Hull reinforcement

Simple question really:

Does the hull reinforcement packages stack if I add several of them to my ship?

Shield booster does and the description says so, but what about hull reinforcement?
 
I had loads of hull 'boosters' on my Asp but they made little difference, the biggest problem is the power plant being so exposed. The only thing you can do is use a B grade gen and improve your sheilds.

In my view hull reinforcement is useless as when your sheilds go down you need to run rather than fight.
 
I had loads of hull 'boosters' on my Asp but they made little difference, the biggest problem is the power plant being so exposed. The only thing you can do is use a B grade gen and improve your sheilds.

In my view hull reinforcement is useless as when your sheilds go down you need to run rather than fight.

My survived-several-FF-incidents-in-a-Lugh-combat-zone Eagle would beg (no not beg....cast a withering gaze) to differ.
Ship particulars aside, they harden up an otherwise paper thin hull quite nicely thank you.
 
I had loads of hull 'boosters' on my Asp but they made little difference, the biggest problem is the power plant being so exposed.

I can appreciate why the power plant is exposed and not armoured, for heat radiation for example. However, why do they allow auto-targeting of specific systems and let you kill a 'conda with 2-3 shots after shields drop? This should be possible, but only because the pilot aimed for it and not due to some computer assisted reticle.

No wonder people are getting tired of PvP. There's no skill required. Set power plant as your target and bang bang he's dead. Next...
 
Most pilots I know target the power generator, and on the ships I mention the damage is applied directly to the powerplant. As an experiment I blasted another NPC Asp and when the power generator was 0% the hull was nearly 75%. If the damage is dealt directly to a system that at 0% kills you and bypasses any reinforcement, whats the point of heavy armour? I can see why on an Eagle it might be important but on larger ships it seems redundant as it costs agility and protects very little.

EDIT: what we need is to split boosters like this:

Hull boosters (like now)
Module reinforcement (adds armour to subsystems)
Weapon reinforcement (ditto)

That way we can specify what we protect.
 
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If they were to add "module armor" to the game then hull reinforcements would most probably become completely useless, because what's the point? :)
 
If they were to add "module armor" to the game then hull reinforcements would most probably become completely useless, because what's the point? :)

They already are pointless, aren't they? They slow you down, make you less maneuverable, help weaken your own shields (going over optimal), don't help your modules, etc.

Now, if they did help your modules, they would have a point, but as it is they don't.
 
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Yes, exactly. Armor should also protect modules. I was only saying a separate "module armor" would make the current armor even more pointless.

I've seen npcs target powerplants too a few times in combat zones during the weekend...
 
Yes, exactly. Armor should also protect modules. I was only saying a separate "module armor" would make the current armor even more pointless.

I've seen npcs target powerplants too a few times in combat zones during the weekend...

Yeah, from pointless to even more pointless.
 
Simple question really:

Does the hull reinforcement packages stack if I add several of them to my ship?

Shield booster does and the description says so, but what about hull reinforcement?
.
My viper has 2 x A0 shield boosters and 2 x hull reinforcements (decent ones but I cannot remember which). Except for large ships I can just stand there, trade blows and wont even lose a ring of my shield. No one has actually got my shields down to damage my hull but I presume they are cumulative.
 
Yes, exactly. Armor should also protect modules. I was only saying a separate "module armor" would make the current armor even more pointless.

I've seen npcs target powerplants too a few times in combat zones during the weekend...

I was wondering whether to fit some hull reinforcements on my vulture (got no use for that size 4 internal) and I noticed that it weighs about as much as hardened alloys. Given that the whole point of a vulture is maneuverability and any such hardening is just while shields regen, would it be better to use the alloys that reduce 25% damage overall or the hull boosters that give me 75% more hull points but don't protect modules? Does anyone target the powerplant on a vulture?
 
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I was wondering whether to fit some hull reinforcements on my vulture (got no use for that size 4 internal) and I noticed that it weighs about as much as hardened alloys. Given that the whole point of a vulture is maneuverability and any such hardening is just while shields regen, would it be better to use the alloys that reduce 25% damage overall or the hull boosters that give me 75% more hull points but don't protect modules? Does anyone target the powerplant on a vulture?

Good player will always target a subsystem.

I have no idea on the rest. I don't know how it all works.
 
The effects are marginal at best. It's very helpful when I am engaging a bunch of NPC's who finally manage to get my shields down. With the C5 D rated hull reinforcement package my clipper has twice the "HP" and I can keep fighting until my shields come back online without worrying (even with shield boosters increasing the wait time). But I have yet to fight a player with my Clipper so regrettably I can't say I've had to deal with someone targeting sub systems. The few times I did fight players was in a viper/cobra so the subsystem thing was a moot point.
 
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