Ships Next combat ship after Viper Mk III is Mk IV?

The most balanced is reactive armor with G5 out thermal mod.

from there you can add hull reinforcements with heavy duty
 
The most balanced is reactive armor with G5 out thermal mod.

from there you can add hull reinforcements with heavy duty
Don't do this.
Reactive heavy duty + one HRP with thermal resist + rest heavy duty HRP is way better then Reactive thermal + heavy duty HRPs.
 
Don't do this.
Reactive heavy duty + one HRP with thermal resist + rest heavy duty HRP is way better then Reactive thermal + heavy duty HRPs.

Sorry, but according to coriolis, what you’re saying is not correct.

a vulture with reactive armor G5 heavy duty + size 5 hrp G5 thermal = 1188 absolute armor and expl/kin/thermal armor 1457/1554/1527.

a vulture with reactive armor G5 thermal + size 5 hrp G5 heavy = 1231 absolute armor and expl/kin/thermal armor 1658/1763/1763
 
Sorry, but according to coriolis, what you’re saying is not correct.

a vulture with reactive armor G5 heavy duty + size 5 hrp G5 thermal = 1188 absolute armor and expl/kin/thermal armor 1457/1554/1527.

a vulture with reactive armor G5 thermal + size 5 hrp G5 heavy = 1231 absolute armor and expl/kin/thermal armor 1658/1763/1763
But you won't fit a c5 thermal HRP only, you will fit a c1 HRP with thermal, and then some heavy duty ones. Especially in a biweave hybrid.
That's the joy of the c1 optionals we got for the supercruise assist. It will fit a thermal HRP quite well 🥳
 
cx (like c1) = class / size of the module

HRP = hull reinforcement package

thermal and heavy duty are possible engineering blueprints for HRPs.

What I say is that you should always apply either lightweight or heavy duty engineered reactive armor to a ship,
depending on if you go for speed/jumprange or durability. The resulting weakness to thermal attacks (lasers)
can be mitigated by a single thermal resistant HRP. All other HRPs should be engineered with heavy duty.

In case of a Vulture, that would look like mine:

Balanced resistances and a fast recharging bi-weave shield.
 
Thanks for making that clear.
Any tips on engineering a shield booster for combat and non-combat ships?
Generally you want balanced (~50%) resistances for PvE.
With a thermal resistant mod on the shield gen (only advisable for a fast recharging bi-weave build) you want to add some resistance augmented boosters.

For PvP it's a bit different, although a PvP build for PvE also works.
With a reinforced shield gen mod, you want one each of thermal resist and resistance augmented, and the rest heavy duty.
This gives you a slight thermal deficit and a slight advantage at kinetic, and a higher absolute mj pool.
This is good for PvP, because you run into plasma (ignoring resistances) and then multicannons and frags the most.
 
Any tips on engineering a shield booster for combat and non-combat ships?

Depending on engineereing of your shield. First thing to do is to have your shield resistances on proper levels - at least 30% on each type of damage and then you can work on things such as shield capacity. No point if having big a** shield with 0% thermal resistance, because it will melt down pretty, so a shield with less MJ's but with better resiatnce values and quicker recharge will do much better. Fiddle with https://coriolis.io/ to see the numbers behind shield resistances
 
Back
Top Bottom