Engineers Resistance or Heavy duty boosters

Hello CMDR's.

I am kinda stuck and don't know which way to go is it better to stack all resistance boosters or a mix of resistance and heavy duty? This is for 7c thermal resistance no weave shields and is only for pve but I wasn't sure if there was a cap or point if diminishing returns on resistance booster and wanted to see if anyone out there has tried this and already knows. Thanks guys.[smile]
 
There's a spreadsheet that will tell you. Sry dont have link to hand but a search might bring it up.

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https://forums.frontier.co.uk/showthread.php/286097-Shield-Booster-Mod-Calculator?highlight=shield+booster+spreadsheet
 
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For Bi-weave shield, get at least 4 resistance boosters. You might throw in a couple of heavy duty ones, but keep an eye on your regen rate.
 
Yes, at least 3 res, I don't go for more than 4, then a heavy duty. Also watch the mass of those heavies, not so much of an issue in such a big ship, but something to know about.
 
As there's only the big 3/4 and the FDL that have more than 4 utilities you're likely to be fitting 3 x resist + PD/chaff/heat sink/ECM on most ships and as Dommarraa says the heavy duty can be seriously heavy I've an A0 that's around 12 T! (and it's probably on my FDL doh!)
 
Yes, at least 3 res, I don't go for more than 4, then a heavy duty. Also watch the mass of those heavies, not so much of an issue in such a big ship, but something to know about.

Yes, and if you want instead, you can grab E rated boosters but only for the heavies. Good for FDLs: You only get 28% boost instead of 36%, but they weigh and drain almost nothing at grade 5. The % boost to the %boost for grade 5 is like 170% or something like that, but for grade E its over 700%. However, the gain in weight and powerdraw don't scale the same way.
 
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As there's only the big 3/4 and the FDL that have more than 4 utilities you're likely to be fitting 3 x resist + PD/chaff/heat sink/ECM on most ships and as Dommarraa says the heavy duty can be seriously heavy I've an A0 that's around 12 T! (and it's probably on my FDL doh!)

Heavy boosters' increased weight matters only for small fighters (Eagle, Courier and likes). On FDL, extra 10 tons is nothing.
 
Speaking as a true convert .... i had my FdL setup to use heavy duty (boosters and biweave shields) .... i painfully switched out my modules to a mule ship and re-rolled to have thermal resist bi-weaves and 2x thermal booters & 2x heavy duty boosters ..... on 'paper' the shield strength looked weaker but in practice i find the thermal to be much more efficient

Saves a bunch of weight and thermal load. Hangs better in a firefight and recovers quicker
 
The way I understand it, stacking on more than four G5 resistance boosters isn't worth it due to diminishing returns. As for your shield generator mod, you might consider going for reinforced shields with a high thermal resistance rating via a good secondary effect roll. My reinforced shields add 16% thermal resistance on top of over 30% more MJs.

If the spreadsheet's calculations are correct, going for more than three resistance boosters creates significant diminishing returns for ships with less shields, and even the third booster seems to suffer some diminishing returns -- however, you'll be looking at much higher recharge times, less effective SCBs, and more weight and power consumption if you stack on a ton of heavy duty boosters. Also, it appears as though stacking on more resistance boosters gives ships with higher base shields more benefits, whereas ships with less base shielding are better off with only two or three resistance boosters -- my Corvette's base shields are at 1204, and serious diminishing returns against thermal attacks don't kick in until I stack 5 or more resistance boosters.
 
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The way I understand it, stacking on more than four G5 resistance boosters isn't worth it due to diminishing returns. As for your shield generator mod, you might consider going for reinforced shields with a high thermal resistance rating via a good secondary effect roll. My reinforced shields add 16% thermal resistance on top of over 30% more MJs.

If the spreadsheet's calculations are correct, going for more than three resistance boosters creates significant diminishing returns for ships with less shields, and even the third booster seems to suffer some diminishing returns -- however, you'll be looking at much higher recharge times, less effective SCBs, and more weight and power consumption if you stack on a ton of heavy duty boosters. Also, it appears as though stacking on more resistance boosters gives ships with higher base shields more benefits, whereas ships with less base shielding are better off with only two or three resistance boosters -- my Corvette's base shields are at 1204, and serious diminishing returns against thermal attacks don't kick in until I stack 5 or more resistance boosters.

You might get much more than +16% (or in other words -4%, since stock shields have -20% to thermal resist). The usual tactic is to get at least 20% via secondary rolls, in order to mitigate the stock -20%. One of my shields (6A on trade Cutter) have +27% thermal resist (meaning +7% instead of -20%). I've coupled it with 8 E-class boosters (to save weight and power consumption) - three G5 resistant and five G5 heavy. The result is about 1.3 Gj of heavy-resistant, light and power-saving shields.
 
Heavy boosters' increased weight matters only for small fighters (Eagle, Courier and likes). On FDL, extra 10 tons is nothing.

depends how you like to fly your FDL ;-)

mine is at 50% optimal thruster mass with L5 dirty drive tuning ... it is more like a heavy eagle than.

also - power usage of G5 heavy duty boosters add to additional heat, all for 16% MJ per booster.

i like 2 e-class heavy duty for pve.
 
i can tell you this..

i run biweave instead of prismatics on my cutter instead, with full heavy duty shield boosters and thermal resistant shield

with 50% resistances to everything, (got around 2.5% on each booster resistances as secondary effect) and that regen rate, fights with cutter against another big combat player ship takes around 15-30 minutes, by that time, the amount of shield you regenerated exceeds common shield generator values... then if you last around 25%, or even get your shields back up again *talking about hybrid build* you exceed MJ value of prismatics gen...

now add max resistances into that, making your SCB much more effective and your regenerating aswell... its quite good i guess ?
 
The only ship I use heavy duty boosters on is the Cutter and that's only because I run it with engineered 6A Prismatics. Resistance boosters returns rapidly diminish after 3-4 of them and since I only use it for trade and mining, there's not much point in using anything else.
It doesn't have SCBs, so I don't see much point in fitting more than one heatsink and there's no point in Scanners/PDs or ECM. I use a wake scanner on the Corvette because it's my main salvage and wake data acquisition. Besides it needs heatsinks for those two 7A SCBs and the shields themselves are strong enough (engineered 7A prismatics).

I might give it a go in combat once I got around tuning the thrusters, but I'll most likely still stick with them as I'd prefer fitting two A8 SCBs rather than fitting a bigger shield. Since each SCB charge recharges 1100 MJ, I'd like to keep them at ~2200 MJ to have enough of a buffer when I have to swap banks.
 
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