Simple answer Yes most definitely my combat asp has 4 or 5 of them in it and they all make a huge difference.
Simple answer Yes most definitely my combat asp has 4 or 5 of them in it and they all make a huge difference.
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.
If they were to add "module armor" to the game then hull reinforcements would most probably become completely useless, because what's the point?![]()
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...
.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?
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?
Only good for PVE where NPCs don't target power plants.