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Ship Defenses - Everything I could find

Posted: Fri Jan 15, 2016 4:05 am
by StaticRadion
This is the big bad post of information, that I have found from mostly Kornelius Briedis, about Bulkheads, hull reinforcement, shields and SCB's.

Bulkheads:Kornelius Briedis
-Test damage vs Corvette Hull
--All damage numbers shown are from a single shot with exception to medium MC's. The damage numbers from MC's is a representation of damage caused by a full 90 round clip.
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-Test damage vs Modules - Clickable image
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Conclusion: Because Reactive and Mirrored bulkheads have negative side effects to their use when damaging modules you may consider Military bulkheads as the standard and best practice. If anything Mirrored should be avoided in PVP because large PA's and Rail gun kinetic damage through shields will be enhanced.
Source: https://youtu.be/L7HEXU76Cfw and https://youtu.be/5ueu2SE6i7I


Hull Reinforcement and Moduel Class:Kornelius Briedis
-Very little information- Test is still being done
As of now what I can say is that an ASP Explorer with 1678 armor just from hull reinforcements takes 6-10% less damage than standard.
An Imperial Cutter with A rated modules takes 15-20% less modules damage than an Imperial Cutter with E rated modules.

Conclusion:Hull reinforcements are not a substitute for Bulkheads and Modules listed integrity does have an effect. B rated modules have the highest integrity so if you can sacrifice the extra power and weight they could help protect your thrusters from being shot out.
Source: http://nosuchwebpage.com/index.php?lan=EN&post_id=193


Shields:Kornelius Briedis - Coming SOON


Shield Cell Banks:SCB - FD forums UK - Alexander the Grape and Kornelius Briedis
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1A- 19MJ/T - 25 MJ over 0.75 seconds
2A- 20MJ/T - 50 MJ over 1 second
3A- 18MJ/T - 90 MJ over 2 seconds
4A- 16MJ/T - 157 MJ over 3 seconds
5A- 13MJ/T - 250 MJ over 5 seconds - Largest size to be used on Anaconda without overheating
6A- 09MJ/T - 352 MJ over 7.5 seconds
7A- 08MJ/T - 650 MJ over 11 seconds
8A- 07MJ/T - 1128 MJ over 17 seconds

Conclusion:Bigger is better so if you can fit a large SCB then do it. On a side note heat generated by using a SCB, as of now, does not damage hull or power plant so you can use an AFMU instead of a heat sinks to counter module damage.
Source: https://forums.frontier.co.uk/showthread.php?t=209594 and https://youtu.be/9WNC4ZpSIfc

Re: Ship Defenses - Everything I could find

Posted: Fri Jan 15, 2016 9:44 am
by JohnLuke
Thanks for sharing this info, Static. :)

I find it interesting that med multi-cannons cause more damage than huge cannons, which is good..... since I always use multis. ;)

The pulse Vs burst results were very interesting as well. I didn't expect there to be that much variance between them. It's too bad the beam laser wasn't compared in there though.

Re: Ship Defenses - Everything I could find

Posted: Fri Jan 15, 2016 10:00 am
by charlie2alpha
The matter is a bit complicated, the medium multis literally shred the hull but the larger canons wreck havoc on modules, so in the case of the cutter since it's the test subject here one would most likely target the power plant and bombard it. Every time I did that in the CZ the power plant went dead while the hull still had at least 20% to go. And then BOOM!

Re: Ship Defenses - Everything I could find

Posted: Fri Jan 15, 2016 2:26 pm
by Schmobius
I knew bursts did a bit more damage, but I wasn't sure they were worth the heat. Starting to wonder now.

Re: Ship Defenses - Everything I could find

Posted: Sat Jan 16, 2016 12:09 am
by StaticRadion
JohnLuke wrote:The pulse Vs burst results were very interesting as well. I didn't expect there to be that much variance between them. It's too bad the beam laser wasn't compared in there though.


Actually there is a comparison and I will add it in the future, but I caught cold or flu bug and feel like crap so it might be a few days. Basically beams have the highest dps vs shields, highest heat, drain power the fastest, and do the least amount of damage to hull or modules. That is why they were excluded from that test.

Re: Ship Defenses - Everything I could find

Posted: Sat Jan 16, 2016 12:26 am
by StaticRadion
JohnLuke wrote:I find it interesting that med multi-cannons cause more damage than huge cannons, which is good..... since I always use multis. ;)

charlie2alpha wrote:The matter is a bit complicated, the medium multis literally shred the hull but the larger canons wreck havoc on modules.

I updated the post because I left out a few small details in my delirium. All test were against a Corvette hull and are represented by a single shot, well all but the multis. In the case of the MC's it is the damage of a full 90 rounds that is shown. So against hull you would have to shoot 900 rounds to do the same damage as 10 huge cannon rounds against a corvette with lightweight bulkheads.

Re: Ship Defenses - Everything I could find

Posted: Sat Jan 16, 2016 12:50 am
by Cmdr Kharma
Now this is interesting and saves some work......We were discussing this in game last night...Because hull improvement repairs on an SRV seem to do jack shit....Ask Lori......Premium repair...fell approx. 16m and boom.......

I wondered if it could be the same with ships and said we should do a test.....But no need now....

I have always flown with Mil armour (When I can afford it)....So that's a bonus.....

Nice one.....