Power Plant & Distributor?

Hi Cmdrs. Thinking of engineering the above and have a hull tank Chieftain, so was wondering, shielded or charged enhanced? Not really fussed when it comes to jump range. Suggestions most appreciated along with what experimental effects that work best with both.
 
Armored + Monstered/Thermal/Spread/Double Braced for Power Plant, experimental is really your preference.

Almost every Distributor I've done has had Charge Enhanced + Super Conduits.

Btw if this thread gets moved to Ships & Engineers section by mods this will be my first post there. Hello in advance nerds
 
@Andro is correct re: Power Plants

PD depends. If you like power hungry weapons like I do, Weapon Focused/Super Conduits is nice as it lets you go 0/4/2 for maximum maneuverability and minimal, if any, pip fiddling. Charge Enhanced for a hull tank is only better than Weapon Focused if you boost frequently, and I do not find frequent boosting to play to the Chieftain's style at all.
 
Charge enhanced+ super conduit

Armored PP + Thermal spread

I have a chieftain and it's my main ship. You need to check coriolis to make sure your weapon load out can handle your PP having thermal spread. If not use monsterd.
 
On a Chieftain the thrusters are vulnerable, it's one of very few ships I don't engineer for max speed. Otherwise I do as Andro states apart from a few specialised ships (none of which are used for combat or could be described as hull tanks).

Not being fussed about jump range is a good start, but the ability to high wake from a fight, or to get back from whatever detention centre you might end up at is handy too ;)
 
Overcharging as a mod of last resort. Always go for shielded especially if you fly in open. Also if you aim is tanking consider using B-rated thrusters, because exposed Chief' thrusters could easily be turned into a mince especially if your opponent brings gimballed multis or packhouds. Personally I'm sporting 6B thrusters in my Chief for combat zone community goals. They are heavy and sturdy, fully modded ones should give you better protection and decent speed of ~500m/s and generally 30m/s lower than less resilient A-rated thrusters.

my build, weapons for weight purposes only
 
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I don't personally recommend using B rated thrusters. I used them for years and when I made the switch to A rated I just prefer the added speed/ maneuverability. I have a guardian mrp and an amfu to bolster my modules. The main defense of the chieftain is it's modility. You minimize the enemies time on target and if your in trouble you can easily gain some distance to recoup.
 
I don't personally recommend using B rated thrusters. I used them for years and when I made the switch to A rated I just prefer the added speed/ maneuverability. I have a guardian mrp and an amfu to bolster my modules. The main defense of the chieftain is it's modility. You minimize the enemies time on target and if your in trouble you can easily gain some distance to recoup.
Experience & avoiding incoming fire does count for a lot, and speed is useful for both offence AND defence where armour is only defensive.

I have plenty of ships that are fast at the expense of defensive hitpoints, and I am comfortable using them, relying on my wits to keep me alive. Personally I find I struggle to make effective use of an AFMU in time-critical situations but I know other Cmdrs make it work :)

It's a personal choice based on how willing the Cmdr is to compromise one stat for another but with the Chieftain I think thruster integrity is certainly something worth taking into account :)
 
Experience & avoiding incoming fire does count for a lot, and speed is useful for both offence AND defence where armour is only defensive.

I have plenty of ships that are fast at the expense of defensive hitpoints, and I am comfortable using them, relying on my wits to keep me alive. Personally I find I struggle to make effective use of an AFMU in time-critical situations but I know other Cmdrs make it work :)

It's a personal choice based on how willing the Cmdr is to compromise one stat for another but with the Chieftain I think thruster integrity is certainly something worth taking into account :)
The reason I like the chieftain is it's honestly not a very big compromise. A GMRP will make up the integrity deficiency without sacrificing speed.

I use the AFMU to repair the MRPs. I typically have one big class 4 or 5 and a smaller class 1 or 2. Both of them combined will soak up the vast majority of damage and when their integrity starts to get low the AFMU is best to focus on just those two.

Obviously this isn't best for pvp but with a boost speed at almost 140 and maneuverability a hair slower than a vulture to be frank if your in a possition where they can shoot out your drives you F'ed up somewhere. Lol. Just being honest.
 
Overcharging as a mod of last resort. Always go for shielded especially if you fly in open. Also if you aim is tanking consider using B-rated thrusters, because exposed Chief' thrusters could easily be turned into a mince especially if your opponent brings gimballed multis or packhouds. Personally I'm sporting 6B thrusters in my Chief for combat zone community goals. They are heavy and sturdy, fully modded ones should give you better protection and decent speed of ~500m/s and generally 30m/s lower than less resilient A-rated thrusters.

my build, weapons for weight purposes only
I have a similar build to yours, my thrusters are G5 Reinforced/Drag Drives as I do fly in open.... and you never know when you need to make a run for it. Better safe than rebuy, right!
 
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