Ships hull tanking possible?

i filled my anaconda with missile launchers and went to RES site to explode some baddies, killed 5 npc kraits before diamondback explorer came up but i depleted my missiles, managed to crash on it and he exploded but then anaconda came up that all was doing was ramming me.. no weapons fired. i was empty and he had no guns??? he just did keep flying at me and collide. so i did this aswell but my hull melted faster than his so i had rebuy screen when he was 8% . i know full missile fit anaconda has extreme limited uses but i like it. now i looked at hull reinforcement modules,are they worth anything? should i fit full rack of hull reinforcers so can crash extra 2-3 ships before i need to dock for repairs?
 
You should never forsake your hull strength with a combat starship, and indeed the Anaconda can amass a lot of it between its Armour and many module spaces for Hull Reinforcement, however please consider the following:
  • Fitting full Hull Reinforcement on a heavy is quite a waste of the available module classes, because Hull Reinforcement stops at class 5, whereas Shields and Shield Cell Banks continue to class 8.
  • Normally I would use the Reactive armour and engineer one small Hull Reinforcement to balance the Thermal resistance; everything else gets Heavy Duty.
  • Heavies have eight Utility hardpoints, which is great for Shield Boosters, so it would be a waste of that not to invest in good shielding.
  • Any heavy in combat has limited uses compared to the medium starships available, let alone a heavy with full missiles.
  • Note that higher-class missiles only add ammunition; the actual strike is the same regardless of whether it comes from class 4 or class 1. In my opinion, this is not to much a reason to use class 4 for ammunition as it is to enjoy the abnormally high 60 Piercing value with a class 1.
  • Stabbing has its place, although with an Anaconda you will be lucky if you stab anything but other Anacondas.
  • If you must do it, learn how to control your boosts by deploying your Landing Gear during the boost effect. The closest example I have is Grappling with a Mamba.
  • The Mamba is one of the easiest ways for achieving a stab once you understand gear-boosting; typical RES pirates often know not how to respond to its speed, especially when unleashed by retracting the gear at the end of a boost.
  • The Krait 2 is more avoidable given its weak boost acceleration, though will stab much more effectively if you are able to connect.
  • Obviously, 4 to SYS when you collide, assuming you have some shield remaining.
Collisions notwithstanding, there are a few starships which are good for fighting without shield, such as the Alliance Chieftain. If you do that, remember also that you need Module reinforcement so that your Thrusters are not immediately destroyed.
 
are you sure it wasn't another player? NPCs usually wake when they run out of ammo... which they don't do, I believe.

There is this saying the PvPers use: Never skip hull day. Even with strong shields. That's why alot of the lower level gankers wake as soon as they lose shields, because underneath they are paper thin :).
 
What's your overall loadout? Could you post a link to Coriolis (or EDSY)?
In general: yes, hull reinforcements (especially engineered) do work. If you're conscious about mass, the smaller reinforcements give you more strength/tonne than the larger ones. Just don't omit one or two module reinforcements (Guardian are a bit stronger, but use power - and module reinforcements can't be engineered).

As for hull tanking large ships - yes, you're wasting all that shield booster space. There's only so many you can usefully equip with heat sinks, chaff or point defense. Although I personally won't skip on point defense on a hull tank - once those NPCs see that you are shieldless, they'll remember that they're also carrying missiles... So 4x PD, 2x chaff, 2x heatsinks might be feasible.
 
I would say this loosely that hull tanking is do able. You could do without module reinforcement with sufficient hull resistances. Recently, I was experimenting with the Alliance Crusader and leaned towards hull tanking damage. Here is the ship build here: https://s.orbis.zone/kx9i

The key to my findings while testing was that building for resistance is better than bulk hull integrity, but you'll have quasi both going for resistances. This would be my suggestion: Reactive Armor (lightweight/layered) + 5x hull reinforcements (heavy duty/ plus 2x layered, 2x angled, 1x reflective) + one hull reinforcement (thermal resist/reflective) to round out the 2x2x2 (layered, angled, reflective) experiments. This minimum setup will give you ~53% balanced resistances with decent hull integrity - far superior then heavy duty/deep plating for armor + 6x hull reinforcement modules.

As for the shield, the bi-weave shield with thermal/fast recharge works fine with two OA shield boosters (resistance) minimum. The shield is strong enough to mitigate damage and the 30-40 second recharge comes into play on how fast you regain your shield at 50% MJ from zero. The raw MJ approach does help but let's be honest, IF you are facing plasmas 24/7 then there is a different problem than your shields.

Here is an example using an Anaconda: https://s.orbis.zone/kxa5

The Anaconda with enough OA shield boosters would have a decent shield (alternatively, you can go with more raw MJ) and should that shield drop than you have incredible hull resistances and integrity to weather hits.
 
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As a rule, this does not work in PvE. As soon as you remove the shield, ALL of the NPC ships will immediately put missiles on you.
 
As a rule, this does not work in PvE. As soon as you remove the shield, ALL of the NPC ships will immediately put missiles on you.
Well, a lot of them at least. Which is why you're equipping all those utility hardpoints that you otherwise would have used for shiled boosters with point defense.
 
Ramming is good damage versus shield sponge ships. (elite fully engineered CZ npc)
If your ship is engineered and big, you unload dmg, switch pips to shields and boost into big enemy to get his shield and hull to 10%.
 
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