It's just occured to me that I've been doing power plants wrong.

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6A PP Overcharged & Monstered
Output: 37 MW
Integrity: 90

6A PP Armoured & Monstered
Output: 29.6 MW
Integriy: 273.... yes 273!

Back in the day crazy overcharged PP's seemed the only way of getting ships like Vultures and even my Vette builds to be viable. But now with better engineering options (efficient) and perhaps also the popularity of Bi-Weave shield builds power requirements across the board seem to be a lot less.

I know a lot of my ships have huge gaps now between output and consumption so I'm armouring a new generation of powerplants.

I guess it depends on the specific ship.

My Corvette, for example, has 4,000 integrity and requires 55MW of power.
A G5 Armored PP increases by integrity by 6% and leaves me with a 25% power deficit.

That doesn't sound like a good deal to me.

Equally, on my Exploration AspX, swapping the overcharged 2A PP for an Armored 2A PP gives me a slightly better thermal efficiency (0.35 vs 0.4), increases the integrity from 50 to 120 (which isn't going to matter cos when you're exploring your integrity is going to hit 0) and increases the weight by half a tonne - which I'd rather avoid.

Don't get me wrong.
Like most things, I guess there's a place for most mod's.
As a rule, I'd say if you've got a ship where weight isn't a huge deal and you're considering a G1/G2 overcharged mod, you might as well apply an Armored mod' instead and take advantage of the extra Integrity.
 
Don't forget the armoured powerplant mod was also significantly improved in one of the last updates. It used to generate less power (or the same, not sure) as an unengineered PP, before they included a power output buff in the blueprint, which made the mod vastly more useful.

Which is why I don't feel sooo bad about having ignored this mod for so long!

<facepalm>

I guess it depends on the specific ship.
My Corvette, for example, has 4,000 integrity and requires 55MW of power.
A G5 Armored PP increases by integrity by 6% and leaves me with a 25% power deficit.

That doesn't sound like a good deal to me.

Equally, on my Exploration AspX, swapping the overcharged 2A PP for an Armored 2A PP gives me a slightly better thermal efficiency (0.35 vs 0.4), increases the integrity from 50 to 120 (which isn't going to matter cos when you're exploring your integrity is going to hit 0) and increases the weight by half a tonne - which I'd rather avoid.

Don't get me wrong.
Like most things, I guess there's a place for most mod's.
As a rule, I'd say if you've got a ship where weight isn't a huge deal and you're considering a G1/G2 overcharged mod, you might as well apply an Armored mod' instead and take advantage of the extra Integrity.

Well yes the PP always has to give enough power to the build! So horses for courses.

I'm not sure if the addition to the total ship integrity is even a thing or really what players are doing this for... maybe I'm on my own but I believe the entire reason to armour the PP is to protect against module sniping and probably also heat damage. Mainly module sniping.
 
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I just use an entire Cobra MkIII as a Powerplant for my Python.

giphy.gif
 
Which is why I don't feel sooo bad about having ignored this mod for so long!

<facepalm>

Kind of related, but I suspect the same is true of the Thermal Spread XFX.

Back in the day, G5ing the PP on a Vulture was almost mandatory and would often leave you with a Thermal Efficiency of 0.7 or something similarly toasty.
Now, you can G5 overcharge a Vulture's PP to get 22MW out of it and the Thermal Spread XFX gives it Thermal Efficiency of 0.45 (only 0.05 worse than stock).

I keep seeing people say they don't want to have hugely overcharged PPs cos it ruins the efficiency, but it really doesn't have to.
I wonder if a lot of people just automatically apply the Monstered XFX to go with an Overcharged PP and don't bother to consider other effects?
 
Kind of related, but I suspect the same is true of the Thermal Spread XFX.

Back in the day, G5ing the PP on a Vulture was almost mandatory and would often leave you with a Thermal Efficiency of 0.7 or something similarly toasty.
Now, you can G5 overcharge a Vulture's PP to get 22MW out of it and the Thermal Spread XFX gives it Thermal Efficiency of 0.45 (only 0.05 worse than stock).

I keep seeing people say they don't want to have hugely overcharged PPs cos it ruins the efficiency, but it really doesn't have to.
I wonder if a lot of people just automatically apply the Monstered XFX to go with an Overcharged PP and don't bother to consider other effects?

Well I certainly did until quite recently.

PP G5 OC with Monstered... De rigueur mon ami!

But then I like Thermal Vent Beams so sort of like swallowing a spider to catch the fly.
 
The Torp guy in my crew uses a cold ship with armored power plant. No shields and minimal modules. He drops off the radar at around 500m. I can still eyeball his ship thru the canopy (with my headlights pointed in his direction since he purchased the midnight paint job) but his ship is cloaked to my sensors.
 
The Torp guy in my crew uses a cold ship with armored power plant. No shields and minimal modules. He drops off the radar at around 500m. I can still eyeball his ship thru the canopy (with my headlights pointed in his direction since he purchased the midnight paint job) but his ship is cloaked to my sensors.

Until the Beta hits live ;)
 
The Torp guy in my crew uses a cold ship with armored power plant. No shields and minimal modules. He drops off the radar at around 500m. I can still eyeball his ship thru the canopy (with my headlights pointed in his direction since he purchased the midnight paint job) but his ship is cloaked to my sensors.

He must be sick about the introduction of NV. :p
 
Activating NV makes all ships glow like a glowy thing regardless of whether they're visible to the naked eye. ;)

There should be a kind of stealth hull, same protection as lightweight but :

1. reduce range of assured acquisition
2. make sensor lose you upon light of sight obstruction
3. increases thermal capacity of the ship
4. make the ship invisible in NV. Think of some kind of crypsis hull thing

Extra points if it only exists for small and medium(?) ships.
 
Activating NV makes all ships glow like a glowy thing regardless of whether they're visible to the naked eye. ;)

I saw night vision in the stream and thought it was for the dark side of planets. This works out in space? What is the range? Is radar affected?
 
Please explain. I'm not in the beta.
Activating NV makes all ships glow like a glowy thing regardless of whether they're visible to the naked eye. ;)
^ That. New nightvision somewhat breaks stealth builds. (Not totally because the sensor stealth still is there, but the visual stealth is gone).

edit:
This works out in space? What is the range? Is radar affected?
Yes. Long, several km. No.
 
Don't forget the armoured powerplant mod was also significantly improved in one of the last updates. It used to generate less power (or the same, not sure) as an unengineered PP, before they included a power output buff in the blueprint, which made the mod vastly more useful.
.
Aye. The added power came with the engineers rework. Since then armoured power plants awesome. It's only very few ships (e.g. my Courier) where I rather use overcharged, due to mass reasons.
.
 
There should be a kind of stealth hull, same protection as lightweight but :

1. reduce range of assured acquisition
2. make sensor lose you upon light of sight obstruction
3. increases thermal capacity of the ship
4. make the ship invisible in NV. Think of some kind of crypsis hull thing

Extra points if it only exists for small and medium(?) ships.

This would be great, yeah. More hull options that do wider variety of things would be a good thing.
 
Seems kind of like NV needs a huge nerf...lol

Trouble is, they can't really nerf the range of it without defeating the entire purpose.
I mean, when you're flying at, say, 600m/sec you really need to be able to see at least 3km (5 seconds) ahead of you to retain situational awareness.

What they could certainly do is set up the NV so it only displays certain things (planet surfaces, surface structures and large orbital objects such as stations and megaships) or just set it up so it only works on planet surfaces.

If they nerf the range of it, though, I'll be absolutely gutted 'cos that'd defeat the entire purpose of it.
 
Trouble is, they can't really nerf the range of it without defeating the entire purpose.
I mean, when you're flying at, say, 600m/sec you really need to be able to see at least 3km (5 seconds) ahead of you to retain situational awareness.

What they could certainly do is set up the NV so it only displays certain things (planet surfaces, surface structures and large orbital objects such as stations and megaships) or just set it up so it only works on planet surfaces.

If they nerf the range of it, though, I'll be absolutely gutted 'cos that'd defeat the entire purpose of it.

Agreed. NV should exclude ships or ships with no shields. Whatever.
 
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