Decon Limpet Controller question

I haven't yet bothered to try a decontamination limpet controller. I see that this controller has a "repair capacity", so I was wondering does it also require limpets in cargo like other limpet controllers?

It would be cool if it had 70 dedicated limpets instead of needing the cargo space.

If it requires limpets, I think I might just continue to just rely purely on cooking my ship.

Suggestions?
 
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It does require cargo, same as all other limpet controllers. Repair capacity means that the limpets also repair your hull, in addition to removing caustic damage.

You don't need much cargo capacity, just launch one limpet after a fight to remove the debuff and fix some hull damage. You can synthesize limpets if you run out in a bad moment.
 
If it bothers you then cook away.
LOL! Whether it bothers me is completely irrelevant.

I was just curious what opinions were about using the repair limpets vs being able to use the same module space for more hull, MRPs, etc.

You can't really use these limpets effectively while fighting right?
 
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Decontamination limpets are vulnerable to being blasted to bits by nearby hostiles, so it's usually wise to boost away and out of hostiles' weapon range so the limpet can have a chance to do its work.
 
They're only useful after combat. Basically you should .... try them out and see if they do what you want. Not sure why you'd trust a bunch'o'weirdos on the internet over your own experience ;)

Personally I like'em - if you fit the size 5 they do a decent amount of hull repair. And if you engineer your hull you don't need as many HRP / MRP.

But really - it's more fun to play the game ;)
 
Decontamination limpets are vulnerable to being blasted to bits by nearby hostiles, so it's usually wise to boost away and out of hostiles' weapon range so the limpet can have a chance to do its work.
Yes, thanks. This is what I thought. So my question is, with limited module slots, wouldn't possibly be more productive to just put in MRP, more hull etc vs decon and not have to stop fighting?

They're only useful after combat. Basically you should .... try them out and see if they do what you want. Not sure why you'd trust a bunch'o'weirdos on the internet over your own experience ;)

Personally I like'em - if you fit the size 5 they do a decent amount of hull repair. And if you engineer your hull you don't need as many HRP / MRP.

But really - it's more fun to play the game ;)
Well the weirdos are generally above average in this forum, but you're right, I don't usually trust them until I see a consensus. :D

You're right about it being more fun to play the game, but there's also evaluating what in the game is most fun to be playing. If I'm debating if I want to do something on one side of the bubble or something else on the other with two different ships, it makes sense to ask.
 
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Yes, thanks. This is what I thought. So my question is, with limited module slots, wouldn't possibly be more productive to just put in MRP, more hull etc vs decon and not have to stop fighting?

You never said what you're fighting?

Against scouts I would typically take up to 1-2% hull damage after an NHSS 3-5, maybe 5% against an NHSS6, and the limpets one limpet would take me back to 100% hull - so I can stay out as long as I have ammo (or want to synth it).

When I use heating I get module damage from the heat, and have still lost the 1-2%. So ammo is no longer the limiting factor, ship damage is.

I imagine interceptors have a different balance, but I haven't killed them - too pretty and not aggressive
 
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