Shield Cell Banks vs Hull Reinforcement Packages

Shield Cell Banks or Hull Reinforcement Packages

  • Shield Cell Banks

    Votes: 57 40.7%
  • Hull Reinforcement Packages

    Votes: 22 15.7%
  • Mixture of both

    Votes: 61 43.6%

  • Total voters
    140
As above, what do you prefer to use, and why?

Do you like stacking armour, for its additional armour values, weight for ramming and not needing power, or do you prefer shield cell banks, the multi-use shield regenerator that draws power and sometimes needs to be micromanaged in the power settings?

Just wanting to see what the community uses, feel free to add to the points below / point out any mistakes or my incorrect understanding of them.

Shield Cell Banks:

+Multi Use
+Cheaper resupply costs than hull repair (?tbc)
+Not taking hull or module damage = no hull repair costs, protect modules
+Can have over 20 charges, loadout dependent
+Can stack and use multiple at once for very large shield replenishment


-Power consumption
-Sometimes have to manage to stop power cuts
-Heat Issues when used / Heat Spike
-Delay until replenishment actually starts
-Useless if shields are down
-1.5 Massive heat usage. Frequent module damage on use
-1.5 Powering off a depleted SCB and powering on a new now now takes time, and isn't instant.


Hull Reinforcement Packages:

+Don't take Energy
+Increase Ram Damage
+Decrease Damage Taken
+Decrease module damage taken (confirmed in 1.5)
+Increases base armour for Composites bonus (percentage based rather than flat addon)

+Set and Forget
-Heavy, decrease jump range
-Increase Hull repair costs (on the basis you'll be taking more damage, hindsight is that you'll be taking less, so might cancel out?)
-Vulnerable to Torpedoes and Missiles (on the basis you're tanking with Armour rather than Shields)
-Only D and E rated available


Update:

Shield Cell banks now cause you to go to 140 degrees roughly from testing in 1.5, and Hull reinforcement Packages have been buffed significantly.

As an example, here is a Viper with close to 2000 hull armour:

c58c87f2c43439f65fa5030327e39e0f.png


 
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I go hvy on hull once i get my mill armor for my FGS with 2 Class 5 Hull packs ill be running with almost 1.7k armor... This would be my PVP loadout and only take like 2% hull damge from a huge class plasma accel lol.
 
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Is this like, what do you like the feel of more?

Or is it like, what's more effective?

Because SCBs are battle proven to be several times as effective as hull reinforcement - it's not even a contest.

But I really wish it were, and I think that the idea of.hull tanking is cool.
 
Personally I think hull reinforcement packages are a a complete waste of time. They make you horribly heavy, screwing your maneuverability, speed, jump range e.t.c. They cripple you way too much compared to the negligible gains you get from them. They losses well outweigh the gains which is why I never buy them. Or armor upgrades for that matter.

It's just too much weight, on top of how important low mass is in this game
 
Personally I think hull reinforcement packages are a a complete waste of time. They make you horribly heavy, screwing your maneuverability, speed, jump range e.t.c. They cripple you way too much compared to the negligible gains you get from them. They losses well outweigh the gains which is why I never buy them. Or armor upgrades for that matter.

It's just too much weight, on top of how important low mass is in this game

can't say it better. i sacrifice weight everywhere. i even use a class scb in some of my builds cause weight matters so much ...
 
It would be nice to know the armour penetration mechanics however, like if there is RNG involved with armour penetration and damage dealt or not, or if different locations of ships have different armour values.
 
SCBs all the way, Hull Reinforcements are a joke for anything other than ramming because of the system targeting mechanic the way it is with the way gimbals can hit subs so easy
 
This is a fun question. I don't think the answer is as straight forward as it appears.
-
I think the question of SCBs vs Armor Modules really comes down to the ship's natural properties.
-
Ships having lots of internal spaces or high natural shields are inherently suited to using SCBs (and shield boosters). Ships with higher native armor values are better complimented by armor modules (and bulkheads).
-
Going against your ship's natural grain will produce mediocre (but sometimes workable) results.
 
[Vulture]
L: 3C/G Beam Laser
L: 3C/G Beam Laser
U: 0I Point Defence
U: 0I Point Defence
U: 0F Electronic Countermeasure
U: 0I Chaff Launcher


BH: 1I Military Grade Composite [560 arm(base)]
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3A Life Support
PC: 5A Power Distributor
SS: 4A Sensors
FS: 3C Fuel Tank (Capacity: 8)


5: 5D Hull Reinforcement Package [240arm]
4: 4D Hull Reinforcement Package [120arm]
2: 2D Hull Reinforcement Package [30arm]
1: 1D Hull Reinforcement Package [15arm]
1: 1D Hull Reinforcement Package [15arm]
---
Shield: none
Power : 10.17 MW retracted (65%)
13.93 MW deployed (89%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 410.6 T empty
418.6 T full
Range : 13.83 LY unladen
13.83 LY laden
Price : 24,858,260 CR
Re-Buy: 1,242,913 CR @ 95% insurance

TOTAL ARMOR = 980 Armor

:D:D:D:D:D:D


or try


[Vulture]
L: 3C/G Beam Laser
L: 3C/G Beam Laser
U: 0I Point Defence
U: 0I Point Defence
U: 0F Electronic Countermeasure
U: 0I Chaff Launcher


BH: 1I Military Grade Composite
RB: 4A Power Plant
TM: 5A Thrusters
FH: 4A Frame Shift Drive
EC: 3A Life Support
PC: 5A Power Distributor
SS: 4A Sensors
FS: 3C Fuel Tank (Capacity: 8)


5: 5D Hull Reinforcement Package
4: 4B Shield Generator
2: 2D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
1: 1D Hull Reinforcement Package
---
Shield: 305.64 MJ
Power : 12.81 MW retracted (82%)
16.57 MW deployed (106%)
15.60 MW available
Cargo : 0 T
Fuel : 8 T
Mass : 410.6 T empty
418.6 T full
Range : 13.83 LY unladen
13.83 LY laden
Price : 25,199,950 CR
Re-Buy: 1,259,998 CR @ 95% insurance

TOTAL ARMOR = 860 Armor
Plus
305.64 MJ of Shield Powah

The Excess 6% can be negated by turning off Cargo Hatch / FSD when in combat.


Also the A grade thrusters minimum on a Vulture go well over the 418.6 T full weight value. Still maneuverable.

:cool:
 
Maybe I'm still a combat noob.
But.
I find the pilot workload in combat quite high. In a good way.
I have chaff mapped somewhere convenient, but I haven't invested time to setting up SCB control.

It's probably naive combat technique, but I rely on my Mirrored Composite hull quite a bit.
But you folks are talking at a higher level.

I think SCBs work for people who enjoy the flow of combat and have spare capacity to be aware of other information.
Me I get stuck in the 'target tunnel' total focus on my target, lose my situational awareness, realise I'm in trouble, run with12% hull.
 
Given that SCBs are the corner stone of all pvp and high level combat at the moment... is there even a contest? The shield meta reigns supreme and bores the hell out of me.

I want my dog fighting back. CQC is good but is it to much too ask to have fun like that in the main game (albeit slower but not as slow as the shameful displays currently in the main).
 
My situation to combat is this.

If I am in a vulture or an eagle in a high intensity combat zone and I start dying when I get surprized by a 2 python/ anaconda team...

I get behind the anaconda and wipe him out with a burst/beam lazer bang in its PS while using the anaconda as a shield from the turreted fragment cannons on the pythons.

Then I repeat the process with the other 2 pythons. Same point with a 3 anaconda gank squad. And Reinforced hull is awesome vs those turreted frag cannons.

Even better if you have a low shield and spam a set of 1 or 2 SCB hopefully long enough to take down 1 or 2 anacondas.

Your still gonna lose your shield... but that 800+ armor makes life easier for the final kill. And then your shield pops back up. :D
 
Well, humans are a bit of a different story. Never been a fan of pvp cus it is a shield burst of who has the strongest shields.
What we need are:
"Electromagnetic Hull Reinforcements"
What this does is add a hull network circuit that requires as much power as a shield but doesn't resist all damage.


Example:
1. Shields take damage until exhausted; then your a sitting duck.

2. Hull Reinforcement makes your hull harder to damage; allows you to use more powerful energy weapons, but you have no way to prevent all damage.

3. Electromagnetic Hull Reinforcement is the in-between; you use slightly less power to maintain compared to A-grade shields; they can not be turned off as it's built in with the power supply module; they give the same bonus of Hull Reinforcements but the Electromagnetism forces all heat/beam weaponry to disperse or refract near impending impact causing significantly less damage; downside is you need heat sinks when fighting people with lasers because although the beams get refracted... the heat energy still hits the hull causing heat buildup much easier. Less damage taken at a cost of heat build up.
 
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Generally I'd say SCBs. They have a lot of advantages. The downside is that you have to use them when it's time. If you frag that up they are completely useless. Hull armor does not require attention or management. It's just there. But that comes for a hefty price.
 
it's quite obvious, any PVP'er will always try and shoot out your thrusters, thus maintaining your shields are of upmost importance, IIRC, Hull reinforcement packages don't shield modules.
 
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