Ships Deep Plating?

Well, the ship loadouts on Inara doesn't show such properties, just the blueprint names, level, quality and the special effect, so I am not sure what are you referring to in regard of the ship loadouts as being displayed on Inara?
When I check a Build I want to know not only what Engineering and Exp Effects,but also the figures related to everything else otherwise you have half the things you need to decide if it's good or trash.
 
When I check a Build I want to know not only what Engineering and Exp Effects,but also the figures related to everything else otherwise you have half the things you need to decide if it's good or trash.
Ah, you mean the blueprint details not being displayed there? Then yes, you are correct, it's not displayed. But that doesn't mean Inara is inaccurate, because the engineering levels are exactly as in the game (when imported correctly and up to date), just that it doesn't show more detailed info. ;)
 
I will admit, not the best a pip management but I try. I usually just leave two pips to all and that seems to, in most cases, be fine. If I get into with a particularly hairy NPC, then I will stat to use more pip management much more. However, I do very much keep an eye on bars. I can't say there are not times where I run low on sys or wep, but rare. More often I will run low on eng. Again, not the best at working pips but I pay attention, and will throw all to sys when I am in a good fight face to face and if and when I start to run low on wep, I will get out of fire and toss back into wep, charge up and then balance out and get back into fight. Maybe I should just make a video for analysis. I'll try that today. Maybe someone will notice an error in my fighting style or pick up on where I might be overheating (cooking myself). Yeah, I'll try that later. I'll have to keep it to a few engagements to keep that video as short as possible, YouTube takes FOREFVER to process my 3440x1440 videos. A video of about 400MB, which would be short, still takes like 4 hours to process. It's crazy, no idea what YouTube is doing, and when it's done the video comes out darker and sometimes, a lot of times, even chops in places that never chopped in the actual unprocessed video. I use the GeForce video capture and maybe that's not the best. If anyone can offer a better game capture program, please do!
It's not the capacitor bars that affect the shield's strength, it's the pips themselves.
The bars are only used as a buffer for recharging the shields if you don't have enough pips in SYS to counteract the drain or if your distributor can't keep up with 4 pips.

Heatsinks and ECMs also use the SYS capacitor, but with negligible amounts, while the shutdown field neutralizer (anti-thargoid utility) will drain even an 8A charge enhanced in a matter of seconds.

I don't have any suggestions for capturing video, as I use the built-in XboxDVR on my console.
 
You won't ever need all of that Shields/Hull for PvE c'mon ;) My "light Corvette" has a bit less than 3000 shields more or less same Hull,boosts at 430 and can jump 35 light years,it wrecks everything easily as well and I bet has way more handling than this one.Plus it can travel...

Can you send me the build of this Vette of yours? I'd love to see it, and maybe copy it. I can get the jump range up by adding a GFSD, but dropping my Vette to 3000 Shields didn't serve me well, at all. Anyway, I would love to see this build you have, that "wrecks everything easily" and has a Boost of 430. Thanks!
 
Question, to any ship mechanics out there.

So, I have this Vette below, that at one point, I could, literally, sit at a Comp NAV Beacon and kill ship after ship after ship, and take NO module damage. At the worst, I would lose maybe a ring of shields after an hour of slaughtering ships, and that's Deadly and Elite ships. One after another after another... and like I said, at the worst I would start to lose the outer ring of shields, but all modules would stay at 100%, with 100% Hull.

OK, so I am checking the ship out and notice that out of my 8 Hull reinforcement packages, all Heavy Duty, that half of them I had forgot to add the Deep Plate EXP effect. So, I head off and add the Deep Plating to the other 4 or so Hull packages. This takes my Ship Integrity from 7,000 to 7,636. I am thinking now this ship should be even better, if that's possible, but now it's worse! WT?!

Now, sitting in the same Comp NAV and hanging out killing just as many ships, at the end of the slaughter, my shields are nearly gone and Hull at like 98%, with lots of modules now down to anywhere from 99% best case to 96% worse case.

Here's what the description of Deep Plating states:
"Increased depth of plating increases the ship's overall structural integrity, at the cost of resistance against all types of damage."

Adding the Deep Plate gives a 10% increase to Hull Reinforcement, with a -2% drop in all resistances. So, if I added DP to 4 Hull packages, I assume I lost a total of 8% in all resistances but gained 40% in Hull strength, or at least overall Hull Reinforcement strength. I had no idea that this would cause such a overall decrease in the ship's ability to soak up damage and no idea that it would even affect the shields, which have always had the same MJ rating.

So, what the heck is the point of DP? It's made my ship worse! I wanna remove the DP I added, but my brain is telling me "NO, you need it!" But apparently I don't! I am starting to question all my "combat" ships, as I always DP all the Hull Reinforcement Packages, but apparently it looks like I am making things worse by doing so? Would it be better to use a combo of Angled, Layered and Reflective EXPs over Deep Plating, or maybe not even using Heavy Duty?

Thanks for any advice! I've done something wrong here by adding the DP 🙄

thats-not-how-this-works.jpg


As others have already said, so long your shields are up hull hp or resists have no effect on non-phasing weapons. Phasing and heat damage is absolute so higher raw hp = less hull damage. Heat damage takes a certain amount out of all modules, mrps don't do anything to mitigate that. There are lots of builds out there who skipped hull day and they do fine until their shields drop or somebody brought phasing weapons. Shields and hull engineering is separate too and is not related to each other in any way, meaning how you engineer your shield and boosters has no effect on hull and hrp engineering and vise versa.

Looking at your build heat damage seems the most likely with that g5 oc PP + beams & pack hounds. I don't see how putting DP on the hrps would make your shields or hull worst. Either you changed the way you fight or the victims at the comp beacon are of a higher class. Record your sessions and have a look what's going on.


Well, so I removed several HRP and Shield Boosters, got the ship down to about 3000 in integrity and 3000 in Shields. Lasted less than 10 minutes before I had to bail. That didn't seem to work out for me too well. :( No, I like my tank. Ship was certainly a bit faster and agile though. Ha!

You lowered your shield and hull strength, so the outcome was predictable as you probably suspected yourself.

Don't chase the perfect 100%. My PvE ship runs hot and as long as I have not to many weapons fail do to heat damage I keep going. Usually I come back with modules in the 60% and hull at 80something %. Never lost shields it's all because of heat damage. So long the shields are up there is nothing to worry about and with your 7k hull even nothing long after that.
 
I am trying to wrap my head around something... so, I am thinking of maybe changing up my HRP to Lightweight, as my Vette is a tad on the heavy side. However, I confused on the negative and positive effects here. So, there's a -4% decrease on the Hull Reinforcement, but yet somehow a +8% boost on the Hull? How does that work, exactly? Isn't this like saying I am going to add something to my car's engine that's going to decrease my HP by -4% but add a +8% in speed? Something like that.

So, given the first roll below... would the -4% and the +8% = a net gain of +4% in Hull value?

1-25-2021 1-00-19 PM.png
 
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View attachment 205611

As others have already said, so long your shields are up hull hp or resists have no effect on non-phasing weapons. Phasing and heat damage is absolute so higher raw hp = less hull damage. Heat damage takes a certain amount out of all modules, mrps don't do anything to mitigate that. There are lots of builds out there who skipped hull day and they do fine until their shields drop or somebody brought phasing weapons. Shields and hull engineering is separate too and is not related to each other in any way, meaning how you engineer your shield and boosters has no effect on hull and hrp engineering and vise versa.

Looking at your build heat damage seems the most likely with that g5 oc PP + beams & pack hounds. I don't see how putting DP on the hrps would make your shields or hull worst. Either you changed the way you fight or the victims at the comp beacon are of a higher class. Record your sessions and have a look what's going on.




You lowered your shield and hull strength, so the outcome was predictable as you probably suspected yourself.

Don't chase the perfect 100%. My PvE ship runs hot and as long as I have not to many weapons fail do to heat damage I keep going. Usually I come back with modules in the 60% and hull at 80something %. Never lost shields it's all because of heat damage. So long the shields are up there is nothing to worry about and with your 7k hull even nothing long after that.
I agree, I am chasing that perfect tank. I had it, I really did. Something went awry though. I think, it's Rank going up and ships I am encountering due to Rank going up. It's only been a slight 10% Rank increase in Deadly, but I think that's the answer, the enemies I am facing are just, "harder", tougher, do more damage. That's the only reasonable conclusion I can come up with. And yes, I will record it, and post it. Thanks!
 
If suddenly all your moduels are at like 99 or 98, that was heat damage. grunted.

Let's see after I get done recording a session. Very well could be. I'll post some video later for analysis. By the way, I don't noticed any module damage until I start to lose shields, from what I have seen. I think I am being a little overly critical, or OCD about the whole thing, as I've never seen modules get below 96%, and that's usually just a HRP or Booster(s). Most other modules rarely drop below 98%, however, once my shields go, I go and repair. By that time, I've gained another 1 to 2% in Rank and about $7M in Credit kills. I should equip a KWS, just lazy I guess. I have a fast scan one on another ship, should put it on the Vette.
 
How does that work, exactly?

Hull boost is a fraction of the ship's base hull value. Hull reinforcement is a fraction of the HRP's integrity.

Hull boost on HRPs is mostly meaningless except for very small lightweight HRPs on ships with a very large amount of base hull integrity.
 
Hull boost is a fraction of the ship's base hull value. Hull reinforcement is a fraction of the HRP's integrity.

Hull boost on HRPs is mostly meaningless except for very small lightweight HRPs on ships with a very large amount of base hull integrity.
So, would this be correct saying that... you have you BASE Hull value, plus any Hull Boost fractional amounts you add, then you have your HRP value which is separate from the actual Hull? It would be like saying, you need to get through one door to get another door you need to get through. Like having a metal screen house door in front of your actual house door, and each can be "reinforced" but neither gives reinforcement to the other? That make sense? Like just a simple double layer of protection, each with their own set of integrity stats.
 
I am trying to wrap my head around something... so, I am thinking of maybe changing up my HRP to Lightweight, as my Vette is a tad on the heavy side. However, I confused on the negative and positive effects here. So, there's a -4% decrease on the Hull Reinforcement, but yet somehow a +8% boost on the Hull? How does that work, exactly? Isn't this like saying I am going to add something to my car's engine that's going to decrease my HP by -4% but add a +8% in speed? Something like that.

So, given the first roll below... would the -4% and the +8% = a net gain of +4% in Hull value?

View attachment 205613

Don't do that. It's better to use a size or more smaller HRP and do HD deep plating on them. More HP and same or less weight. The only time lw would be useful is for non-standard armor on certain ships.
 
Question, to any ship mechanics out there.

So, I have this Vette below, that at one point, I could, literally, sit at a Comp NAV Beacon and kill ship after ship after ship, and take NO module damage. At the worst, I would lose maybe a ring of shields after an hour of slaughtering ships, and that's Deadly and Elite ships. One after another after another... and like I said, at the worst I would start to lose the outer ring of shields, but all modules would stay at 100%, with 100% Hull.

OK, so I am checking the ship out and notice that out of my 8 Hull reinforcement packages, all Heavy Duty, that half of them I had forgot to add the Deep Plate EXP effect. So, I head off and add the Deep Plating to the other 4 or so Hull packages. This takes my Ship Integrity from 7,000 to 7,636. I am thinking now this ship should be even better, if that's possible, but now it's worse! WT?!

Now, sitting in the same Comp NAV and hanging out killing just as many ships, at the end of the slaughter, my shields are nearly gone and Hull at like 98%, with lots of modules now down to anywhere from 99% best case to 96% worse case.

Here's what the description of Deep Plating states:
"Increased depth of plating increases the ship's overall structural integrity, at the cost of resistance against all types of damage."

Adding the Deep Plate gives a 10% increase to Hull Reinforcement, with a -2% drop in all resistances. So, if I added DP to 4 Hull packages, I assume I lost a total of 8% in all resistances but gained 40% in Hull strength, or at least overall Hull Reinforcement strength. I had no idea that this would cause such a overall decrease in the ship's ability to soak up damage and no idea that it would even affect the shields, which have always had the same MJ rating.

So, what the heck is the point of DP? It's made my ship worse! I wanna remove the DP I added, but my brain is telling me "NO, you need it!" But apparently I don't! I am starting to question all my "combat" ships, as I always DP all the Hull Reinforcement Packages, but apparently it looks like I am making things worse by doing so? Would it be better to use a combo of Angled, Layered and Reflective EXPs over Deep Plating, or maybe not even using Heavy Duty?

Thanks for any advice! I've done something wrong here by adding the DP 🙄

Link to Build

View attachment 205361
Not Exactly 'Dangerous' Is it.
Pug
 
Not Exactly 'Dangerous' Is it.
Pug
If you're referring to the Risk or lack thereof, in having this beast tank that can take an hour of punishment. Then no, you'd be right. It's not very challenging. Starting to think a little differently about this. What's the point of being so strong, where's the risk or challenge in that? I get that part. I guess I was more surprised that this ship went from damn near indestructible to now taking damage. I guess, in the end, that's a good thing ;) However, when I do want a good "NPC" fight, where I know I am going to take some serious butt kicking and damage, I head over to Celaeno! :alien:
 
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If you're referring to the Risk or lack thereof, in having this beast tank that can take an hour of punishment. Then no, you'd be right. It's not very challenging. Starting to think a little differently about this. What's the point of being so strong, where's the risk or challenge in that? I get that part. I guess I was more surprised that this ship went from damn near indestructible to now taking damage. I guess, in the end, that's a good thing ;) However, when I do want a good "NPC" fight, where I know I am going to take some serious butt kicking and damage, I head over to Celaeno! :alien:
This is the only activity recently where I have actually been killed because basically I am crap at it. I take it you refer to Xeno?

I can't count, or can't be bothered to count between phases. Lost three Pythons.

I wish the game was more 'Dangerous' in Solo, Group so that I actually had to be very careful with what I do and don't do.
This over simplification of activities to aim it at the masses is detrimental to the Name.
Pug
 
Farming dozens of NPC tomato cans in an invulnerable ship is a good way to loose interest from my experience. Grab some wing assassin missions to keep things spicey. Once you master those in a vette, do some with a FxS series medium ship to keep things hard.
 
This is the only activity recently where I have actually been killed because basically I am crap at it. I take it you refer to Xeno?

I can't count, or can't be bothered to count between phases. Lost three Pythons.

I wish the game was more 'Dangerous' in Solo, Group so that I actually had to be very careful with what I do and don't do.
This over simplification of activities to aim it at the masses is detrimental to the Name.
Pug
Indeed, anti-Xeno. It's the end game in NPC combat. I was crap at it at first, and still can only kill Threat Level 5's alone, but I can kill them every time now. I tried a TL6 by myself and didn't stand a chance. Not there yet, not even close.
 
Farming dozens of NPC tomato cans in an invulnerable ship is a good way to loose interest from my experience. Grab some wing assassin missions to keep things spicey. Once you master those in a vette, do some with a FxS series medium ship to keep things hard.
Certainly. I do the "Pirate Lord" missions. I usually use my Python or Krait for them. Sometimes my FDL. I think I used the Vette once and was stupid simple kill. The "cans" I am just doing as target practice and rank. It does get rather mundane, to say the least. I would like to find an area in the game with REAL players. Not gankers or grifers, just players like me looking to have fun with fighting other players and "testing" builds. I want it to be random though, not some pre-arranged encounter. I just can't seem to find that area of players though.
 
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Indeed, anti-Xeno. It's the end game in NPC combat. I was crap at it at first, and still can only kill Threat Level 5's alone, but I can kill them every time now. I tried a TL6 by myself and didn't stand a chance. Not there yet, not even close.
Cant do a Cyclops in a Fully engineered Krait MKII or Python. Gave up as what was it worth it to me to achieve it.
I'm not talking about credits I have those.
Pug
 
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