Challenger Build: 2 Questions

This is my Challenguer Build:

Link

1. Many times when im going to repair my self with drones, i don´t have any drone, i gues because the Cargo Hatch is a bit damage? And when is not so damage, like 70%

Thats why i changed the cargo bay from 8tons to 4tons and put Auto Field-Maintenance Unit from 2500 to 4000


2. My weapons got dagame very very quick.

Module Reinforcement Package doesn´t cover weapons?

Cheers.
 
1. When the cargo hatch fails (below 80%) you loose up to 8 tons of cargo. So that will be most of your cargo. Repair it on time or use a c5 slot for cargo!

2. Same as with the cargo rack. I am suspecting you tank too much damage. You do not move much during fighting. Aka your speed is at zero. You have three module reinforcement which should be enough. Make sure you repair these too. Just like your cargo rack.
 
You do not move much during fighting.
Or just getting unlucky with pesky Thargon swarms if fighting in space - for some reason, the Chally seems extra prone to having its guns get broken by a kamikaze-mode swarm launching a few missiles at it (and with the chaos in AXCZs it isn’t always possible to avoid them).

If it’s planetary CZs… well… taking too much damage does seem like the likely cause.

Module reinforcements do cover weapons, though, just at a reduced efficiency… cannot remember if it is 40 or 50%.
 
This is my Challenguer Build:

Link

1. Many times when im going to repair my self with drones, i don´t have any drone, i gues because the Cargo Hatch is a bit damage? And when is not so damage, like 70%

Thats why i changed the cargo bay from 8tons to 4tons and put Auto Field-Maintenance Unit from 2500 to 4000


2. My weapons got dagame very very quick.

Module Reinforcement Package doesn´t cover weapons?

Cheers.
My comments.
1. It was already mentioned above, we repair modules during combat. On the move.
2. I would add heat reduction to the power room since there is energy.
3. Repair droid is better than 5d
4. and replace 1 heat sink with 1 acid reduction.
5. Replace all HRP to GHRP. (if you have power reserves)
 
If you're fighting at a port and have the option to dock for repairs, drop the repair limpet controller, cargo rack and afmu for more HRP's. If you're keeping the repair limpets for ax cz's or solo, switch to D rating; same repairs for you, but lower power and weight. Also the Large hardpoint isn't a great spot for your first shard; poor convergence with the other two. Move it down to the third empty medium and leave the Large hardpoint empty (or put in a flak cannon or maybe an ax multicannon, though I don't think the distributor can run all of them at once maxed out for long). Maybe the poor convergence isn't allowing you to do enough damage quickly enough? I'd build something like these :-

AX CZ's or solo Chally
AX port/ground port Chally

Keep moving, let the interceptor come to you but keep moving. If you're struggling with movement you could also switch back to light alloy hull armor to give the Chally a bit of extra movement and speed without losing too much hull. As others have said, all that hull armor makes it tempting to just tank it, but you need to maintain distance and keep moving, even when you're repairing.
 
I don´t use GHRP because i use this ship for the Titán too, and Guardian stuff don´t work in the Titan.

Repair Limpet Controller 3A has more Integrity than 3D, something important in combat.
 
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I don´t use GHRP because i use this ship for the Titán too, and Guardian stuff don´t work in the Titan.

Repair Limpet Controller 3A has more Integrity than 3D, something important in combat.
It's been discussed somewhere around here recently.
1. They work on Titan because they are not damaged.
2. They are smaller and therefore easier to regenerate and give the same defense as a regular level 5 enhancement.


I've never seen a repairer get knocked off the hull during combat.
 
It's been discussed somewhere around here recently.
1. They work on Titan because they are not damaged.
2. They are smaller and therefore easier to regenerate and give the same defense as a regular level 5 enhancement.


I've never seen a repairer get knocked off the hull during combat.
Sorry, i confused GHRP with Module.

Why use GHRP if human with level 5 Heavy Duty + Deep Plating has more armour?

By the way my 3 Shard Cannon are Guardian Modified, so the need lot of power plant, thats why i have Armoured + Monstered
 
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Why use GHRP if human with level 5 Heavy Duty + Deep Plating has more armour?
If few hull enhancers and no percentage penalty, GHRP is better on armor, lighter, and faster to repair.
The big downside is that it's energy-hungry. Other than that, it's just as good, if not better.
 
If few hull enhancers and no percentage penalty, GHRP is better on armor, lighter, and faster to repair.
The big downside is that it's energy-hungry. Other than that, it's just as good, if not better.
But Hull Reinforcement can´t repair.

Also don´t need energy.

Sorry, im lost :(
 
If few hull enhancers and no percentage penalty, GHRP is better on armor, lighter, and faster to repair.
The big downside is that it's energy-hungry. Other than that, it's just as good, if not better.
Edit - I think I see what you're saying @SergMx . When it comes to repairs, because the GHRP's can be repaired more and faster than regular HRP's the overall effect over time is a higher percentage. Interesting.

Sorry, but no. They may be lighter and faster to repair, but they are not as good or better than fully engineered HRP's. Thargoids deal in raw damage, ignore all resistances except caustic, so maximum raw hull is superior. I'd be very interested to see contradictory data on this.

The exception is if you want to increase your caustic resistance, in which case lower class GHRP's (1,2,3,maybe 4 depending on the ship) can provide more caustic hull resistance than regular HRP's, but with the advent of Causticsinks this is somewhat negated.
 
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