Engineers Shield Boosters - Heavy Duty or Resistance Augment

Hello.
Can't decide - for my 7 Shield Boosters (Corvette) which upgrade would be better - Heavy Duty or Resistance Augment or mix of both?
Can anyone help me?
Thx [hehe]
 
Mix them, resists cap out at 75% I believe and have some diminishing returns before that though the exact numbers aren't known. So 2 or 3 Resists and 4 or 3 Heavy Duties is what i'd use (assuming you want 2 modules free)
 


Hmmmm.. I was wondering the same thing, so I will definitely check this out. I am running (4) 0A versions on my Anaconda that are all using the Resistance Augmented mod. I chose this over the heavy duty version because of the added mass you get from the heavy duty mod.

I only have a Grade 1 upgrade on these at the moment since none of my unlocked Engineers provided more than that. Just unlocked Didi Vatermann and it looks like she can go up to Grade 5 with these. So... The timing of this thread was right on the money for me! :D

So far, these four identically updated SBs seem to do a pretty good job of propping up the Low Energy Modded 6A on my Conda, but obviously I would love to see even more benefit from using them. I hate being forced to run with a Shield Cell Bank on my ships since they really do a number of your jump range, but with a large ship like the Conda, once your shields drop, you are basically toast due to the glacial recharge rate.

I really hope the Grade 5 version of either of these upgrades perhaps will allow me to leave my SCB at the hangar bay?
 
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Hmmmm.. I was wondering the same thing, so I will definitely check this out. I am running (4) 0A versions on my Anaconda that are all using the Resistance Augmented mod. I chose this over the heavy duty version because of the added mass you get from the heavy duty mod.

I only have a Grade 1 upgrade on these at the moment since none of my unlocked Engineers provided more than that. Just unlocked Didi Vatermann and it looks like she can go up to Grade 5 with these. So... The timing of this thread was right on the money for me! :D

So far, these four identically updated SBs seem to do a pretty good job of propping up the Low Energy Modded 6A on my Conda, but obviously I would love to see even more benefit from using them. I hate being forced to run with a Shield Cell Bank on my ships since they really do a number of your jump range, but with a large ship like the Conda, once your shields drop, you are basically toast due to the glacial recharge rate.

I really hope the Grade 5 version of either of these upgrades perhaps will allow me to leave my SCB at the hangar bay?

If you're running a 6A PP on your Conda then you're basically saying you're prioritising jump range. Maybe similar to my Conda that runs a 6A low emissions - she's a deep space miner/explorer. She's armed but I won't engage with anything that poses even a small chance of seeing a rebuy so I don't run with a SCB because I submit, 4 pips to engines, boost using clean drive thrusters and wake out.

SCBs really should only be used for full combat builds.
 
If you're running a 6A PP on your Conda then you're basically saying you're prioritising jump range. Maybe similar to my Conda that runs a 6A low emissions - she's a deep space miner/explorer. She's armed but I won't engage with anything that poses even a small chance of seeing a rebuy so I don't run with a SCB because I submit, 4 pips to engines, boost using clean drive thrusters and wake out.

SCBs really should only be used for full combat builds.

I can see your point and the 6A SCB I prefer to use is one of the heaviest modules currently in the game.

But... there are times when I am being chased by a persistent bounty hunter, or one of those mission based enemies that become such a pain in the butt that I need to get rid of them. That is where the SCB can really come in handy. I am also running with fully upgraded C3 Beams and Turreted Multi-Cannons which all have the Light Weight Mod + the Thermal Shock experimental effect attached as well. This loadout tends to kick some major butt, and can do a number on even a well upgraded NPC Python or larger. But in a fight with one of those ships, your shields are not going to hold out for the entire battle, although since my last post I have upgraded all four of my boosters to Grade 5s which is doing a much better job of maintaining shields without as much need for the SCB.

Still not comfortable not running with the SCB for daily driver use, but these days I am leaving it at the dock when running passenger missions. Those extra few Lightyears of jump range can shave off some serious time over the course of a full Sightseeing mission. ;)

I don't know if you have messed around at all with Engineer upgrades to your Powerplant using Marco Quent? I managed to pull down a 31% increase using a Grade 4 Overcharged roll with Marco Quent. That is the absolute MAX percentage obtainable with a Grade 4 overcharged PP upgrade and that 31% increase basically turned my 6A into a class 8 Power plant. I'm not in the game at the moment to post my actual power output stat, but this upgraded 6A outputs enough juice that I am able to run pretty much everything on the ship at the same time with no need for the usual power management headaches.

As a result of that one in a million roll, my Conda's modified 6A is hands down the most valuable module I own. The fact that I can use it in some of my other ships makes it even more priceless. :)

In addition to my Passenger Conda, I also have a fully upgraded Corvette and Python, so my Conda isn't always my daily driver. Just lately thanks to that recent Alien Ruins CG and the need to chase down a few more upgrades with new Engineers, using my high range Conda to take stock modules out for upgrades that will later be used in other ships. :D

I LOVE the module storage feature! It has totally changed the way I relate to Engineer Upgrading! :)
 
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