Hull reinforcement or module reinforcement?

Hi

I read in another post that for PvE combat, module reinforcement is much more useful than hull reinforcement, since one your shields are down, npcs tend to snipe modules, rather than try to go for hull damage.

Can anyone confirm or deny this?

Cheers.
 
NPCs, even the newly upgraded ones, do not specifically target modules. That said, modules do not need to be specifically targeted to be damaged...if they are in the path of a shot or the blast radius of an explosion, they stand a fair chance at being hit.

The balance of MRPs to HRPs that will be optimal will depend on the ship, the integrity of your modules themselves, the presence/lack of an AFMU, the threats you expect to face, and how much fire you expect to take while shields are down. So, I'd need more specific information to make any specific recommendation.
 
I always go for more MRP then HRP. For example I'll use two good quality MRP (4d or 5D), 1HRP and an upgraded reinforced hull. Seems like a good balance. My opinion but I think MRPs are important on ships like the Chief/Challenger because the thrusters are out in the open. Originally the Chief canopy was like paper so I've heard MRP help with that. Looks like Krait canopy has issues also but I've not had any trouble. I use two 4D MRP on that one too.
 
Both... 70/30 - HRP/MRP

I suppose mostly because you can engineer HRPs. I tend to use 5D/4D HRPs (G5 engineered) and 3D/2D MRPs

Edit: For post 3.1 balance... I'm not testing a new combination: 1x HRP, 3x GSRP, 1x MRP
 
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This, proven in battle many times over. Don't take one without the other.
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Mostly true. Especially don't use MRPs without HRPs. Without some hull reinforcement and their resists, the MPR will be used up in no time. In contrast, some HRPs can already help you a lot, even without an MRP. It depends on the ship and the position of its components.
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All in all, I usually only use one MRP, while I like to carry several HRPs. A second MRP is only being considered when my HRP needs are already satisfied and an AFMU also is already fitted. Which up to now has not happened yet for me.
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I have to say it fascinates me (for some reason!) how the MRP's look after a bit of shields down combat.

Yesterday I got hardcore with my Chief and fought a while against various NPC enemies with shields down. After my MRP's were 34% and 100%. My hull was at 78% but no damage to HRP's... My internal modules were holding up pretty good.
 
I tend to fit an MRP first, simply cos (AFAIK) it helps avoid canopy blow-outs.

If there's an even number of slots available I'll match HRPs and MRPs but I'll always put an MRP in the biggest free slot or in an "extra" slot.
 
If there's an even number of slots available I'll match HRPs and MRPs but I'll always put an MRP in the biggest free slot or in an "extra" slot.
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Yea, MRPs in the biggest slot is the way to go. They scale better with bigger size than HRPs.
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After my MRP's were 34% and 100%. My hull was at 78% but no damage to HRP's... My internal modules were holding up pretty good.
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Hmm. HRPs add hull and don't take damage themselves, so that's oki. But the numbers for the MRPs are very strange. If your MRPs were of equal size, they would've had to be like 34% and 67%.
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Hmm. HRPs add hull and don't take damage themselves, so that's oki. But the numbers for the MRPs are very strange. If your MRPs were of equal size, they would've had to be like 34% and 67%.
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I guess it depends on where the shots land? When I was shieldless I found myself face tanking an Anaconda.
 
I tend to go for hull more than modules on smaller ships.

On a bigger one, modules are a more likely target, your hulls likely to go faster than modules on smaller ships.
 
Both mate, PvP or PvE, the more defensive modules you can stack the longer you'll last.

Usually only need one MRP usually, but two is a safer bet with some ships (Chieftan, Challenger, Vulture)
 
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Hmm. HRPs add hull and don't take damage themselves, so that's oki. But the numbers for the MRPs are very strange. If your MRPs were of equal size, they would've had to be like 34% and 67%.
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I guess it depends on where the shots land? When I was shieldless I found myself face tanking an Anaconda.

MRPs are depleted sequentially.

Usually only need one MRP usually, but two is a safer bet with some ships (Chieftan, Challenger, Vulture)

Yep. On most of my hybrid vessels, I run one largish MRP. If it's a bigger ship (Krait sized and up) I usually have room for a small AFMU to repair that MRP, otherwise I'll add a second, if I can afford the slot.

The rest are HRPs cause more than two MRPs usually means a ship that explodes from hull damage while all the modules are fine.
 
MRPs are depleted sequentially.
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Interesting. I remember that when MRPs were new, the mechanic was that MRPs would work "in chain", means the first one took most of the damage, the second one took less, the third one took even less, etc. Not that having more than one really was that helpful, either, but that's how it worked at that time, if my memory doesn't fail me completely. When was that changed?
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Like others have said, both.

MRP alone: Limited effectiveness. Without uprated armor it doesn't take much unshielded incoming fire to use up a MRP and you won't notice that much difference between with and without the MRP. Exception: Can be useful for the extra boost it gives to your canopy on those ships that seem to have a glass jaw in that respect.

HRP alone: Better. You don't have any specific protection on the modules but incoming fire is more attenuated and impacts them less. More effective in this regard (in terms of combat endurance) than fitting just a MRP.

Both: Best. The uprated armor protecting your modules makes your MRP more effective. You'll get a much greater uptick in combat endurance from fitting a MRP to a ship with improved armor than you will on a ship without it.
 
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Interesting. I remember that when MRPs were new, the mechanic was that MRPs would work "in chain", means the first one took most of the damage, the second one took less, the third one took even less, etc. Not that having more than one really was that helpful, either, but that's how it worked at that time, if my memory doesn't fail me completely. When was that changed?
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That wasn't changed; they've worked like this since the beta they were introduced.

The resistances stack multiplicatively, but all damage resisted is taken from one MRP at a time (currently the largest, I believe).
 
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