augmented on your boosters.

If you engineer the miltary armour and HRPs, and class 4 shields, you get a 20ish LY jump range on a ship that can ram a clipper to death.
 
If you engineer the miltary armour and HRPs, and class 4 shields, you get a 20ish LY jump range on a ship that can ram a clipper to death.

Ramming isn't a very viable PvE strategy in my experience. PvE is about combat longevity. Hence why PvE ships almost always have some form of laser (often pulse) paired up with MCs. Rammig is good for one or two encounters, but it won't let you hang out in a High/haz RES long enough to be sufficiently profitable.

I think my FDL is odd from a PvE standpoint because it has rail guns equipped. But I know how to make that work.
 
For PvE, I always go heavy-duty modded Lightweight hulls. Shield dropping seems very rare, and I'd rather have the extra speed, agility, and range.
 
I'll argue that for any ship with enough room for two or more HRPs and not on a super-tight mass budget, reactive always provides the best balance of resistances, except in those rare situation where you know you'll only be taking thermic damage.

Reactive has the least penalties to resistances, and most of the penalties to thermic damage evaporate with a two or three heavy duty HRPs. You can also use the light weight mod on it to cut it's mass to below that of basic reinforced, improve the resistances significantly, and still have more integrity than even heavy duty reinforced.

Resistances apply to modules, even external ones, so reactive provides a significant level of protection against missiles and weapons that tend to be good against hulls or modules.

Conversely, thermic damage, where reactive is weak, is mostly delivered by lasers, which normally have relatively severe drop off and less armor penetration value for a given size than weapons that deal other damage types.

The one weakness of note is to railguns which are a 50/50 split of thermic and kinetic damage, but this is a modest weakness and can be easily mitigated. However, if you have a ship fast enough to readily evade missiles and doge a significant portion of kinetic damage, you are better off with standard resistances to minimize the damage of long range hitscan weapons as much as possible.
 
I use reactive armor with a grade 5 thermal resistance, and in the 1t module slot I have an HRP with grade 5 heavy duty. The total mass is a bit over 10t and it gives me around 900 effective armor including resistances.
 

Deleted member 115407

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I think I use RA. On the Viper IV it really doesn't matter from a credits perspective. On larger ships the difference in cost between military and one of the specialized can be significant, and can greatly increase your rebuy cost.
 
I like military, in PvE you don't know what you'll get hit with and military makes for a good balanced compromise.
 
For PvE, I always go heavy-duty modded Lightweight hulls. Shield dropping seems very rare, and I'd rather have the extra speed, agility, and range.

I'll second this. I also just use engineered lightweight alloys. I don't hang around when my shields go down, but it happens very rarely.
 
I'll second this. I also just use engineered lightweight alloys. I don't hang around when my shields go down, but it happens very rarely.

That's my go-to for exploration or racing builds, but on a Viper Mk.4 military armor only weights 9t so it's very much an option.
 
I go for reactive and add thermal hull reinforcements as part of the package on one ship. Others Military, of note, reinforced alloy w/ an HD mod gives very close to Military protection for lighter wt.

When all is said and done, hull armor is there to let you get out of Dodge if your shields go down.
 
I've done an A rated viper mk4 with reflective and it did very well. Point defense works wonders too on a small ship like the viper.
 
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