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:
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:

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