What's the incentive to using a 5D module/ Hull reinforcement package?

The mass doesn't justify the protection, with respect to the 5D module. Other than being limited on slot space, which I am not, why would I choose a 5D over 2x 2D?, or even 4x 2D? I'd be well under the 16t mass of the 5D module, while either being roughly at the same protection level, or well over (depending on if using 2, or 3...or even a 4 and a 5th...should you be so fortunate on space. Going up in class seems to deliberately and pointlessly jack up the mass...a sort of steep diminishing return, for the convenience factor, and no real logic outside of that.

A 5D hull module grants 390 health at 16T, while a 2D grants 190. Add another 2D to the picture and you are only 10 off on the hull health of a 5D, but sitting pretty at 4 tons. Should you then throw in a 3rd you are nearly 50 times better than a single 5D, but 10t less mass. Even 2x 3D modules stand to have better use than a single 5D. If there has to be a convenience cost it seems like the higher you go on module, the slightly less protection you get, vs, using several smaller modules, but mass that makes sense. So a 5D should really be no more than 10t, but maybe 10-20 health off of what 2x 2Ds can accomplish. It would be like saying, "installing several smaller hull reinforcements along these points on your bulkhead distributes the impact far more effectively and efficiently than putting much fewer bigger ones."

Anyone agree?
 
If 2x 2D or 1x 5D is an option because you have no other mods to fit, why not 2x 2D AND 1x 5D?

Conversely why go for 2x 2D if you want more diverse mods?
 
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You definitely get more bang per ton the smaller you go, and if you have the slots for multiple smaller ones, you gain even more once engineered. I'm guessing module availability is supposed to be a relevant factor in deciding what to use, and maybe giving small ships more bang for the buck. Other than that, I don't the rational behind it.
 
You definitely get more bang per ton the smaller you go, and if you have the slots for multiple smaller ones, you gain even more once engineered. I'm guessing module availability is supposed to be a relevant factor in deciding what to use, and maybe giving small ships more bang for the buck. Other than that, I don't the rational behind it.

Yep, I suppose I can see it benefiting smaller ships to have a better bang for the buck/ weight-to-protection ratio, which is why I think it should work as the highest class modules,4D and 5D, offer slightly less protection than their smaller counter parts. Because the larger ships have naturally higher hull health in the first place anyway, but we shouldn't be penalized on mass 4 times over, just for having roughly the same amount of health has two smaller ones put together.
 
MRPs are definitely worth getting the larger ones. With them it's all about how many hit points of module damage they can absorb.

But HRPs suffer from the exact same design fault as limpet controllers. Clearly, one of the designers failed Maths at school.
 
HRP's are for fighting Thargoids.

My solo Cyclops, Basilisk killing Anaconda has 7349 armour.

When I refit it with different weapons for killing Thargoid Scouts it almost ignores Caustic damage.
 
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I don't know about anyone else, but on a ship like the Annie or Corvette there really isn't much else to put in those class 5 slots when you're fitting it for combat.Your choice is either to fly with empty slots and be more maneuverable, or put in some HRP/MRP. The Corvette is especially good for flying with empty slots since it's so difficult to lose shields.
 
5D MRP has enough integrity to not fail quickly from almost any attack, giving you time to initiate repairs, or use it as a buffer for a smaller HRP (since the larger HRP is usually drained first). A pair of 2Ds will absorb ~87% of all module damage done, but a hit from a single missile, mine, penetrator munition, high-yield shell, or superpenetrator rail could easily destroy both MRPs on the spot (as they can hit many modules causing the MRPs to absorb enormous damage), leaving you with no further protection.

Larger HRPs have much worse mass vs. integrity ratio, but it's still worth it on larger ships.
 
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I mean...all ships are limited by the number of free optional internal slots they have. If you're about getting the most out of each slot, you're gonna want the 5Ds. If you want to get the most out of it that you can while also keeping down on weight, then sure, you might opt to get a smaller package.

I'll admit though, the class-to-mass ratios do seem a little bit bizarre for all equipment in general.
 
1x 5D HRP : 2.5% resist
2x 2D HRP : 2.0% resist

Not much, but they only non-diminishing return.

So what would you put in C4 and C5 Military compartments? SCB's?
 
Other than that, I don't the rational behind it.

It closes the gap between small and large ships a bit, while giving the large ships the option of the lighter modules if they prefer that over the heavier modules smaller ships cant fit at all. On a FDS for example there is no point in going lightweight, its not suddenly going to be an Eagle. :p
 
MRPs are definitely worth getting the larger ones. With them it's all about how many hit points of module damage they can absorb.

But HRPs suffer from the exact same design fault as limpet controllers. Clearly, one of the designers failed Maths at school.

it also matters whether d or e for modules unlike with hulls.

for modules one protects against blast damage to modules like missiles, torpedos, cannons, plasma
"The D-rated MRP has low damage capacity but high absorption of module damage. It can absorb a large proportion of module damage each time over a short period before running out of damage capacity."

and the other protects against small sustained damage to modules like mc's and lasers
"The E-rated MRP has high damage capacity but low absorption. It can absorb a small proportion of damage each time over a long period before running out of damage capacity."

while a d rated mrp can handle high rof low damage hits its less effective overall if your opponent is using mc's and lasers to target your internals because you have less damage capacity to chew through. conversely, using an e rated mrp against low rof high damage shots will feel like the module isn't working as intended.

i use one of each unless im in a small ship of which i never use an e rated mrp - they are just to quick and nimble for any med to large ship to have tot for a sustained high rof low damage internal attack and any smaller ship that could would be a fair fight and i just don't run into enough skilled small pilots. npc or human.

depending on your setup, having one large 5d mrp with 2 backups of one each of d and e rated mrp's at lower classes may add weight, but good luck causing damage. god forbid i fit an afmu.
 
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I think I usually use C4s because they are the sweet spot between reinforcement and mass but I could be wrong about that.
 
As a player that doesn't carry any weapons, becasue manuverability is better the lower the mass, I also don't install either the hull or module packages. If and when interdicted, being able to turn port or starboard faster avoids being mass locked, thrust thrust thrust, and I'm gone gone gone.
 
I guess the big offset is slot-usage.
I doubt there are many combat ships which have 3 slots to spare to bung smaller HRPs into so their only choice is a single, larger, module.

I keep moaning that, ideally, I'd like for FDev to get rid of slots completely and just give us "space" to put stuff in.
HRPs are, however, a good example of how complex it would be to make that work, almost inevitably resulting in a lot of people being unhappy about how their chosen modules don't provide the benefits that they previously did.
 
I honestly don't fully understand why they introduced HRPs from the start. It's like they took their ideas about balancing ship armor hitpoint levels and then completely chucked them out the window, and then they also forgot to look back and go "hey maybe these bulkheads ought to not be so darn expensive anymore".
 
HRP's are for fighting Thargoids.

My solo Cyclops, Basilisk killing Anaconda has 7349 armour.

When I refit it with different weapons for killing Thargoid Scouts it almost ignores Caustic damage.

Or players. Or in hull tanks.

I honestly don't fully understand why they introduced HRPs from the start. It's like they took their ideas about balancing ship armor hitpoint levels and then completely chucked them out the window, and then they also forgot to look back and go "hey maybe these bulkheads ought to not be so darn expensive anymore".

Could say the same thing (only more so) about shield boosters and SCBs.
 
it also matters whether d or e for modules unlike with hulls.

for modules one protects against blast damage to modules like missiles, torpedos, cannons, plasma
"[FONT=&]The D-rated MRP has low damage capacity but high absorption of module damage. It can absorb a large proportion of module damage each time over a short period before running out of damage capacity."
[/FONT]

and the other protects against small sustained damage to modules like mc's and lasers
[FONT=&]"The E-rated MRP has high damage capacity but low absorption. It can absorb a small proportion of damage each time over a long period before running out of damage capacity."[/FONT]

while a d rated mrp can handle high rof low damage hits its less effective overall if your opponent is using mc's and lasers to target your internals because you have less damage capacity to chew through. conversely, using an e rated mrp against low rof high damage shots will feel like the module isn't working as intended.

i use one of each unless im in a small ship of which i never use an e rated mrp - they are just to quick and nimble for any med to large ship to have tot for a sustained high rof low damage internal attack and any smaller ship that could would be a fair fight and i just don't run into enough skilled small pilots. npc or human.

depending on your setup, having one large 5d mrp with 2 backups of one each of d and e rated mrp's at lower classes may add weight, but good luck causing damage. god forbid i fit an afmu.


It's half the % and twice the mass to go e rated, yet only ~10% more integrity.
 
Because if you run 4x 2d and run into someone with 4x 5d they will out-tank you. Its simply that. If you don't mind being weaker in exchange for a bit more speed (or a lot more if you are building a speed ship), then go with the 2d or even the 1d. But most people want that extra HP and don't care about gaining a few % more of their total weight.
 
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