Engineers Modding Shield Boosters

In Beta, the Heavy Duty seem to be the better option IMO. Build a Cutter with 9500 MJ that way. But it is quite difficult for my to rate the effect of the resistances correctly. So for now I will go with the Heavy Duty. But I cannot give you hard numbers on that, I'm afraid.
 

Was looking for a tool with this kinda mod detail but wasn't holding too many hopes one had been put together yet after a quick search.

You have my gratitute (y)

Edit: Heavy duty is awesome but it can happily turn each shield booster into a 10T lump; smaller ships that are more weight conscientious might find the resistance augmented (or a bit of both) advantageous if you can handle the power draw.
 
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You have to model it to be able to determine which one you want, it also matters if you run biweave or not.

Think of it like this, Prismatics benefit the most from heavy duty, regular depends on your current resist values and bi-weave benefits the most from resists. I run bi-weave so i'm probably gonna do 2 heavy duty and 4 resists.

Also remember the higher your shield strength, the more value you get per point of resistance.
 
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i personally think, MJ only bring you "so far", at some point it has a minor return in actual gameplay. so - testing that point out by experience, and after that shiedlboosters which help against thermal damage or blast.
 
First it is going to depend on your ship and build.


Over all stacking resistances blows heavy duty out of the water the more you get. Smaller ships benefit from heavy duty more while larger ships benefit from resistances and using SCBs more. Think about resistance as extra MJ too but instead you get far far more MJ out of a SCB than just running a pure MJ+SCB build.

Also kinetic resistance reduces shield damage from impacts so you can ram the living crap out of stuff and it hardly touches your shields.
 
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Hmmmm...
What with heavy duty armour? Do these resistances apply only after the shields are down(would assume that)? Or do they add to the total?
 
Hmmmm...
What with heavy duty armour? Do these resistances apply only after the shields are down(would assume that)? Or do they add to the total?


Yeah shield resistance and armor resistance are two different things that do similar jobs. Once shields are down your armor is what gets hit. It is weaker to kinetic weapons where your shields are weaker to thermal.

The resistance is hard capped at 75% and has some diminishing returns at some point up to that.
 
Hmmmm...
What with heavy duty armour? Do these resistances apply only after the shields are down(would assume that)? Or do they add to the total?

They are individual. In your outfitting you can see specifics in your hull resistance when observing your armor, and get the specifics of your shield when observing your shield.
 
First it is going to depend on your ship and build.


Over all stacking resistances blows heavy duty out of the water the more you get. Smaller ships benefit from heavy duty more while larger ships benefit from resistances and using SCBs more. Think about resistance as extra MJ too but instead you get far far more MJ out of a SCB than just running a pure MJ+SCB build.

Also kinetic resistance reduces shield damage from impacts so you can ram the living crap out of stuff and it hardly touches your shields.

Question Good Commander, sense you seem to have a good handle on these shield booster augmentations.

Here's my load out.

https://coriolis.io/outfit/imperial...4040307074f05050437242f.Iw18ZZA=.Aw18ZwIwkA==

I have all my SB upgraded with the resistance augmentation lvl 1. All my rolls gave me 2% or better on all 3 types of resistance. However, when I look at my actual shield strength in game, it only reads 1050MJ. shouldn't that better then the stock 1058MJ I'm supposed to have?

Much thanks in advance for any help!

LLaP

S1E
 
h347h said:
Also kinetic resistance reduces shield damage from impacts so you can ram the living crap out of stuff and it hardly touches your shields.

Ramming damage is done as a seperate damage type that is not reduced in any way.
(I asked primenine about it back in beta)
 
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Ramming damage is done as a seperate damage type that is not reduced in any way.
(I asked primenine about it back in beta)

Agree with this. I believe ramming is calculated totally separate to any resistances to thermal, kinetic or explosive damage.
 
Agree with this. I believe ramming is calculated totally separate to any resistances to thermal, kinetic or explosive damage.

Ill give it a test later when we get module storage, I'm only running roughly 1800 MJ and I can ram an elite anaconda to death and still be around 2/3 rings.
 
Simple Question:
Resistance Augmented or Heavy Duty?

Which would be better? Anyone tested it out?

Resistance Augmented Shield Booster also gives you a boost in shields, although a slightly lower value compared to the Heavy Duty upgrade. Check your actual shield booster stats in "Outfitting" at your current station.

Cheers!
 
Simple Question:
Resistance Augmented or Heavy Duty?

Which would be better? Anyone tested it out?

i think, this threads caclulations (ongoing from the following quote) are most interesting:

I did some calculations based on a thermal res shields with 35% base, assuming 11% per resistance boosters and +50% shield per heavy duty.
I take a value of 1 as the standard shield value (non engineered) with the same number of A rated boosters (non engineered), vs thermal (-20% thermal res).

The sweet spot for a 4 boosters setup seems to be 2 res / 2 h.d. (3.46) but if you factor in the fact that focusing on res benefits SCB's, a 3 res / 1 h.d. (3.35) is quite close.
Going for 4 res you lose quite a lot (2.65), but might be worth considering with bi-weave.

From what I see, going full res is a bit worse than going full heavy duty, but that is made up by the SCB benefit in the res case. Mixing res and heavy duty gives the highest value.
Overall I think FD did a good job of balancing the two kind of boosters mods.
 
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