Hull tanking

So I decided to have a bit of fun in a res yesterday in my slf and I was really enjoying being able to dodge shots rather than them just bouncing off my shields. So to take it the next level further I jumped in my FAS and started to fight but it was only like two minutes in when everything felt off. First I felt as though my hardpoints never had view of the target but I could push through that, My biggest issue was that everytime the paper shields went down I got that feeling of dread and took around 30% hull damage.

So I cant figure out if the problem is just in my head and when my shields drop its throwing off my fighting or if hull tanking just takes a different style of fighting which im not used too.

Thoughts? Any hull tank experts wishing to give advice?
 
So I decided to have a bit of fun in a res yesterday in my slf and I was really enjoying being able to dodge shots rather than them just bouncing off my shields. So to take it the next level further I jumped in my FAS and started to fight but it was only like two minutes in when everything felt off. First I felt as though my hardpoints never had view of the target but I could push through that, My biggest issue was that everytime the paper shields went down I got that feeling of dread and took around 30% hull damage.

So I cant figure out if the problem is just in my head and when my shields drop its throwing off my fighting or if hull tanking just takes a different style of fighting which im not used too.

Thoughts? Any hull tank experts wishing to give advice?

Is your ship engineered?

In general I have reactive composite with thermal resistance... then some heavy duty and resistances on HRPs (must be at least in the 35-40% ball park, all of them). Without engineering any hull can get easily shredded by kinetic/esplosive damage. Without shields you also have a lower signature... so chaff a lot and use evasive maneuvers.
 
Is your ship engineered?

In general I have reactive composite with thermal resistance... then some heavy duty and resistances on HRPs (must be at least in the 35-40% ball park, all of them). Without engineering any hull can get easily shredded by kinetic/esplosive damage. Without shields you also have a lower signature... so chaff a lot and use evasive maneuvers.

No I've not engineered it yet, Which I guess was a mistake on my part but I did expect a hull tank to be slightly more durable without it.
 
No I've not engineered it yet, Which I guess was a mistake on my part but I did expect a hull tank to be slightly more durable without it.

The FAS makes a great hull tank and my normal load out is with no shields. I don't even start to worry until the hull is at 20% and normally run out of ammo first.
Bi weaves are considered to be better but I'm on the fence about that because the shields are so poor.

Engineering is almost a must and I don't know your load out but for armor military or composite is best , an MRP and everything else filled with HRP's and engineered drives at the minimum should set you up.

Missiles will be your bane so at least one point defense and some chaff.

After that concentrate on flying evasively and use its agility with full pips to engines. This makes a huge difference and can't be overstated.

You might want to consider an AFMU as well since your modules are at a higher risk.

Have a little patience because it is different than flying with shields but don't worry about every little bit of hull damage, it's par for the course.
 
Last edited:
Hull tanking in general isn't worth it unless you slap biweaves on. Module damage (which is totally an amazing game mechanic) makes pure hull tanking really risky. I've seen clippers, fas, etc all have their modules blown out before they're even at 50% hull. Missiles, high yield cannons, super pen rails, etc, all make pure hull tanking not worth it.

With biweaves you gotta remember while they may not have alot of mjs, their ability to quickly regen gives you something that hull doesn't have aka regenerating health. With proper maneuvering, you can turn 200 mjs into a lot more. Unless you run into someone using hitscan, in that case, have fun.

Double chaff, a few aug boosters thermal biweaves, reactive armor, hrps, and a few mrps is usually the way to go. You should be around 40-50 kin/therm/splodes resistance on both shields and armor, and like 3k hull (probably more). I run that on a PvP orca with full pa loadout, it's relatively tanky, if being primaried pull range, then go back in.
 
Last edited:
I've been hull tanking in the FAS with great success versus quite a lot of foes hammering into me. And no, not on Xbox since I have decided to jump across to PS4 and tackle their band of bad boys lately. Haha. But you can enjoy good success with a Hull tanked ship and utilise the fact you need zero pips to systems and enjoy full engines or settle on a 3/3 split with weapons. Chaff is important and stealth toggling can work if you don't get lit up by emissives.

And put high grade module reinforcements on there instead of low integrity ones that last about 3 seconds.

Good luck.
 
I tried it before all the engineer nonsense with my Ferdie-de-la-clownshoe toting all rails...which was a kinda thing with stealth build Ferdies and DBS's back then.

Couldn't get to grips with it since I was so used to relying on shields, died a lot...
 
No I've not engineered it yet, Which I guess was a mistake on my part but I did expect a hull tank to be slightly more durable without it.

As the other posters replied, unfortunately hull tanking requires quite some engineering in order to be viable. In PvE you'll be spared by module killing weapons... but beware of wing focus: having a point of defence doesn't help that much when you're targeted by volleys of missiles and torpedoes (you can still try an ECM but needs to be fired with the proper timing).
 
As others have said, hull tanking is a risky strategy for both PVE and PVP because of the threats to your modules, never mind hull damage.

NPCs will target your weapons and fire seeker missiles at them, so will CMDRs. There is no easy counter to seeker spam and not many are needed to destroy your weapons, even with MRPs fitted.

I have a FAS which I do a bit of PVP in. I used to run a full hull tank with no shields but I wised up and fitted a buffer shield (5C bi-weave) with a couple of resistance-augmented boosters. That's not to say that you cannot survive in a pure hull tank build, but skill and experience are needed and I'm somewhat lacking in both!
 
Last edited:
I killed an elite Anaconda at the weekend using a shieldless DBS with fixed burst and twin PAs. Only the thrusters, distributor and PAs are engineered. Hull tanking does work, but you won't be farming a RES in it.
 
I've been using the FAS for combat for a long time (not that I am massively into pew pew) and finally did the engineering for armour last week so I could sit in a Haz RES and get that last 20% towards the deadly combat rank.

All I can say is you won't explode after making it a tank...you may lose every module along the way and the canopy becomes the 'weak spot', but if you pick your targets and don't just go nose to nose slugging it out (as I have a tendency to do), it is a bit of a beast.

Don't know your weapons of choice (I'm a Pulse and Canon type of chap), 2 large efficient engineered pulses can fire all day with 1.5 pips to weapons leaving plenty of pips for systems if you like to give your shield the boost it needs.
 
I think that is another of my problems I was expecting to be able to bring in the bounties like my vulture does.

There isn't anything stopping you but it requires a bit of thought and serious engineering.

Firstly I would recommend for PvE a more sustainable setup involving one MRP and an AFMU. You save a great chunk of power that would have gone on shields/boosters, so the not-particularly-negligible-power-consuming AFMU slots in nicely. You can repair modules after fights rather than hoping they last long enough-though can fix the one MRP to keep it alive - and can fix your damaged canopy, which is inevitable hull tanking long term. Git gud and you can start initiating repairs mid battle.

All other slots, basically HRPs.

Secondly as you will be using lower power consumption I would recommend rolling an armoured power plant, and if you need to, keep re-rolling until a power increasing secondary effect lands on the mod. If you can do so on a B rated plant, all the better.

Basically you want to preserve anything that takes lasting damage, and with an AFMU that's pretty much only hull and power plant.

Without choosing weapons for you, it might look something like this:
https://coriolis.edcd.io/outfit/fed...Rj4yrI.Aw18aQ==..EweloBhAOEoUwIYHMA28QgIwV0A=

I haven't added heat sinks as NPCs aren't really affected by silent running mid combat, but if you're a trigger happy rail user and need cooling, feel free to swap a chaff out or so.

Remember that without a shield you basically don't need to put pips to SYS, leaving you open to either run more distributor intensive weapon setups and bring thy foe down ASAP, or effectively permanently run 0/4/2 on pips and be supah agile. In fact your completely freed up pips are, aside from your slightly reduced hit profile, your main advantage in running a pure hull tank: make sure you capitalise on it however you choose to.
 
Last edited:
Pretty much everything's already been said with all the really good advice in the posts above, but if I may add my two cents, I would add that, choosing a load out that privileges high burst damage rather than constant damage over time is probably a good idea, as it tends to encourage a different play style from the typical face tanking that very often results from the complacency of having near unbreakable shields.

For example, I run a fairly typical hybrid setup on my FAS, with a paper thin bi-weave screwed on top of a heap of HRPs and MRPs, with a full set of double-shot frag cannons and it works very well, in addition to be of total blast to play (click here for the full config)
Because the frag cannons require to almost shoot point blank in order to be of any use, you tend to naturally dive on the target, boosting at full speed while closing in and deliver the shot right before you pass it by (loudly shouting "Yeeehaaaa!!!" as you do it optional but highly recommended).

Just remember to *never* fly in a straight line and use vertical /lateral thrusters while correcting your trajectory with pitch/yaw, as that'll render you almost immune to slow moving projectile weapons at anything but very close range (at least from NPC). Meanwhile your shields, as thin as they maybe, will soak up most damages from lasers, as long as you've engineered some thermal resistance on them, because you won't spend so much time right in your enemies' line of fire.
And because frags are so easy on the PD and shields are only here as a buffer, you can fly in a 1/4/1 pip configuration almost constantly, making the strategy described above even more effective: a FAS with C5 DD in perma-boost is a fast beast indeed.

Of course you're not going to spend hours on end in a RES with such a setup, as you'll burn through ammo real fast (but again, it does kinda coral you into being more disciplined, making every shot count rather that firing willy nilly all the time...), but survivability in PVE has never become even close to being an issue for me with this outfit.
Admittedly, this is an hybrid build and the shields are up most of the time - they go down fast, but the also get back up fast - which makes it easier on your modules than a pure hull tank, but although I have yet to try it, I'm pretty sure using an AFMU and chaff instead as someone suggested would work equally well; the trick being to avoid locking yourself up in a deadly embrace with your adversary, taking nearly as much damage as you dish out.
 
Last edited:
I used my FAS for both bounty hunting and CZ duty, and that was before engineers and the additional military slots.

Here's a quick build with zero engineering that should work fine. You can trade the plasmas for anything, really.

Know your limits, if you aren't comfortable taking on a wing of three yet, then don't.

Manage your pips. that ~200mj of shields will go a little farther if you put some pips into SYS while taking direct fire.
 
Manage your pips. that ~200mj of shields will go a little farther if you put some pips into SYS while taking direct fire.

I find that burst damage weapons (e.g. plasma, rails) help when managing a weak shield. When your WEP capacitor is full, you don't need any pips there. You can transfer pips from WEP over to SYS to keep that shield as strong as possible. Refill the WEP capacitor when there is less/no incoming fire e.g. when your target has flown past you.
 
Last edited:
Back
Top Bottom