Bulkheads are completely unreasonable.

Do the different types of armour protect your ship components (specifically the powerplant)?

If not, what is the point of using it?

They don't and that's why most of the people don't even consider using them. It's expensive, heavy and can be completely ignored by targeting subsystems...

The only use you'd have is for fighting NPC's as they do not (and probably will not) target subsystems.
 
Mirrored = 75% resist VS thermal 25% VS kinetic damage resistance.
It's the opposite for the other crap
The Military offers a flat 50% VS everything

and as others have said, until FD pulls their collective end units from their four points of contact. Changing bulkheads is pointless unless you do nothing but PVE. and even then it's still kind of pointless. However if you want to make your ship as tanky as possible VS everything then you want B grade components + military grade armor.

I don't do this crap on my conda because as someone else pointed out. If you lose shields you're doing it a bit wrong.
 
Someone has tested this - I don't have the figures to hand.

I think the price reflects technicians having to practically rip your ship apart to install everything (but yes, its crazy expensive, and heavy).
Its pretty easy to substantially reduce your ship's handling/manoevrability too with all the added weight.


In Space there is no weight, just mass, if you have a A type Thruster your are ok, Armour and Bulkhead Reinforcements only make sense for Heavy Combat, ex: War zones or solo attacks on Wings, not many are brave, or crazy, enough for that :p
 
What I would like to see is, that the reinforced, military etc resistances also apply to modules. And that bulkheads improve module armour.
 
That's correct but just remember in pvp people will target your subsystems and for some reason bulkheads don't protect those.

Which is a nice game mechanics but from any other POV pretty silly. So, the powerplant is the most required piece of equipment but it's as exposed to fire as is an external system like the thrusters? Not covered by armour? That's nuts. I do like the idea of subsystem targeting as it adds fun buy yeah, some mechanics don't add up sense-wise.
 
Which is a nice game mechanics but from any other POV pretty silly. So, the power-plant is the most required piece of equipment but it's as exposed to fire as is an external system like the thrusters? Not covered by armour? That's nuts. I do like the idea of subsystem targeting as it adds fun buy yeah, some mechanics don't add up sense-wise.

Not only is the power-plant the 'most required' but it is the one that blows your ship when it reaches 0% - no turn it off and on again and repair on this module.

I see no logic in any ship (let alone a multi-purpose or combat ship) exposing it's most important component like this (not a lore/sci-fi explanation, nor in gameplay/mechanic terms).

I do see why you might want to allow targeting of various systems as a player may choose to try and stop another ship from shooting back, repairing shields, running away, dealing with heat, using chaff etc.... That adds gameplay and choice and variety. Everyone targeting power plants does the complete opposite and just seems to make armour types more or less obsolete (especially on larger, less manoeuvrable ships, the ones that need it the most).

If the power-plant were hard to destroy and it gradually provided less or inconsistent power to other components (as it slowly got damaged) it would make more sense (to me) but I have never liked the vulnerability of the power-plant or at least it blowing up the ship regardless of any other component or hull damage.

Not done it to a player, but I have more or less one-shotted an npc Anaconda with 5 gimbal pulse lasers after taking down it's shields while it still had 86% hull. Where is the sport in that?
 
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Having said all of that - Playing today, I have noticed that targeting the powerplant today is not doing as much damage as the last time I looked. I was doing more damage to the hull than I did to the powerplant most of the time.

Will continue to test, but is this a difference in the last patch that will make hull protection more important?
 
Do the different types of armour protect your ship components (specifically the powerplant)?

If not, what is the point of using it?

They don't. And that's why I never bother with bulkheads (or hull enhancers whatever they're called), ever. There are only drawbacks.
 
I tested again today, targeting powerplant. Hull was going down quicker than the powerplant on every ship I targeted.

Not sure if this is a change in the way I am targeting (ie not hitting the right spot), the way sub-system damage is being dealt with or just that I am currently in a lower powered ship than I am used to taking on small ships. (ie I haven't taken on an large ships in the last couple of days).

Change in 1.3?
 
Which is a nice game mechanics but from any other POV pretty silly. So, the powerplant is the most required piece of equipment but it's as exposed to fire as is an external system like the thrusters? Not covered by armour? That's nuts. I do like the idea of subsystem targeting as it adds fun buy yeah, some mechanics don't add up sense-wise.

To a degree, it makes some sense as an unfortunate consequence of the customization options for ships: Being able to switch out "internal" components comes at the cost of having a way to access those components. For a fighter craft, that means having external access panels, although it's a little less justifiable for more massive ships, but you're not going to be wheeling a reactor through the hallways of even the most massive ships. Unfortunately, it seems that those access panels don't benefit from aftermarket armor (possibly justified in that extra armor might prevent those access panels from opening properly).
 

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If I use anything else than lightweight it is to increase protection for collisions. Then usually Military grade since mirrored and reactive offer the same increase in protection. Just like everyone else writes here I get out of a fight directly if I loose shields, none of these armours will let you continue fighting.
 
They don't and that's why most of the people don't even consider using them. It's expensive, heavy and can be completely ignored by targeting subsystems...

The only use you'd have is for fighting NPC's as they do not (and probably will not) target subsystems.

I'm not too sure about that, the past few times that I have taken damage from a NPC, when I checked it was all in my thrusters and power generator. So I wouldn't be at all surprised to learn that Sarah-Jane has added that ability to her evil little minions.
 
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