Engineers Shield Booster upgrades

Need some advise please. Just dropped into Farseer to make some notes for my FSD upgrades. I noticed that the shield boosters are very easy to upgrade, I also have the required materials to do pretty much whatever I want.

Plan was to go for 4 Heavy duty Boosters, am now wondering if I should mix and match, 2 heavy duty, with some augmented boosters.

Has anyone tried these upgrades?

Cheers
 
Need some advise please. Just dropped into Farseer to make some notes for my FSD upgrades. I noticed that the shield boosters are very easy to upgrade, I also have the required materials to do pretty much whatever I want.

Plan was to go for 4 Heavy duty Boosters, am now wondering if I should mix and match, 2 heavy duty, with some augmented boosters.

Has anyone tried these upgrades?


Cheers
I did extensive testing with them in the beta and found that a good ratio is one heavy duty for every 2 resistance augmented ones. If you can managed to get a secondary roll on the heavy duty mods for resistance all the better. Then stack this with the shield resistance mod and 4 pips means you can take a lot of punishment. Though I should note they were nerfed slightly and I only have level 2 mods currently(1 heavy duty and 2 resistance, the rest of the slots are other utility modules).

You only so many MJ before it kind of becomes redundant and resistance becomes the better stat.
 
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I upgraded 4 SBs + power plant (which allowed me to add 1 more SB), but the npcs are still taking my shields down fairly quickly.
 
@H347H as you were in the beta could you tell me if thruster mods affect ship turn rate or just straight line speed?
Been itching to know but no time to play until Wednesday
 
I upgraded 4 SBs + power plant (which allowed me to add 1 more SB), but the npcs are still taking my shields down fairly quickly.

Well I only have to fight 1v1 against NPC's whilst mission running, I haven't lost shields yet so it's a non issue. Am flying a freighter, the boosters are to help if I get caught by a cmdr.

@h347h - Excellent advice, thanks buddy

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@H347H as you were in the beta could you tell me if thruster mods affect ship turn rate or just straight line speed?
Been itching to know but no time to play until Wednesday

Both, it upgrades thrusters and main engines. I would have prefered if you could choose.
 
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I did extensive testing with them in the beta and found that a good ratio is one heavy duty for every 2 resistance augmented ones. If you can managed to get a secondary roll on the heavy duty mods for resistance all the better. Then stack this with the shield resistance mod and 4 pips means you can take a lot of punishment. Though I should note they were nerfed slightly and I only have level 2 mods currently(1 heavy duty and 2 resistance, the rest of the slots are other utility modules).

You only so many MJ before it kind of becomes redundant and resistance becomes the better stat.
This^ I don't know any exact percentages before resistance augmented is undeniably better than heavy duty, but it's certainly there. In the end though it's mostly down to personal preference.
If you want really high shield strength go for heavy duty up until the point when resistance becomes better.
If you want good recharge times with shields that can still take punishment then I'd say go for resistance, as that will make them take less damage (and so 'recharge faster' from a certain damage taken) so long as you are satisfied with your raw shield strength to begin with.
 
@H347H as you were in the beta could you tell me if thruster mods affect ship turn rate or just straight line speed?
Been itching to know but no time to play until Wednesday

Engine mods, and both. You boost faster and can turn quicker. Depending on which mods you pic. Dirty engines give the highest bonus but also significantly increase heat generation. You can't constantly boost. With near max dirty engine mods I had a Vulture boosting to 520 MPS and more agile than a stock Federation Eagle. Plasma accelerators were amazing on that but it was a hot mess lol.
 
Sweet thanks. So it is possible to get a Viper MkIV with a good turn rate?
I hope so!

Going off of some probably slightly inaccurate information gained via stopwatch from this thread as I don't have the actual turn rate stats from ingame... If you were weighted down with combat equipment and got a really good dirty drive tuning role with good secondary effects (about 28-30% multiplier gain), you should be able to get the turn rate down to about a 9 second 360 pitch rate.
 
Engine mods, and both. You boost faster and can turn quicker. Depending on which mods you pic. Dirty engines give the highest bonus but also significantly increase heat generation. You can't constantly boost. With near max dirty engine mods I had a Vulture boosting to 520 MPS and more agile than a stock Federation Eagle. Plasma accelerators were amazing on that but it was a hot mess lol.

Thanks, I'm gona park the Python for a while and grab a Viper MkIV. Think I'll tinker with the Courier a bit too.
 
Note that the enhanced thrusters are designed so they only really offer a big boost on a very stripped down empty ship. Otherwise on the heavy version the increase is only like 10%
 
Note that the enhanced thrusters are designed so they only really offer a big boost on a very stripped down empty ship. Otherwise on the heavy version the increase is only like 10%
I plan to use the Viper for general material gathering (not cargo) and tweak it for defence and lightish combat. So shouldn't see too much probs with an SRV hold, Advanced D-scanner. I just really like the ship. Although I suspect a DBX would possibly suit me better once tuned up.
 
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