There is a genetic code which ship is good and which ship is bad, and if you follow it, it will make you more successfull.
There is 2 general modes to discuss:
Reality mode, where its one crash and no respawn with same ship - mostly found in SC
Dogfight mode, where your ship and enemy respawns forever
I focus in this formula for immortality on the Dogfight mode…
There is one generic rule that says:
Damage avoidance is the best defence at all. I do not want to go too deep into this but it means:
Mobility, stealth, distance is the 3 best things for defence.
Stealth is very short timed and ships using it cannot restealth for quite some time, it is powerfull for an alpha strike but regarding general Digfight style its not powerfull enough to be game breaking
Distance, is very powerfull regarding your DSR, cause you most unlikly to die, as you have good chances to recover somewhere behind a rock if distance is big enough. Never the less this stat is important if you work on your DSR, but its mostly unhealthy for game objectives (except elemination) so it will not be successfull in most Dogfight modes
Mobility is the most important thing in damage avoidance, if you really fly full speed, and you jump like a bunny unpredicted, its most likely to avoid most damage at all
beside positioning now to the ships that can stand damage. And here is one thing very obvious if you look how the game is designed:
In Dogfight you will get damaged, so surviing damage and getting back to health is key. So again mobility is very important as you need to fly in worse case to your engee and survice the journey…
There is two generic ways of tanking: Resist a lot and need not that much to heal, or have a huge HP pool to work with.
If you talk about alpha strike, its not obvious what is better, but if you talk dogfight its very very obvious. High Resist, cause all HP restore is not a % of max health but a fixed value (in my eyes the biggest flaw in development) cause it clearly puts resist builds into advantage.
In an ideal world, you would try to get max shield resi, max hull resi. The game has not enough passives to allow this.
So you need to be good at one thing, either shield resi or hull resi. From a psychological point shield resi would be better, because if you on the battle field with randoms a ship with full shield is not selected as the pray of day compared to the ship without shield…so if you loose your shield you gonna be focused.
This would lead to the conclusion that shield tanking is key.
But if you look at passives and ships this is not flying, not enough passives, better implants for hull tanking…
So at the current state of the game to gain semi immortality and good scores you need to look for good mobility with 3 hull slots to gain roughly with buffs 200 resi all…These 200 resi all can soak a lot of damage, can be repaired fast etc.
On top of this you want hull repair modules in case u need to fix yourself…
This is …to my knowledge how the current meta looks like. If you for example watch in T3 where most dogfights are the 1800+ DSR people you see them fly high mobily ships cannon boots mostly with 3 hull resi and mostly as premium that allows them (R9 ships calculated as R8) to fly 7-9 as 4 people squad (thats anonther flaw…but somehow game needs to make money…)