Newcomer / Intro Collector Limpets Basics

Great vid! (y)

You mention limpets are not smart so, when mining, try to position your ship to point at the axis of an asteroid that is spinning. This will prevent the 'roid from smashing your limpets up as it rotates. Of course, this is a moot point on a static asteroid.

Also, be aware of your surroundings. A limpet can crash into stuff around you as its sat-nav could do with a firmware update :D
 
A quick video on the basics of collector limpets. Hope this helps!
Excellent video, thanks.

But I have always wondered, the engineers that upgrade the limpet modules, do they add shields or resistance to the modules or to the limpets? In rescue missions, I have to aim at the belly of the ship or hatch breaking limpet gets destroyed by the simple point defence and the collector one can also be destroyed if the target ships aim to it.
 
Excellent video, thanks.

But I have always wondered, the engineers that upgrade the limpet modules, do they add shields or resistance to the modules or to the limpets? In rescue missions, I have to aim at the belly of the ship or hatch breaking limpet gets destroyed by the simple point defence and the collector one can also be destroyed if the target ships aim to it.
As far as I remember they follow Collin Chapman's philosophy for the collector limpet controllers and just add lightness.
 
I know! I love my limpets and, every time one expires, a little piece of me dies inside.
If they didn't make noises while flying I wouldn't feel as bad when they expire.

Excellent video, thanks.

But I have always wondered, the engineers that upgrade the limpet modules, do they add shields or resistance to the modules or to the limpets? In rescue missions, I have to aim at the belly of the ship or hatch breaking limpet gets destroyed by the simple point defence and the collector one can also be destroyed if the target ships aim to it.
Thanks! That's a good question. I always assumed it added to the controller because the mod is on the module. Mods for the limpets (or both) would be great though. Maybe an experimental effect for the limpets (stronger/faster/etc.) and then the blueprint to mod the controller would be a good balance.
 
If I have a prospector controller which can control two limpets, is there a way to define which limpet fails when I release a third one or it's always sequential?
 
If I have a prospector controller which can control two limpets, is there a way to define which limpet fails when I release a third one or it's always sequential?
AFAIK it is either sequential (first deployed fails first) or caused by the limpet being out of range, like if you fly away from it. Not a very practical way of disabling it. Because you can only select one limpet at a time, two prospector limpets are reasonable to keep track of, but three or more becomes a mess for me personally.
 
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