That was.. Interesting to read. I don't know where to start.
- MJ shouldn't be used as "hull strenght unit", it's for the shields.
https://en.wikipedia.org/wiki/Joule
- I'd prefer Bi-weave shields for faster recover
- Resistances are useless against Thargoids.
- Guardian PP & PD are just placeholders if you can't engineer the human ones. Engineered human ones are highly recommended.
- Engineered human HRP's are better than the Guardian ones, Guardian MRP's are better because human ones can't be engineered. You shouldn't need corrosive resistance in Interceptor fights.
- I'd recommend at least 1 Gauss against the Hearts of a Cyclops, more for harder variants.
- Ship, weapon, SLF, SDFN, Xeno Scanner etc are your preferences, pick whatever you like. But I don't think Type-10 should be a
suggestion.
Firstly, apologies...I thought Mj's(for a few years now) was used universally to describe the amount of "energy" the hull and shields could absorb. It's not like talking about the amount of voltage, or amperage something generates. Energy arrives in more than one flavor...kinetic, thermal and in this game explosive(I fail to see how that's not kinetic) and that's where Joules comes in. I'm no physicist, but at the end of the day your hull and shields are rated for their ability to absorb the very same damage types. And in real life Joules applies to more than just energy fields.
About the Guardian PD/ PP:
1. Minimized field shutdown effect(key selling point). They don't stop it, but they reduce the cyclic downtime.
2. Higher integrity than vs standard engineered variants which are engineered to do roughly the same thing.
3. Guardian PP is equivalent to a like class PP with overcharge grade 2 applied. Overcharge applies heat increase and lowered integrity. Likewise the Guardian PD is equivalent to a like class PD engineered for Fast Charge and Super Conduit, but more durable
4.) Guardian PD adds 4% more overcharge over standard to any PP which it is attached to.
Don't tell me the PP/ and PD are just place holders. They are special PVE gear. We don't grind and spend that much for place holders.
Regarding ineffective(?) resistances, I find it odd that the Guardian Hull module offer both caustic and thermal buffs if those exact damage types weren't expected(?). You might not think resistances will work against them, but they eat at your shields and hull with "something." In this case, thermal and caustic. They don't hit with explosive, or kinetic so those are omitted.
Now I posted the shield setups as a general thing, but with a couple slight embelishments for thargoids. Almost everyone already rocks engineered Thermal Resist shields, first and foremost, so I contributed nothing here. Well, that is everyone who engineers. If they don't engineer for thermal then they opt Reinforced shields, for ramming. The only thing my build proposes is that thermoblock be insured across all modules(boosters and generator), for safe measure...but alas most people already do that as well. Thargoids eat at the shields, but also bleed damage of caustic variants.
Bi-weaves are fine, too. That's a matter of strategy and preference. I want to be in and out quick and not have to worry about rebuild, so will gladly take the hull damage with stronger emphasis on the hull, since it's getting attacked right off the get go anyway. Then again I also don't worry about the swarm, too. I use the SLF to help distract them.