engineering, hull reinforcement, hull boost.

Shields are already innately strong against explosions, I don't see the how is it practical to give it even more explosion resist while neglecting thermal resist which shields are weak against.

No one seriously uses blast resistant shield boosters, except maybe those who are new to engineering and didn't do their research beforehand.
 
Every shield on every ship comes stock with 50% explosion resistance. Lowering that drastically isn’t even typical, so needing to counter a decrease via a boost should never be necessary.


Every ship has a shield multiplier.... I suggest that you give that consideration. Or are you believing that you should run stock....
 
I outlined that in the comment. Do you have a build that you’re going to show us that needs a blast resistant shield booster?
I was talking Hull Tank, thats where you are concentrating on Hull, but you need a fast cycling shield.

Using the extreme time build - (not practical but demonstrates max raw HP of 2065) with a prismatic 6A Reinforced Hi Cap on a Federal Gunship which has a bad shield multiplier with all 4 utilities :) as Heavy duty Super Capacitor, the time for recharge is 12 minutes.

The same build using Thermal Resist Thermo Block TR/TB 6A Prismatic and 4 off 0A shield boosters with BR/TB, TR/TB, KR/FB, and KR/FB recharges the Prismatic shield in 2m 25 seconds.

Using the Bi Weave this drops to 1m 25 seconds. Both builds maintains an average 55% of resistances across the board. You can drop one of those to add a PD etc.

This example is using the 4% drop from the others on Explosive to maintain a high enough resistance whilst keeping the recharge as low as possible, which is very, very slightly better than fast charge ;) . You could indeed drop the BR/TB for an extra few seconds, however I prefer a balanced resistance, and you did ask for a build. Please don't argue about need. The usage I put it to needed it in the context of the ship/scenario - the above is an example and not my actual ship. Most people put on reinforced Hi Cap as its recommended lol, with no understanding on how that affects recharge/recovery.

This build is not optimal for ships which are shield tanks, but is an option for Hull tanks.

I will leave it to you to plug in the numbers.
 
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Back to the topic: Hull Boost on HRP adds extra HP-s to the ship armor (bulkheads). But the math is a bit complicated:

HPa / [(100+HBa)/100] * [(100+HBa+HBr)/100]

where:
HPa - base ship hull HP-s with your chosen armor without any HRP-s
HBa - hull boost of armor, in percentage
HBr - hull boost of HRP, in percentage

I'll leave for someone else to figure out how the HRP hull boosts stack🙃

hd.png


lw.png

Bottom line: lightweight HRP-s are generally not worth it. If you need to save weight, undersize the HRP and add heavy duty to it--less weight and better resistances.
 
Back to the topic: Hull Boost on HRP adds extra HP-s to the ship armor (bulkheads). But the math is a bit complicated:

HPa / [(100+HBa)/100] * [(100+HBa+HBr)/100]

where:
HPa - base ship hull HP-s with your chosen armor without any HRP-s
HBa - hull boost of armor, in percentage
HBr - hull boost of HRP, in percentage

I'll leave for someone else to figure out how the HRP hull boosts stack🙃

View attachment 397300

View attachment 397301
Bottom line: lightweight HRP-s are generally not worth it. If you need to save weight, undersize the HRP and add heavy duty to it--less weight and better resistances.
I agree, but also putting lightweight HRP's on a small ship can keep your speed and turning ability at the highest possible, as HP is not critical on say an Eagle - where undersizing is not an option, but having some is better than nothing at all, and can surprise in a battle :)
 
Looking at this a bit more, it looks like the Hull Boost is another contributor to the overall integrity boost you get from the hull reinforcement. There are basically two parts to this, the integrity points of the reinforcement which is then modified by the hull reinforcement percentage, and an additional part which is based on the integrity of the ship you are fitting to (ignorning any armour upgrades) multiplied in some way by the Hull Boost value. In Coriolis you can see this by the fact that the armour increase does not match the hull reinforcement value and varies with the ship the module is fitted to. In the below example the same 5D reinforcement with lightweight grade 5 gives 394 boost on a Type 7 (base integrity 612) and only 365 boost on a Krait Mk II (base integrity 396)

Type 7
View attachment 397218
Krait Mk II
View attachment 397219
It looks like if you go by the armour value in Coriolis you have true integrity increase from the module.
Thanks for highlighting this, you seem to have pinned it down nicely. I suppose there is a base value which is then augmented relative to the initial hull hit points, something like that. So for ships with greater base hull hit points, these things can be worth looking into, where as for smaller ships dropping down to smaller modules has the better effect.

Man I love how well you need to grock all this to get an optimal build! Nerd snipped... I've been viscously nerd sniped!
 
I agree, but also putting lightweight HRP's on a small ship can keep your speed and turning ability at the highest possible, as HP is not critical on say an Eagle - where undersizing is not an option, but having some is better than nothing at all, and can surprise in a battle :)
Yep, that's why I'm looking at this, keeping my weight pinned to the minimum weight specked by my thrusters, I'm going to have to do it all again once I get my hands on a better thruster engineer.
 
I suppose there is a base value which is then augmented relative to the initial hull hit points, something like that.
There is. Every ship has "hidden variables" not available to see in game; base armor hitpoints is one of those and is modified by the armor (bulkheads) module. Eg the standard armor ("Lightweight alloy bulkheads") has armor boost of 80%, which means it multiplies the ship base hitpoints by (100+80)/100=1.8
So for ships with greater base hull hit points, these things can be worth looking into
Not really. Heavy duty HRP-s have better overall boost and higher resistances. Big ships don't care about added weight, either.
 
There is. Every ship has "hidden variables" not available to see in game; base armor hitpoints is one of those and is modified by the armor (bulkheads) module. Eg the standard armor ("Lightweight alloy bulkheads") has armor boost of 80%, which means it multiplies the ship base hitpoints by (100+80)/100=1.8

Not really. Heavy duty HRP-s have better overall boost and higher resistances. Big ships don't care about added weight, either.
I'm currently looking at maximising hit points and resistance, whilst pinning my weight to minimum thruster weight, for better turning.

The krait seems to be quite a fun ship for this, falling in the middle of the spectrum between heavy and manoeuvrable. I don't understand why EDSY shows the phantom as having 60 hull hardness though, pretty sure that it does not.
 
Coriolis shows the same, so either both are worng (not impossible) or it does, indeed, have a hardness of 60
It would be nice if it is the case, love the phantom, I'm going to keep investigating to see if I can find out. I see the Hull Boost now, in the bulkhead stats for the hull on EDSY. It is starting to get a little clearer. Logical really, the light weight additions are upping the structural surety, where as the heavy duty are adding material. There might be some method behind the madness after all!
 
I was talking Hull Tank, thats where you are concentrating on Hull, but you need a fast cycling shield.

Using the extreme time build - (not practical but demonstrates max raw HP of 2065) with a prismatic 6A Reinforced Hi Cap on a Federal Gunship which has a bad shield multiplier with all 4 utilities :) as Heavy duty Super Capacitor, the time for recharge is 12 minutes.

The same build using Thermal Resist Thermo Block TR/TB 6A Prismatic and 4 off 0A shield boosters with BR/TB, TR/TB, KR/FB, and KR/FB recharges the Prismatic shield in 2m 25 seconds.

Using the Bi Weave this drops to 1m 25 seconds. Both builds maintains an average 55% of resistances across the board. You can drop one of those to add a PD etc.

This example is using the 4% drop from the others on Explosive to maintain a high enough resistance whilst keeping the recharge as low as possible, which is very, very slightly better than fast charge ;) . You could indeed drop the BR/TB for an extra few seconds, however I prefer a balanced resistance, and you did ask for a build. Please don't argue about need. The usage I put it to needed it in the context of the ship/scenario - the above is an example and not my actual ship. Most people put on reinforced Hi Cap as its recommended lol, with no understanding on how that affects recharge/recovery.

This build is not optimal for ships which are shield tanks, but is an option for Hull tanks.

I will leave it to you to plug in the numbers.

This is why you need to link a build, because what you're proposing has no numbers behind it. I can make a Biweave Fed Gunship with the stats in the image below using only 3 shield boosters, so it's better than your proposed build on all of the fronts you've discussed, and not one Blast Resistant shield booster was used. Blast Resistant shield boosters are a complete waste.

1720955278889.png
 
Yep, that's why I'm looking at this, keeping my weight pinned to the minimum weight specked by my thrusters, I'm going to have to do it all again once I get my hands on a better thruster engineer.

You should just get the Thrusters engineered, then. If you go get an Unclassified Relic, which is pretty easy to get, you could make one today, then fly into the Arque system where Palin is, you can deliver it and this automatically unlocks access to him. Redoing armor because your thrusters aren't G5 rated is just going to use more materials for no benefit in the short or long term, when you could unlock those Thrusters today.
 
In game it shows 55, same as Krait MKII. Maybe it was 60 at some point and got adjusted later? Or maybe it is 60 and the in-game display is wrong?
Between all the dangling pointer bugs and the 'dark patterns' in the game design, it's pretty tricky to find the 'wheel' that is the centre of it all :D
 
You should just get the Thrusters engineered, then. If you go get an Unclassified Relic, which is pretty easy to get, you could make one today, then fly into the Arque system where Palin is, you can deliver it and this automatically unlocks access to him. Redoing armor because your thrusters aren't G5 rated is just going to use more materials for no benefit in the short or long term, when you could unlock those Thrusters today.
Ok, now I'm intrigued, please tell me more; What is this unclassified relic, of which you speak? I did have a long day of killing pirates for exquisite focus crystals, lined up, but I am certainly not adversed to dropping all of that for an adventure that brings about such treasures!
 
Ok, now I'm intrigued, please tell me more; What is this unclassified relic, of which you speak? I did have a long day of killing pirates for exquisite focus crystals, lined up, but I am certainly not adversed to dropping all of that for an adventure that brings about such treasures!


Source: https://youtu.be/dcD7Kacf-GU?si=8CgQCjGltVKTGrk_


Haven’t watched the video but it’s probably mostly accurate. Basically you go get 3 guardian relics and a Thargoid sensor and then go to a crasher mothership and bring an SRV. Then do some stuff inside the mothership and grab the relic before you die.

I would get all of the required locations for systems needed and gear needed from the fandom link because you will need a corrosion resistant cargo rack as well. They are easy to unlock since people sell meta alloys


https://inara.cz/elite/commodity/101/ where to buy meta alloys
 
This is why you need to link a build, because what you're proposing has no numbers behind it. I can make a Biweave Fed Gunship with the stats in the image below using only 3 shield boosters, so it's better than your proposed build on all of the fronts you've discussed, and not one Blast Resistant shield booster was used. Blast Resistant shield boosters are a complete waste.

View attachment 397309
Enjoy your knowledge.
Can't say I am bothered. Each to their own.
 
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