Module Reforcement

Hi CMDR's,
Does it pay to have more then 1 MRP ? I'm looking for a way to withstand module sniping. Or perhaps a packhound barrage. Thanks o7
 

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I too am interested. I know the value of having one. But multiple? I'm curious.
 
Damage resistance is multiplicative (a 60% resist + a 30% resist is 0.4*0.7 is 0.28 damage making it through, or 72% resistance). Only one is damaged until it reaches 0, then the next. I am uncertain as to what determines the order of this...I need to do more testing.

AFAIK, resistances are multiplicative and they die one after the other as Morbad said.

The result is that you can't stack a whole bunch and get immunity until your MRPs are dead because of diminishing returns; moreso if one dies, your resistance goes down. IIRC the most optimal setup is two 60% MRPs and one 30% for that longevity

hope this helps, it's kinda old
 
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AFMU's also repair MRPs. So instead of two MRPs you might want to consider taking an afmu as they can help repair a broken module out right.
 
Each MRP gives not only more module reinforcement health, but also higher level of protection. With two MRPs, less damage bleeds through MRP to the module. However there are dimishing returns on the level of protection, having more than two is not worth it.

Yeah, use a AFMU to fix the MRPs and canopy.
 
Of course - once you buy an AFMU - you start to get paranoid as to whether you need a second to repair the first AFMU... Sometimes it is a wonder I am brave enough to leave the station.

I was better off not knowing that MRPs, HRPs, AFMUs and different hull types were even available. Ignorance is bliss. No, strike that. Ignorance is a huge rebuy bill. Which is nice.
 
AFMU's also repair MRPs. So instead of two MRPs you might want to consider taking an afmu as they can help repair a broken module out right.

Not really sure about that.

I suppose if you've just stuck an MRP on your ship as a bit of insurance it might be worth repairing with an AFMU. but, then again, if that's the way you're thinking, are you really going to bother with insurance for your insurance?
Conversely, if it's a combat ship, if you've stuck more than 1 MRP on your ship it's probably because you need/want more than 1 MRP on your ship - in which case, having an AFMU to repair it (slowly) isn't going to be a terribly attractive proposition.

Personally, I tend to see the AFMU solely as an exploration aid.
I know it can be used more mundanely to make repairs that might otherwise be expensive to pay for at a station but, meh.
If you can afford an A-rated Cutter, Corvette or Anaconda, paying for instant repairs at a station probably isn't going to be a big concern.
 
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hope this helps, it's kinda old

The info there still applies, though the D rated MRPs have had their integrity buffed considerably.

For ships with armored/shielded modules and decent hull protection, I generally recommend one big D rated MRP and a single B rated AFMU (B will repair MRPs at an acceptable rate and a both tougher and lower power than A).

For ships with less module protection that don't need to be able to fight for protracted periods after shields fail, dispense with the AFMU and take a second MRP.

Of course - once you buy an AFMU - you start to get paranoid as to whether you need a second to repair the first AFMU... Sometimes it is a wonder I am brave enough to leave the station.

One AFMU is sufficient for virtually any setup. Explorers can reboot repair to get their only AFMU back to working order and combat vessels rarely have the module slots or power to make multiple AMFU's worthwhile; it's almost always a better idea to add another MRP or HRP than a second AFMU.
 
It certainly does help. I fly hulltanks with a biweave alot as I don't like the easy mode FDL meta. Being vulnerable to module sniping and managing malfunctions is far more interesting than locking four o' two.
That said, two MRPs are a really good protection and combined with armored blueprints you are gonna withstand any module attack unless you face my Gunship of doom with five high yield shell cannons.
 
The info there still applies, though the D rated MRPs have had their integrity buffed considerably.

For ships with armored/shielded modules and decent hull protection, I generally recommend one big D rated MRP and a single B rated AFMU (B will repair MRPs at an acceptable rate and a both tougher and lower power than A).

For ships with less module protection that don't need to be able to fight for protracted periods after shields fail, dispense with the AFMU and take a second MRP.



One AFMU is sufficient for virtually any setup. Explorers can reboot repair to get their only AFMU back to working order and combat vessels rarely have the module slots or power to make multiple AMFU's worthwhile; it's almost always a better idea to add another MRP or HRP than a second AFMU.

Phew! You have relieved a huge amount of tension. Sleepless nights are over. Thanks!
 
Not really sure about that.

I suppose if you've just stuck an MRP on your ship as a bit of insurance it might be worth repairing with an AFMU. but, then again, if that's the way you're thinking, are you really going to bother with insurance for your insurance?
Conversely, if it's a combat ship, if you've stuck more than 1 MRP on your ship it's probably because you need/want more than 1 MRP on your ship - in which case, having an MRP to repair it (slowly) isn't going to be a terribly attractive proposition.

Personally, I tend to see the AFMU solely as an exploration aid.
I know it can be used more mundanely to make repairs that might otherwise be expensive to pay for at a station but, meh.
If you can afford an A-rated Cutter, Corvette or Anaconda, paying for instant repairs at a station probably isn't going to be a big concern.

If you're going into combat with a ship that will likely have its shield go down (My example would be my hybrid Bi-weave/hull tank FAS) you should already be equipping an AFMU to fix the canopy.
 
Hi CMDR's,
Does it pay to have more then 1 MRP ? I'm looking for a way to withstand module sniping. Or perhaps a packhound barrage. Thanks o7
Definitely if you have a Vulture. Fill every space with an MRP, then you can carry on fighting without shields. Military grade armour helps for the hull. For other ships, MRPs might not be so important.
 
If you're going into combat with a ship that will likely have its shield go down (My example would be my hybrid Bi-weave/hull tank FAS) you should already be equipping an AFMU to fix the canopy.

I don't mean to suggest you're wrong here, just commenting for the sake of discussion... :)

Do you think that's a valid concern?

I guess there might be situations where you're out in the middle of nowhere, getting into bother, but in the course of "normal" PvP, I tend to think that if my canopy goes, it's time to call it a day and head for the nearest station.
You're not going to make use of an AFMU while you're in combat so you're going to have to bug out.
And if you're going to bug out, you might as well bug all the way out, back to the nearest station and make all necessary repairs.
Which shouldn't be a problem, even with the usual D-rated Life-support.

Also, I can't help thinking that if you're getting your canopy shot out so often that repairing it becomes a predictable necessity - and your ship is otherwise undamaged enough to go straight back into a fight - you probably need to look at a different ship, a different build or using different tactics.

I was flying a Viper 4 for a while and it seemed like a common tactic was to go for the canopy of that.
When MRPs and HRPs became available, it seemed to reduce that weakness and it stopped being an issue.
Either that or I just started getting better at evading incoming fire at roughly the same time.
In either case, I never really found that my canopy was fragile enough to warrant considering repairing it in-flight rather than just fleeing to the nearest station.
 
Thanks for all the info ! For me the AMFU wouldn't help. The time in PvP doesn't allow for it. Your dead before you have a chance to do any repairs. I could fly away, fix and come back. But I'm looking to survive the initial encounter. I have a Corvette, shield strength 6003, blah blah blah. What happens is my shields are fine but everything else is broke. Maybe it's not a MRP issue ?
 
Absolutely use a second MRP. I found that if I was under real heavy fire - say, in a CZ and they all decide to gang up on you - then the moment the MRP fails your other modules start taking serious damage and you can lose thrusters or canopy real quick after that - before you can get away often. The second MRP will offer continued protection after the first fails and you can choose to either fight on (briefly if you know what's good for you) or fly off for repairs safe in the knowledge that you still have some protection while you make your escape. Now, with the 2 of them, I hardly ever get any serious module damage.
 
At the end it's preference. I think I find the having 1 MRP at 60% module protection is better than two at 70something%. As once those two are gone you have nothing else. Having 1 MRP and 1 AFMU gives you options. You can A repair the MRP mid combat (you don't even have to turn it off). The AFMU also helps repair partial canopy damage. It can help you get your shield gen or weapons back online. Or even get your fsd back online.

I guess if your mid combat and your taking that much module damage, it won't matter if you have an multiple MRPs or AFMUs.

One thing I would ask is whether MRPs protect each other? That 4 MRP would be an interesting thing to see. Though I reckon your Hull would be gone way before hand.
 
One thing I would ask is whether MRPs protect each other?

They don't.

MRPs can only take damage by absorbing weapons fire that's damaging other modules, heat, or unsafe drops from SC. They cannot be directly targeted themselves and cannot absorb damage dealt to modules from sources other than weapon fire.
 
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