Armor tanking

Hi,

I tried to engineer a armor tanking FAS (cause of 2.4 repair limpets )

It look like this (maybe engineenered part wont appears, dunno why :( :
https://coriolis.edcd.io/outfit/fed...AAA==.IwelBYQBjA2aQFMCGBzANokYq6A=&bn=AS beam


I dont know if FD want this kind of ship being viable in PVE ( i didnt test it in PVP )

but some modules need QoL change to make it "more" viable and fair VS shields.

AFMU :
maybe repair speed should be higher, or higher with higher AFMU class.
AFMU also need to put back online once repaired.


MODULE reinforcement package :
with 2 MRP : modules protections is 84% / hardpoints protection is 42%
i think hardpoints need higher %tage protections (cause 1/2 missiles completly destroy all turret and heatsink )
if bulkhead and hull renf resistance dont apply on modules renforcement, they should.

REPAIR LIMPETS :
Why limpet is destroyed when the ship is hit ? why not "just" paused or something ? ( #Shield cell booster superiority in this case)
so much expensive for 4 limpets, 20 materials ... when 99% of others synthesis cost much less ?

Cya mates o7

ps :

MODULES PROTECTIONS LUL § (that was before point defense and M-MC's)
[video=youtube;pQ2fZwpLO7k]https://www.youtube.com/watch?v=pQ2fZwpLO7k[/video]
 
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I have a fas that is about as tough as it's possible to make it.

I've tried it with and without shields in many CZ. I've found that it is very difficult to survive for long completely without shields in a CZ, as every NPC with a missile launcher will immediately target you as soon as you are without shields. I've even tried it with 4 point defense, but since they are all on the bottom of the ship there is no point. So, even though the biweaves on the FAS are paper thin, they regenerate quickly enough to effectively provide cover for 50% of the time.
 
I armour tank my dropship for CZ work and I have to return to the station quite regularly. Because I run out of ammo long before my armour becomes an issue.

The last war my minor faction was in I never got below 80% hull but my ammo ran out way quicker so I'd then return to the station to resupply.
 
Why do you want a Hull tank for NPC farming?
Some nice shields and you can stay the whole day there, and you can jump further, and you can fly and turn faster.

For PvP it is nice, just my 2Cents
 
Why do you want a Hull tank for NPC farming?
Some nice shields and you can stay the whole day there, and you can jump further, and you can fly and turn faster.

For PvP it is nice, just my 2Cents

You can only stay out indefinitely is you have a full energy weapon setup.

I often use kinetics set up specifically to kill my targets so need to resupply on a fairly regular basis.

And a good armour tank doesn't get that much damage from NPC's really so the cost is minimal.
 
I would suggest you to use smaller slot for Module Reinforcement and larger one for Hull Reinforcement, you'll last a lot longer in my opinion.

In my Anaconda with 3 small Module Reinforcement, modules never got hit even against PvP Railgun shooting on top of my ship... But my hull suffered a lot.
 
problems are modules resistances not hull resistance for me.
goal was to have the lightest heavy duty hull renf to have the resistance benefit, and a better modules protections.

My point here, is not to talk about "shield vs armor" but

"are afmu, repair limpet, modules protection, effective in a armored light combat ship ?"
i think those modules need some QoL.
 
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