Newcomer / Intro AFMU Rating - A or B?

Hi all

I am building my AspX for a trip in to the black, and will equip a Class 3 AFMU.

Looks like the B Rated module would be best, as it holds more ammo and therefore should repair more before I need to synthesise.

It doesn’t weigh anything, and so the usual downside of it being B rated doesn’t apply.

So, my question is, why should I go A rated? Is it faster to repair? And if that’s the only advantage, does that matter for exploration? I would think more ammo would trump that.

Or am I missing something?

Thanks everyone
 
I don't think you're missing anything other than the A rated module has a greater intergrity. My only quibble with AFMU's is, are they necessary? If you're out for a long while then I'd say get one but I've rarely had cause to use it. However, better safe than sorry.
 
So, my question is, why should I go A rated? Is it faster to repair? And if that’s the only advantage, does that matter for exploration? I would think more ammo would trump that.
I'm not sure, but it might be that one 'unit of repair' could be bigger with A-rated, making it so that A-rated will repair more damage in total than the B-rated. Haven't tested it myself, and don't remember exactly where I saw it mentioned, so don't count on it. :)
 
Depends:
A-rated AFMU repairs faster but has less ammo
B-rated AFMU repairs slower but has more ammo

Now, there might be the case when you want the slow repairs for example, you can repair MRP mid-fight, and you might want that to happen at a slower pace so you dont have to start visit the right panel too often to start repairing that MRP. In this case the B-rated is preferable
Ot, you might want to repair fast - so you fit the A-rated

And if you really need faster repairs you can use Premium ammo for AFMU.

Regarding the necessity, yea, they're rather mandatory for AX combat if one uses hull tanks, they are useful for normal combat if you can run multiple MRP and AFMU on a ship with enogh hull and fast bi-weaves
And they are most welcome on explorer ships - each neutron jump will take an average of 1% of your FSD integrity - so if you intend to race the galaxy, you will need to repair that FSD (unless you plan to take a detour to DSSA carriers)
 
For exploration it really doesn't matter:
Speed is irrelevant.
Ammo is irrelevant as you should budget for synthesis anyway.
You wont need it unless you Neutron Boost or are too incompetent to be exploring in the first place.
 
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