Engineers Grade 5 shield mods, no better value than stock

I have ground out Engineer Grade 5 Thermal resistant shield mods on a Python. With 3 x Grade 3 Thermal resistant mod Boosters. Total shield value 637.

Stock Python shields with 3 x stock Boosters. Total shield value 637.

They are currently sitting side-by-side in Jameson Memorial.

Does anyone have any explanation as to the identical values?

I have edited to include Thermal. Apologies for not including with my initial post.

I am reading that the resistance has been improved by the mods and I am much obliged for your feedback. Thanks
 
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I have ground out Engineer Grade 5 shield mods on a Python. With 3 x Grade 3 mod Boosters. Total shield value 637.

Stock Python shields with 3 x stock Boosters. Total shield value 637.

They are currently sitting side-by-side in Jameson Memorial.

Does anyone have any explanation as to the identical values?

Did you go for "heavy duty shield booster" or the other one that increases resistances? It's possible to have much better shields without more MJ... I've increased the base shield slightly on my Python but I'm coming to the conclusion that resistances are considerably more useful since they apply to all your SCB energy too....
 
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Did you go for "heavy duty shield booster" or the other one that increases resistances? It's possible to have much better shields without more MJ... I've increased the base shield slightly on my Python but I'm coming to the conclusion that resistances are considerably more useful since they apply to all your SCB energy too....

AND healing weapons + bi weaves.
 
The grade 5 thermal resitant shield mod is gold. you go from 20% vulnerability to thermal to
+30 to +40% resistance to thermal while keeping resistance to kinetic to ~30%.

This means that your shields get +50% effective value vs thermal. That is an enormous buff.
The shield boosters mods for resistance are quite good if one likes to use them with bi-weave/SCB's to
have super fast shield recharge while getting much better effective shield strength.

In absolute value thermal resistance + heavy duty boosters are the best if weight is not a concern.
An explorer might want to consider grade E boosters with increased resistance (about +20% effective shield per, only weight 0.5 tons).
 
screenshots from outfitting when clicking "modifications" from your gear would be very helpfull ;-)
 
AND healing weapons + bi weaves.

Yes good point..

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The grade 5 thermal resitant shield mod is gold. you go from 20% vulnerability to thermal to
+30 to +40% resistance to thermal while keeping resistance to kinetic to ~30%.

This means that your shields get +50% effective value vs thermal. That is an enormous buff.
The shield boosters mods for resistance are quite good if one likes to use them with bi-weave/SCB's to
have super fast shield recharge while getting much better effective shield strength.

In absolute value thermal resistance + heavy duty boosters are the best if weight is not a concern.
An explorer might want to consider grade E boosters with increased resistance (about +20% effective shield per, only weight 0.5 tons).

Yes.. hence the video of the dude in the Cutter sitting in the station mail slot merrily tanking fire from the station killing everyone inside..
 
For a long time FD kept as many stats hidden as possible. It was, IIRC, MB who said that such a 'black box' design encouraged people to try and experience things for themselves, rather then base themselves on a bunch of numbers they may not interpret correctly. We told them they were wrong and we needed as many stats. And since 2.1 not a day goes by where people seemingly get very upset about numbers, rather than actual performance. Ah well, curious to see where this topic ends up, lots of possible things happening here. :)

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Soooo, where do you check your overall shield value. I thought this was an added feature but never could find it...

I guess it might be in the shipyard. If you select a ship in storage, it gives the stats for that loadout.
 
For a long time FD kept as many stats hidden as possible. It was, IIRC, MB who said that such a 'black box' design encouraged people to try and experience things for themselves, rather then base themselves on a bunch of numbers they may not interpret correctly. We told them they were wrong and we needed as many stats. And since 2.1 not a day goes by where people seemingly get very upset about numbers, rather than actual performance. Ah well, curious to see where this topic ends up, lots of possible things happening here. :)

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I guess it might be in the shipyard. If you select a ship in storage, it gives the stats for that loadout.
Go to outfit and select shield gen / booster.
 
have you tried using https://coriolis.edcd.io/

its a coriolis.io clone that will allow you to input the engineered values you have in to get a better view of whats actually changed with your ship.

Since FD has yet to implement a user friendly way of displaying what has changed. Personally I find the engineers to be overly complicated and convoluted as hell making it difficult for some to set their aim on what they need or want to do with their ship.

This site should help with that and give you a good idea in the mean time.
 
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The grade 5 thermal resitant shield mod is gold. you go from 20% vulnerability to thermal to
+30 to +40% resistance to thermal while keeping resistance to kinetic to ~30%.

This means that your shields get +50% effective value vs thermal. That is an enormous buff.
The shield boosters mods for resistance are quite good if one likes to use them with bi-weave/SCB's to
have super fast shield recharge while getting much better effective shield strength.

In absolute value thermal resistance + heavy duty boosters are the best if weight is not a concern.
An explorer might want to consider grade E boosters with increased resistance (about +20% effective shield per, only weight 0.5 tons).

That works out good because I put that mod on all my ships because:
1. It was probably the most useful against npcs, which is the vast majority of my combat.
2. It was the easiest grd 5 upgrade material-wise to get.
3. I then used heavy duty shield boosters to give them an overall buff, because, why not?
 
have you tried using https://coriolis.edcd.io/

its a coriolis.io clone that will allow you to input the engineered values you have in to get a better view of whats actually changed with your ship.

Since FD has yet to implement a user friendly way of displaying what has changed. Personally I find the engineers to be overly complicated and convoluted as hell making it difficult for some to set their aim on what they need or want to do with their ship.

This site should help with that and give you a good idea in the mean time.

I hadn't seen that coriolis clone, good link. Repped.

On my Python, I'm using the Thermal Resistance Shield mod 5 on Bi-Weave shields, with one heavy duty 0A booster and 3 Augmanted Resistance Boosters (also 0A). This gives me approx +45/+50/+50 resistances to kinetic, thermal and explosive (at work so can't check the MJ rating... from memory its about 900?)

Considering thermal resistance starts at -40%, getting it to +40-50% gives you a massive advantage against laser-based opponents.
 
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We told them they were wrong and we needed as many stats. And since 2.1 not a day goes by where people seemingly get very upset about numbers, rather than actual performance. :)

And we were right. Obfuscation never leads to enjoyable game play. At least not in games like ED.

Now, FD has indeed improved on that front, but giving us a number with a label doesn't tell us a thing about how it interacts with the rest of the components. This is what we need more, in my opinion, some indication how these numbers relate to each other. I don't have time for divination or celestial intervention to guess. Put it in an info/codex box somewhere and let the people who want to read - read. And the ones who just want to plug/upgrade and play - play.

The more info the better, I say.
 
I'm currently using 4x resistance augmented boosters and thermal shields on my FASs biweaves. I get huge damage mitigation yet my regeneration rate is 1.9/s (I got +6% regeneration on one upgrade). It's very effective, significantly improves my shield strength and they regenerate just as quickly. This suits how I like to play.

Now, I'm considering replacing one of the boosters with heavy duty as I'm aware the diminishing returns for resistances may be limiting the effectiveness (not to mention the planned changes coming soon).

But there's a clear benefit to using resistances. It just depends on your play style and ship/outfitting choice.
 
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