Guardian FSD Booster (Wasted time and effort for little)

It adds that flat amount on top of what is already possible. No false advertising and no RNG. If you’re struggling to work out your builds, try Coriolis. It’s an excellent, free resource: https://coriolis.io/outfit/asp
Granted, 70 Ly jumps require some extreme stripping down. https://s.orbis.zone/1dpy




I've tried making ships like this in the past, I plan it all on coriolis and but when I'm sitting in the hanger with all those shinny new A-Rated Modules in from of me something just snaps inside and I can't stop myself from going A,A,A,A,A, Military Hull, A, A,.....Oh back to 30 LY then...never mind.

I was so proud when I made a fully engineered DBX only just get to 50LY even without a single weapon on it.
 
OP - have you A- rated it? That's a bad move. A- rate and engineer the FSD. D- rate the thrusters, distributor, sensors etc. Engineer those for light weight if possible. Carry no weapons and D or bi- weave shield. Lightweight armour.
 
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So my ASP is now from 30 LY to 40 LY jump range using the FSD Booster... big deal. Someone said the ASPX could get to 70, I dont see it at all... I tried modifying it and best I could get it was 43 LY stripped down.

So anyone who is willing to waste time getting all that Guardian stuff, good luck. But this to me doesn't seem worth it nor does it look right. I'd rather mine and explore normally then go all the way out 960 LY away to the Guardian ruins and fight sentinels and get blueprints for this little.

Anyone else experience their "Guardian" FSD Booster wasn't as powerful as you thought? This is only a 25% BOOST. Can't we get 100% Boost? Double would be worth it

can i haz your stuff?

wait its not even engineered? you can keep it...
 
Sounds like you haven't engineered the range of your FSD.

my non-optimised asp e got just shy of 50 Ly with just engineering the fsd, and 62-odd with the booster. That's still not optimised (D- grade, lightweight fits) so 70 ly is entirely doable. Big thing being, you won't get near 70 without the FSD booster.

Fwiw, that got me ~5500ly in just 90 jumps.

Dont forget Mass Manager for the experimental.
 
op must be a Genius mabe he got all A rated Max Size and heavy dutty millitary armor, it easyl get to 35 with d rated stuff you dont have to engeneer it. Mabe his isn´t aware of the concept of downgrading.
 
RTM.

The Guardian boosters will add a flat number to your jump range, not a percentage. And they will add that flat number, regardless of your base jump range. So, yes, on a 70 ly Anaconda, that booster will be barely noticeable. If you want a 100% boost, put it on a heavy duty Type-9.
 
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Are you Kidding me??????? they are simply one of the BEST additions to the game.. My corvette can now jump a respectable 27ly instead of a paltry 17...

Don't open up that debate about corvette's and jump range again! Completely agree with you on the boost though. Most of my ships are now 30+ly jump range. I'm absolutely zipping about the bubble.
 
Even a class 3 FSD Booster gives you an additional 7.5 ly jumprange. You have one of those almost everywhere. Best deal ever.
 
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Are you Kidding me??????? they are simply one of the BEST additions to the game..

You're forgetting several things, mr jones.
1) He's got an asp, not a corvette. If the booster were only available for the conda and asp, would it remain BEST EVAH!? No.
2) He doesn't know what it's for. It's for the ships with very low range, for which 10LY extra can be nearly 100%, the figure they were thinking of
3) Even for low range ships, if you fit them for exporation rather than combat, the boosters are kinda lame. Gets silly when you try a courier, since the extra weight is a bigger delta than any other ships, "nerfing" the increase most.

The boosters ARE brilliant. FOR COMBAT SHIPS IN COMBAT BUiLDS.

Soooo many FDL ganklads were really adamant that the ships were unbalanced because their combat ships could barely jump, even with engineering. Rather than gimp the explorer class for the sake of the noisy, they put a flat increase module for internals.

The OP is serious. Stop knowing what you know, start thinking what the OP might know. It's kinda lame for explorer ships compared to the hype from those in combat specialist ships. It's not proffered to be only special for that build, and "pro" explorers add it anyway, so if you don't know better, it sounds like it's a gamechanger for explorers too.
 
I'd check your Asp build

I run 2, a do anything anywhere Asp designed for wandering the bubble causing mayhem ( While being nothing but an innocent trader ;) ) and a stripped down full on explorer Asp

In the first case, that asp does 40 ly or so with the FSD booster, in the second case it does 61 ly with FSD booster.

But one thing to bear in mind is that the first Asp went to Sgr A* and back BEFORE engineers....

Bill

<<having a quiet christmas
 
Hmm can you image the fun to be had if you could install more than one FSD booster - all those big ships with empty slots could be filled with GFSDB's, each one increasing the jump range proportionally :D
 
The boosters ARE brilliant. FOR COMBAT SHIPS IN COMBAT BUiLDS.

Or for traders looking to do rares trading
Or for getting to engineers
Or for sightseeing missions
Or for getting a non-explorer build ship out to Colonia for BGS
Or for making a hauler 'taxi' without spending rare mats on engineering.

True, they haven't revolutionised the game, but they have more uses than just shifting a fat combat vessel.
 
You need to engineer a specific ship for specifically FSD.

I'd go Diamondback Explorer or Anaconda depending - my Explorer goes just under 60LS and my Anaconda does 47LS, enough for what I need from both of them.

Going thru all the malarkey for a Guardian FSD Module on something that only jumps 25LS or whatever to start with is - not ideal......
 
"Or for traders looking to do rares trading"
Which you wont do in a combat build. Other builds will have much higher jump range and you will see the OP's "little reward".

"Or for getting to engineers"
Which you don't have to do in a combat build. Other builds will have much higher jump range and you will see the OP's "little reward".

"Or for sightseeing missions "
Which you don't have to do in a combat build. Other builds will have much higher jump range and you will see the OP's "little reward".

"Or for getting a non-explorer build ship out to Colonia for BGS"
Which by definition is either a combat build or see above responses.

"Or for making a hauler 'taxi' without spending rare mats on engineering. "
Nope, it costs much more to move it and it already has massive range because it's practically empty space. Moreover you dont do that much jumping here so the effect is a low % and infrequently needed for only short periods of time. I have a D rated engineered FSD on my taxi because it's real cheap to get moved.

"True, they haven't revolutionised the game, but they have more uses than just shifting a fat combat vessel."
Since this is nothing countering what I actually said, so what? If you say "haven't revolutionised", then the OP is "right", if overblown (see again that he's using an asp and was looking for the massive improvement people proclaim, such as yourself and jones there). You don't hear "The guardian FSD booster hs not revolutionised the game", you see it's brilliant or it's worthless. They're usable in far more than a combat vessel, but so are beam lasers.

Jones' "ARE YOU MAD!!!" post was based on how it changed his corvette built for combat. OP's was based on an Asp rigged for exploring.
 
You need to engineer a specific ship for specifically FSD.

I'd go Diamondback Explorer or Anaconda depending - my Explorer goes just under 60LS and my Anaconda does 47LS, enough for what I need from both of them.

Going thru all the malarkey for a Guardian FSD Module on something that only jumps 25LS or whatever to start with is - not ideal......

You're right, but I think the decision works better. If it had been a % increase to range as the OP clearly thought it would be, gnosis events would be far more common and unable to be controlled except by blocking off even more systems, yet it gave a large boost to the worst jumping builds in the game AND made it feel like those who built gankclass ships "won" against the multirole and explorer builds. If it had been a %, then by actual delta, the combatheads would have mathematically been left even further behind.

Someone building a ship for piracy would fit cargo. Someone building a bounty hunter would fit a booster to catch high waking pirates and someone just building a gankclass ship doesn't care about jump range, as long as it is enough to plot a route, so they'd fit hull, module or shield reinforcements.

So it's a good method of delivery both in the tradeoffs it includes and in how it placates the upset without hammering the silent for not speaking up.
 
"Or for traders looking to do rares trading"
Which you wont do in a combat build. Other builds will have much higher jump range and you will see the OP's "little reward".

"Or for getting to engineers"
Which you don't have to do in a combat build. Other builds will have much higher jump range and you will see the OP's "little reward".

"Or for sightseeing missions "
Which you don't have to do in a combat build. Other builds will have much higher jump range and you will see the OP's "little reward".

"Or for getting a non-explorer build ship out to Colonia for BGS"
Which by definition is either a combat build or see above responses.

"Or for making a hauler 'taxi' without spending rare mats on engineering. "
Nope, it costs much more to move it and it already has massive range because it's practically empty space. Moreover you dont do that much jumping here so the effect is a low % and infrequently needed for only short periods of time. I have a D rated engineered FSD on my taxi because it's real cheap to get moved.

"True, they haven't revolutionised the game, but they have more uses than just shifting a fat combat vessel."
Since this is nothing countering what I actually said, so what? If you say "haven't revolutionised", then the OP is "right", if overblown (see again that he's using an asp and was looking for the massive improvement people proclaim, such as yourself and jones there). You don't hear "The guardian FSD booster hs not revolutionised the game", you see it's brilliant or it's worthless. They're usable in far more than a combat vessel, but so are beam lasers.

Jones' "ARE YOU MAD!!!" post was based on how it changed his corvette built for combat. OP's was based on an Asp rigged for exploring.

What a load of …. There would be very few exploration ships that don't carry an GFSDB, I have no idea where you get this concept the module is only for combat ships. For example the module takes my Phantom's jump range from 42ly to 52ly, and I don't use it for combat.
 
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