Does Moodule Reinforcement Packs protect against thermal damage from SCB, Stars, etc?

I searched around and can't find a direct answer to this question, just suggestions regarding what to equip for different builds etc... Im trying to decide on not taking a heatsink for a combat build to open the slots for Shield Boosters. Im using thermal vent lasers to icebox my ship which has been effective of popping SCB without the need of a heatsink, in some cases the thermal vents can frost my canopy ... however im wondering if MRPs add additional protection to modules in the case if I have to take Thermal Damage from SCB or if I burn up a bit scooping a star etc?
 
I searched around and can't find a direct answer to this question, just suggestions regarding what to equip for different builds etc... Im trying to decide on not taking a heatsink for a combat build to open the slots for Shield Boosters. Im using thermal vent lasers to icebox my ship which has been effective of popping SCB without the need of a heatsink, in some cases the thermal vents can frost my canopy ... however im wondering if MRPs add additional protection to modules in the case if I have to take Thermal Damage from SCB or if I burn up a bit scooping a star etc?

I'm fairly confident the answer is no. If I'm wrong, the difference is certainly very small, so better to just take an AFMU instead I reckon.
 
This is what I believe but you sound so sure, got a source, or testing data? A lot of things people 'believe' are not accurate in the end in this game. ;)

Personal testing when deciding to use heatsinks or not on various builds; basically firing SCBs without sinks by myself in solo and watching how my module % degrade over time. Combined with the assumption heat induced by thermal cascade functions like heat induced by SCB.

Also what is commonly stated in the PvP community, but you are correct I do not have a smoking gun for public consumption so OP should take with a grain of salt.
 
Last edited:
Personal testing when deciding to use heatsinks or not on various builds; basically firing SCBs without sinks by myself in solo and watching how my module % degrade over time. Combined with the assumption heat induced by thermal cascade functions like heat induced by SCB.

Also what is commonly stated in the PvP community, but you are correct I do not have a smoking gun for public consumption so OP should take with a grain of salt.

Personal testing from one who can articulate that, is the best kind. I'll take your word for it. Cheers. :)
 
Last edited:
I seem to remember reading way back in the distant past that 'Heat Sink' modules absorb heat damage in preference to other modules.

IIRC this is only the case while heat sink is active, and was more of a thing when they were trying to balance thermal shock meta, in the long long ago before times when it wasn't PA/rails meta. Then thermal shock got nerfed and no one cares anymore, although thermal cascade cannons is still occasionally a thing. I do know a dev discussed something like what you say in one of the patches.

I could be wrong though. I'm just a n00b.
 
Last edited:
Feros is correct.

MRPs don't protect against anything except bsaic weapon damage. Special effects, heat, etc, aren't protected against. This is easy to test.

Also, heatsinks and their effects were buffed multiple times to counter thermal shock/cascade throughout 2.x. So far, they've had their duration doubled, their integrity increased by 150%, were given a module specific resistance to heat damage, and also as Feros stated, they redirect most heat damage while active. I haven't actually tested the last bit in a way that would reliably have isolated heat damage from ship temperature, but it is in the patch notes: https://forums.frontier.co.uk/showthread.php/300177-Elite-Dangerous-The-Guardians-2-2-update
 
Last edited:
Thanks for the Link Morbad that was exactly the reference I was trying to remember.

Cut and Pasted relevant section from the patch notes that Morbad Linked

- Two changes aimed at rebalancing Thermal Shock and similar heat-imparting weapons:
- Ships now gain resistance to heat weapons based on spare cooling capacity (when ships are cold they're more resistant).
- Having a heatsink actively charging diverts most heat from external heat attacks straight into the heatsink, granting 90% resistance to these effects for those few seconds.
These two changes combine well, as now heatsinks are much more able to cut through even extreme heat attacks, and then the newly cold ship is temporarily more resistant. Simply running a cold ship will also extend the time before external heat is able to cause damage by a larger proportion.
- Heat sink launchers now take substantially less damage from beaing overheated (down to a quarter of what it was), they are designed to be the defence against overheating after all.
- Shield resistance to heat-imparting attacks increased, and active shield will now block 50% of the effect of thermal shock weapons, up from 25%.
 
Last edited:
thanks for all the replies I did try a test to confirm before returning to this thread and confirm that it doesn't protect against heat damage. Thanks again.
 
Back
Top Bottom