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guess shield capacitors or the improved tracking thingy might also have a use in mostly defensive fleets, but for any fleet that needs to travel anywhere, afterburners bonus movespeed trumps the other advantages.
In same time living metal is quite powerfull and you should go war for it.
This why we should stick with vettes in early-mid game and build gate network for BB in late game.
And tracking is better then current shield capacitor. Enigmatic still very, very nice thing to have.
AI simply can't use them well. Massed vettes with missiles (not torpedoes) won easily against entire fleet of PD destroyers :)
Let's face it: before 2.0, regenerative hull tissue was basically a noob trap, as was anything that wasn't shield capacitors for anything but niche purposes.
It just couldn't do squat when compared to a module that not only enables shield regen but also boosts it significantly, allowing you to regen up to thousands of effective HP during the course of a battle.
What did hull regen offer? A very low percentage regen modifier PER MONTH. So little that even on huge hulking brutes like the dreadnought the regenerative effect amounted to maybe a couple dozen points during any given engagement under anything but very specific circumstances.
You might argue that you didn't need repairs, but that was also mostly a moot point because pre 2.0 most fights ended in one engagement. You won that, pasted the enemy fleet and the war was pretty much over, repair or no repair. You lost that, the war was pretty much over as well, cuz you likely lost far too many ships to build up to being competitive again before the enemy got 100 % warscore and just forced you to submit.
Now, on the other hand, regenerative hull tissue repairs a number of HP and armor per day. It's still not anywhere near as huge an amount as shield regen with the shield capacitor used to give you, but with hull integrity having effects on your actual ship performance it still matters enough during combat ops that having them on cruisers, battleships or titans actually makes a difference.
It now actually has a niche (combat repairs during battle for bigger hulls, while afterburners give more evasion as damage avoidance for smaller hulls and tracking is available for dedicated anti corvette destroyers/cruisers).
Instead of arguing that this relatively minor but nice combat bonus be nerfed, I'd argue we should instead ask for shield capacitor and other modules to be brought up to rival it instead.
I wouldn't want shield capacitors to be returned to their old stats (they were just best in slot for pretty much anything, ever, forever, barring really specific fleet setups), but they need some TLC for sure. Afterburners are actually fine now - a nice buff to evasion and speed so small hulls can get up close and personal in time to matter, somewhat nerfing battleship only artillery predominance.
Problem that we have Living metal. And compared with this regen tissue is total crap. So why waste RP and minerals on it? Except very rare cases like fanatic purifiers with constant wars.
Because it stacks, of course. Living metal, emergency repair admiral and regenerative hull tissue, maybe swarm civic make armor/hull focused ships very, very robust. They also allow you to toss researching repeatable shields (so you can instead focus on weapons) and make enemy dedicated anti-shield weapons such as missiles, disruptors and projectile weapons laughably inefficient.
On their own they're nice, when worked around (or with a little luck and aid from big brother dragon and its shiny dragon scales) it can be devastating.
Fixed your post. :)
Fixed 1-2 points over % bonus is totally neglible (especially for BB&titans).
And you're right, armor&hull tank with 1 shield gen is best way for BB in endgame now (ignoring early FE fights, some AE and crisis events obliviously, but they're cheaters).
It's always better to have multiple options (go for a full armor/massive regen fleet or maybe go psionic and have a cool all shield/massive incoming damage reduction fleet?) over just having all options nerfed until they're meh and interchangeable.
That's harder to do of course so I don't really hold it against devs if they're not into it, but it's my preferred state.
I'd love if the shield capacitor was instead switched with something that gave shields the percentage damage reduction instead, for example. So you'd have the choice between regenerating ablative armor or a shield that absorbs a certain percentage of damage altogether.
It's impossible to balance. In every game DR either completely useless or completely OP.
No, better more buffs for shield then this.
P.S. I really want to see some passive flat damage reduction from armor (AKA nerf of low-damage small guns vs cap ships).
That said, you do realize that evasion is kinda the same thing as armor, right? It's a percentage damage reduction, differing only in that instead of lowering all incoming damage (except where bypassing) to 20ish %, it instead dodges 8 of 10 incoming attacks.
It's less consistent but otherwise works around the same idea of reducing incoming damage by percentages rather than flat numbers.
Different mechanic, similar result.
Maybe that could be the shield thing though: instead of just giving shields, either have shield modules grant bonus evasion or have armor reduce evasion due to slowing ships down and making them easier targets.
That'd also make tracking/accuracy more effective vs. smaller hulls and would make realistic sense, as a heavily armored opponent or vehicle is likely to be less agile (yes, even in space, momentum still has to be shed before you can turn allowing smaller ships to turn on a dime where bigger more armored ones need to have oversized engines just to keep up with travel speed, never mind evasive maneuvers).
It'd incentivise stacking armor on bigger hulls that can't really utilize evasion anyways... Not that that would be a big change.
Personally i prefer living metal, which doesn't take up an A slot.
Mind you, i'm not a fan of the hair shirt, "ban fun, it's OP" mentality either :P
Anyone who has had to spend valuable war exhaustion due to having to send ships back to repair, suffer losses during battle or idling next to a conquered starbase until it respawns for on-the-spot repairs knows that's a pain.
Shields on the other hand can rapidly regenerate during battle, each individual shield module has a significant amount of regen per tick, compounded by the shield capacitor which adds another 50 % on top.
This makes shields much more effective at soaking battle damage than armor or hull while also allowing you to go into battles with at least one health bar full due to recharging shields even if there's only a few days between fights.
Secret winner are crystalline plating and tissue+living metal for hull repair though, as most weapons have no bonus damage to hull and no weapon can bypass hulls (whereas there are weapons that bypass shields or shields and armor).
This is the aspect people are missing. The shields come back rapidly after a fight. The regen hull armor is constant rate regardless making a fight where enemy is consistently countering a relevant threat.
As others said, useful on small ships with low levels of HP. On an offensive war, take an enemy station as soon as possible for forward repair of larger ships.
In the endgame you don't really have the time to wait a year for your ships to heal themselves and if you've came out of battle, you probably lost a few ships so you'll need to build more to keep the fleet up.
Feel like the slots wasted on regenerative tissue could go to targeting, shields or armour.
.. Also, isn't living metal the better alternative? Cant remember if thats just a special resource or has some hull research behind it.
Not only that but living metal is percentage based so when you get it you want to stack as much hull and armor as possible to get the most out of it anyways.
As to targeting, shields or armor: the hull tissue takes up an aux slot or two so the only alternative really is shield capacitor (which I never really liked that much because shields can be bypassed or melted with such things as auto cannons) or targeting bonus. If you build your ships right you won't need the targeting bonus because your big ships should fire on targets that have no or negligible evasion anyways and your smaller ships should run weapons with high tracking and accuracy.
You could put the targeting computer on your small ships but that'd probably be overkill.