First impression of military slots- = Grossly overpwered

What are you a Jahovas Witness. ive heard there not allowed to use SCB's :) Infact i think the only religion that is officially allowed to use everything is The Church Scientology.

I don't use them either tbh. I feel that if you fly well, your shield should last long enough to win almost any encounter without resorting to chaff or SCB, and Biweaves Regen fast enough that SCBs are over kill in any PVE situation.
 
I don't use them either tbh. I feel that if you fly well, your shield should last long enough to win almost any encounter without resorting to chaff or SCB, and Biweaves Regen fast enough that SCBs are over kill in any PVE situation.

Lets hope the Thargoids take that into consideration.:)
 
I don't use them either tbh. I feel that if you fly well, your shield should last long enough to win almost any encounter without resorting to chaff or SCB, and Biweaves Regen fast enough that SCBs are over kill in any PVE situation.

Here's hoping you are wrong when THEY arrive. :)
 
On certain ships that already have a boatload of slots (the big three) they're a bit redundant, but on more restricted ships (like the gunship) they're a godsend. With the small module count ships, you could add twenty military slots and it wouldn't make the multi-role- it just allows them to have durability AND basic combat / mobility stuff (afmu, scoop, fighter bay, shield generator, etc.)
 
I like the idea of military slots but having used them for the first time today I think the are hugely over powered. That's my first impression.

OK here's why

I just moved a couple of shield bank cells from slots in my big old corvette in to the slots and jiggled stuff about. The cells were A4s and I had quiet a few of them. So now I have 2 free size 7 slots that I can put anything in. So my ship is no more militray than it was before but now I can throw in a size 7 fuel scoop and an size 7 AFM and go exploring or fill those slots with cargo racks and put pretty much most trade ships to shame.

So I think the addition of dedicated military slots was a good idea but the forgot to downsize the other slots or remove them. The military slots dont really make military vessel more military they actually make them more multi role.

No Im not shouting for a change in the builds just wondering who else thinks the same. Like I say I only just changed the build today and its my first impression. :eek:
I think you may be missing the point of military slots. Military slots are giving dedicated military combat ships back their niche because the Fer De Lance and even some multirole ships were far outclassing them by a huge margin in the role of fighters. The Cutter and the Conda are being given military slots as well because it's FD's philosophy to make all 3 big ships tougher to kill by anything less than another big ship.

Military slots are meant as a buff to fully combat fit builds, i.e. having a couple more slots for SCB, HRP/MRPs was the intended buff to certain combat ships so they can hull tank more effectively or carry an extra defensive module such as a SCB. Your Corvette is not suddenly a better multirole than the Anaconda, or the Cutter - the competitor ships at this price range and size. But it will hopefully be slightly harder to take down than those two, which is at it should be because it is the dedicated combat ship at this level (even though the Cutter is practically God mode yet it is classed as a trader but hey, whatever).


Only SCB, HRP or MRP can go in the military slot thus it is not giving extra multirole internals to a ship. In my FAS I get two military slots, even when I free up one regular internal by moving my 4A SCB into the military slot, the ship still does not magically turn into a better multirole than any of the dedicated multirole ships in the game at roughly the same price of the FAS. It just gains a little more survivability, which is the whole point of adding military slots on military ships.

If you remove the regular slots or downsize them then that would act as a direct nerf to all military ships and will totally destroy their viability as anything but a PvP hull tanker. I think because you're seeing this from a Corvette's perspective you're not really appreciating how this would affect smaller ships with less internals - to nerf their internals would effectively kill them out of the game since most combat orientated ships already have the worst internals when compared to their trader and multirole brethren.

So in summary: no, military slots are not OP. They are as intended.
 
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Just thought I'd respond to thos ecomments and get that stuff out of the way.

All the info about MRPs, military hulls and the change to shield that failed to happen is very useful.

Thanks.

I'll see how what they are like in other ships.

I can't get my mind around putting 4s in 7s...
 
What are you a Jahovas Witness. ive heard there not allowed to use SCB's :) Infact i think the only religion that is officially allowed to use everything is The Church Scientology.

[where is it] I'm afraid I'm not at liberty to divulge any further information at this time. Thank you for your understanding.

But yeah, what Ziljan said.
 
I can't get my mind around putting 4s in 7s...

Because 4s all Ive ever needed. In that size ship I can just pop them off without bothering with heat management or mucking about with heat sinks or power management. With 7s you do. So I found that even after lots of fighting I had loads of unused SCBS. Now I just moved them in to the military slots and put fun stuff in the 7 slots. People used to moan oh no I have no jump range. Fit a 7 size fuel scoop that weighs nothing and youve boosted your galactic travel immensely. Or add a size 7 fighter hanger or what ever. That's just simple examples. That was my first impression and one of the very first things I did. I think 5 or 6 4a SCBs is plenty for my needs. Why add more when I can make my ship more useful instead?

Here's an example to think about - Pirate Corvette. Yep shift those scbs in to the military slots and use the normal slots for hatch breakers, cargo and collectors.

I've only made use of the military slots for a couple of hours so it's all very new to me. However I didnt need them and Im using the extra slots they have freed up for completely non military stuff becasue it allows me to have a killer multi role ship.

I'm looking froward to trying out slots on a smaller ship and seeing how my first impression will change.
 
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Because 4s all Ive ever needed. In that size ship I can just pop them off without bothering with heat management or mucking about with heat sinks or power management. With 7s you do. So I found that even after lots of fighting I had loads of unused SCBS. Now I just moved them in to the military slots and put fun stuff in the 7 slots. People used to moan oh no I have no jump range. Fit a 7 size fuel scoop that weighs nothing and youve boosted your galactic travel immensely. Or add a size 7 fighter hanger or what ever. That's just simple examples. That was my first impression and one of the very first things I did. I think 5 or 6 4a SCBs is plenty for my needs. Why add more when I can make my ship more useful instead?

Here's an example to think about - Pirate Corvette. Yep shift those scbs in to the military slots and use the normal slots for hatch breakers, cargo and collectors.

I've only made use of the military slots for a couple of hours so it's all very new to me. However I didnt need them and Im using the extra slots they have freed up for completely non military stuff becasue it allows me to have a killer multi role ship.

I'm looking froward to trying out slots on a smaller ship and seeing how my first impression will change.

With all that you're seriously wasting the corvettes potential as a fighter. Just set your heatsinks to fire with your SCBs. There is no muck, just use your fire groups correctly.

To each his own I guess. Not trying to knock you at all, just sounds to me like the corvette is a bit much for you.
 
I don't use them either tbh. I feel that if you fly well, your shield should last long enough to win almost any encounter without resorting to chaff or SCB, and Biweaves Regen fast enough that SCBs are over kill in any PVE situation.

In short, HRM + biweave makes SCB pretty much redundant. Combine with chaff and you have a situation where shields out-regen damage and spring back online and reform for most ships in under 60 seconds, with often just as fast regen.

This really opens up options. Yes you can gain more options in Anaconda and the like. But that's the point. More choice is good. Arguing this is somehow easy mode (which seems to be a common catch cry) actually misses the entire point.

You can't build in 3 different ways if there aren't 3 different ways to build. The new module slots help bring choice to the table. It is likely to shake things up a lot and that is a very good thing™.
 
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They added module reinforcment packs... military slots are necessary as we need somewhere to put them without sacrificing all of our hull reinforcements, especially since at least 3-4 of them are required to get semi-decent protection for thrusters.
 
I don't really have a problem with the new slots, but I do admit they make have some side effects that may be undesirable.

The military slots dont really make military vessel more military they actually make them more multi role.

I'm not sure it's a problem for some of the ships that have them, but this is definitely true.

This Corvette holds 128 tons of cargo, an A7 SCB, a dual bay fighter hangar, a dual SRV bay, discovery+surface scanners, a dozen first class passengers, a fairly sizable fuel scoop, and still has a class 5 MRP and ~2400 hull integrity:

[video=youtube;ZDLJ20k6vmw]https://www.youtube.com/watch?v=ZDLJ20k6vmw[/video]

My ship can do essentially everything other than interdict people and can still survive against a PvP wing long enough to virtually always escape (I've been attacked by much more threatening groups, but this is the video I had on hand). Maybe this was the intent, maybe not.

On the upside, I don't really need to switch to full PvP kit very often. On the potential downside, my Corvette, is broadly multi-purpose most of the time, which muddies it's 'role' a bit.

I think that if the shield nerf had gone through, then the extra military slots might have been necessary for cells or armor. But as things stand now, maybe they aren't fulfilling the intended role.

This could be part of it.

Needed for Module Reinforcement Packages.

On some setups...but I built this ship to survive when MRPs didn't exist. All the critical modules have 300-400 integrity and when outfitted for pure combat hull resistances (which apply to internal modules) are immense. An MRP is just icing on the cake...two D5s with fail completely before any critical subsystem was likely to be at real risk.

The only ones it does that for are the Conda and the Cutter, and they were already Multi-role. The other ships that get Military Slots have way too many downsides and are still subpar in any non-military setting.

Don't really agree here.

The downside of my Corvette relative to the other Big Three is jump range.

17+ly is still plenty and I can get anywhere in the bubble in ~30 minutes.

With all that you're seriously wasting the corvettes potential as a fighter.

He is.

Just set your heatsinks to fire with your SCBs.

This will compromise flexibility enough that I wouldn't recommend it unless you have a seriously limited control setup.

In short, HRM + biweave makes SCB pretty much redundant.

Only if you know you won't be encountering hostile CMDRs.

70-80% of the time I'm attacked by CMDRs, I'm not looking for trouble (though I'm always prepared for it) and am in a general purpose setup doing mostly PvE things.

That A7 SCB generally goes unused until a few CMDRs try to bring down my Corvette, but then I'm almost always glad I have it.
 
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I'm glad they were included.

For all the space the Cutter have, it has big slots but actually a very low number of them, so a multi-role can't have any armor or shield banks on it. Some extra protection is always welcome.
One made only for combat can trade the scanners and the SRV bay for MORE armor/SCB, so it will still have the edge in combat.
 
While the FGS gain 4 slots for armour and shield helpers they main drawback I see is that we have to pay for it in speed, jumprange and overall mass.

Sure, I get more flexible or tankier but everything has a price.
 
While the FGS gain 4 slots for armour and shield helpers they main drawback I see is that we have to pay for it in speed, jumprange and overall mass.

Sure, I get more flexible or tankier but everything has a price.

HRP mass was cut in half the same time military slots were introduced. Even with the new slots filled, most of my vessels that have them got lighter.
 
This game just keeps getting more intense "Here's Hoping" . First the engineers, now military slots and MRP's. I can't help but think. Something wicked this way comes. So yeah. I'm liking them.

Im more interested in how the Thargoids ships will function.

They will most likely have similar stats but perhaps their hulls and shields are different, they might not even USE shields.

- Organic self healing silica based ships
- Strong against lasers AND Kinetic but vulnerable to explosive (Hard and reflective diamond/tungsten alloy but brittle to concussive explosive blasts)
- Soft semi-organic internals that are less resistant to thermal damage
- Far more smaller internals but in multiples so perhaps a ship has 8 S1 engines to distribute the damage and not be dead in the water after one engine is out
- No capacitor for weapons but draw energy DIRECTLY from the powerplant (Or hell, all weapons use FUEL as the Railgun mod)
 
I think they are great. Given frontier made military hull redundant -- as in it has the same massive damage penalties as stock hull, despite remaining the same price -- there was nothing to fill the void. The new module bays do.
Wait wait. If I understood you correctly, there's no point buying military grade hulls? I spent 50m for nothing on my Python and 4m on my Vulture? If so, I'm so going back full stock :p
 
On the federal gunship, the military slots are exactly what the ship needed. Its hull tanking capabilities were always crippled by the really low number of internal hardpoints.
Considering it also can fit a fighter hangar (which would be really painful to give up), the military slots really just now made the ship useful for its intended role as a heavy fire support ship.

On the big three i consider them a bit overkill, but i dont fly them, so thats not speaking from experience.

fly safe commanders
 
On the big three i consider them a bit overkill, but i dont fly them, so thats not speaking from experience.

The big three suffer from extremely vulnerable drives. Should they lose their shields, which can happen easily if hit by a few reverberating cascade torpedoes, they had virtually no chance to escape, because their drives got shot out in seconds. Since drives are considered external modules, receiving only half protection from module reinforcements, the big three need to stack at least 4-5 of them to get enough protection for their drives to get away in one piece. Even with the 2 additional military slots they still have to sacrifice 2-3 hull reinforcements for this purpose.

So yes, military slots were badly needed on the big three.
 
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