Sorry, guys, what does HRP means?
Hull Resistance.....?
o7
Hull Resistance.....?
o7
I figured military grade hull was a nice balance between the weakness of lightweight metal, and the insane cost of reactive metal. I prefer reactive, but on my larger ships the price is just exorbitant.
its not "thinking", its knowing, because it was explained in detail by the devs, in a very long topic some time ago.I’m not sure hull penetration works the way you think it does...
Sorry, guys, what does HRP means?
Hull Resistance.....?
o7
Dear FDev, please explain Military grade composites and why they are so terrible compared to Hull reinforcement. Do you really value a single internal slot so highly that it exceeds the core bulkheads in importance and value?
Here's an example using a Federal Corvette:
Military composites add 629 hull integrity, ZERO extra resistance, 60 Tonnes and cost 169 Million credits.
A 5D HRP with G5 heavy duty (deep plating) adds 738 hull integrity, 22 Tonnes, 13% of each resistance, and costs just 450K CR.
Am I going mad? Because I'm struggling to see why I should choose Military grade composites over a single class-5 HRP:
- 375x more expensive to fit
- 375x more expensive to repair
- 2.7x heavier which affects agilty, speed, and jump range.
- Have no scaling effect on HRPs, unlike the shield generator does on boosters.
- Add no resistances whatsoever, when resistances become more important than integrity beyond an easily-achieved value anyway.
I thought you were trying to make hull tanking more appealing - or am I mistaken?
The problem is that they approached the price of hull upgrades from a logical perspective (unlike a lot of other aspects for the game), where buying a hull is literally almost buying another ship. You are buying a thicker version of all of the metal that covers the outside of your ship.Reactive composites seem like the problem for lacklustre hull upgrades, but why do they have to cost so much?
Corvette - 182M
Reactive composites 443M.
The armour costs 2.5x the ship itself. I feel like FDev just put a decimal point in the wrong place, effectively making the already-undesirable hull-tanking 10x more expensive, like kicking a man who's already down.
Since I have spare internal bays to take cargo in my Corvette, I just swap in three more HRPs to bring my integrity up by another 1500 and resistances up by another 50% when dealing with PVP or thargoids. It makes the reactive composites look silly and pointless.
I get that they're useful in small ships that have a lack of internal bays, but it seems like they're priced by an insane madman to the point that they're unappealing to anyone except the billionaires who revisit small ships for fun later in the game. The only three ships that are too small to fit an HRP without compromising other defenses are the Sidewinder, Hauler, and Diamondback Scout:
A Sidewinder with lightweight alloys is 4K.
Reactive composites are 139K.
The bulkhead upgrade alone costs 35x more than the ship.
A Hauler with lightweight alloys is 29K.
Reactive composites are 282K.
The bulkhead upgrade alone costs 10x more than the ship.
A Diamondback Scout with lightweight alloys is 460K.
Reactive composites are 1.33M.
The bulkhead upgrade alone costs 3x more than the ship.
Let's look at the DBS - Reactive composites add 204 integrity, +60% explosive, +45% kinetic, and -40% thermal resistances.
For the price of Reactive composites, you could just buy a DBX which has two more cargo slots for HRPs and those would be vastly superior to the benefit of the reactive composites.
(ignoring the fact that the DBS jumps further, carries more, has better hardpoints, has a larger PD for more firepower, has more hull integrity to start with, has a higher hull hardness, and is generally a much better ship)