Guardian FSD booster question

Now that will be neat on a mission conda, trade ships or something like a t10 or corvette.

8 blueprints... I'm finishing the new guardian mission and I got 2 of those. Are we really forced to farm those or go home ?
 
Well I wouldn't call fuel consumption a downside since we have quite efficient fuel Scoops (and, when those are failing, fuel rats :D).

The range increase seems not much for a Conda. For a Corvette or a FDL however, I say WOW.
 
From those stats, I don't think we'll be getting 100ly jumps. It's a fairly modest boost with a clear downside.

Seems like they brought it up to speed like all the other grade 5 modules but we cant engineer them.

They said it could happen in the future. If they do make that happen we could see some serious boosts across the board. Even the PVP meta would change with some of those weapons. Pretty neat. Lets hope they allow us to Engineer them at some point.

Id love me some extended range. I only really like to get from point A to point B. Not much of an explorer.
 
Unlock requirements:


The modules:

Module limits:

Only one can be fitted at a time.

https://i.imgur.com/CmXccZw.png

Thank you so much. Were you able to find out if the fuel consumption increase is constant, even for smaller jumps? And if so, if this can be handled by disabling the module?

Or has the module to be triggered somehow, like a weapon?
 
*Heavy squeaking of an excited Fuel Rat*

Anyone having those installed already?
Now I have to figure out how to get those Guardian blueprints and stuff ... damn
 
Not sure how it's meant to work yet. Installed a C5 module onto a 20LY Corvette, and it reports having a 30LY range now, but I can't make any jump over 20LY. There's no new firegroup or functions option that I can see. Perhaps something buried in the controls options?
 
Reports from Canonn Discord are that it sucks (thats +125% fuel, not +25%), and really doesnt work at all. Accidental Release before QA by the looks of it.
 
To those concerned about "grinding their nuts off" (ow, btw). You only have to unlock it once and the mats aren't that bad. You get tons of guardian knick knacks while getting the blueprint fragments.
 
I think if this boost is bugged:




Elite_-_Dangerous_CLIENT_05_04_2018_08_53_06.png
 
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Unlock requirements:


The modules:

Module limits:

Only one can be fitted at a time.

https://i.imgur.com/CmXccZw.png


Thanks Moose!

So basically everyone will only use the 5H module, the best one, to add a flat amount of 10lys to their ships jump range. The negatives being increased power usage and every jump now consumes 125% more fuel.

On the plus side, I love how Frontier have made it a flat light year increase rather than a percentage. This greatly helps to mitigate jump range creep by moving all ships up in range by the same number. This way the Anaconda with its broken hull mass gets less of a boost comparatively than it normally would, and that is a very good thing for ship balance.

On the negative side, four of those five modules are pretty useless and no one is going to ever use them, LOL. Much like the shield booster module grades other than A.

Also, WHY ISN’T THIS A UTILITY MODULE?????? So now ships like the DBX with limited internal space are gimped as it ONCE AGAIN can’t fit all of the modules desired for deep space exploration!!!! I mean really Frontier, has anyone there even given this any thought at all from the players point of view? This fracks, as I had grown to love the new improved DBX a whole lot. Now it’s yet again relegated BACK to mothball status.

:mad:
 
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Well, with this no one can complain about the lack of jump range on military vessels. It'll be a standard fit on any FdL and Corvette.
 
Thanks Moose!

So basically everyone will only use the 5H module, the best one, to add a flat amount of 10lys to their ships jump range. The negatives being increased power usage and every jump now consumes 125% more fuel.

On the plus side, I love how Frontier have made it a flat light year increase rather than a percentage. This greatly helps to mitigate jump range creep by moving all ships up in range by the same number. This way the Anaconda with its broken hull mass gets less of a boost comparatively than it normally would, and that is a very good thing for ship balance.

On the negative side, four of those five modules are pretty useless and no one is going to ever use them, LOL. Much like the shield booster module grades other than A.

Also, WHY ISN’T THIS A UTILITY MODULE?????? So now ships like the DBX with limited internal space are gimped as it ONCE AGAIN can’t fit all of the modules desired for deep space exploration!!!! I mean really Frontier, has anyone there even given this any thought at all from the players point of view? This fracks, as I had grown to love the new improved DBX a whole lot. Now it’s yet again relegated BACK to mothball status.

FRACK. :mad:

Yeah I was hoping for a Utility Thingy as well. But they probably didn't want to bother the design Team with another external Gimmick to draw. Internals aren't visible. Much easier. Lazy FD :p So 7 out of 8 Utility Mounts still remain empty on my Exploration-conda.



Thank you for your contribution ;)
 
Ooooohhhh! I want.

My FDL and Corvette can finally travel outside of the Megaship transport thingie!

Now if only I knew how to get one...


They should have been utilities though, and stackable. :D

Long range Corvette FTW!

Maybe one day...
 
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Well, with this no one can complain about the lack of jump range on military vessels. It'll be a standard fit on any FdL and Corvette.

Absolutely not. Optional slots are important on combat ships and won't be wasted for 10 or 8 Ly. Better use a taxi ship.
 
So basically everyone will only use the 5H module, the best one, to add a flat amount of 10lys to their ships jump range.

There are other ships in the game than Corvettes and Cutters... looking forward to watching you put a C5 FSD booster into an imperial Courier.

Even many medium ships will probably go for a smaller one or even none at all... I.e. FdL or Chieftain would seriously cripple their combat survivability by using even a small one.

ships like the DBX with limited internal space are gimped as it ONCE AGAIN can’t fit all of the modules desired for deep space exploration!!!!

Not an explorer myself, but would you seriously consider to increase your jumprange from 50 to 60 LY for the price of 125% higher fuel consumption? Guess you would lose more time scooping than you could actually save. Being flat increases they are less desirable the higher your unboosted jumprange is. For exploration ships I would call them almost completely useless, except if you want to go to otherwise unreachable fringe systems.
 
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Well, with this no one can complain about the lack of jump range on military vessels. It'll be a standard fit on any FdL and Corvette.

Considering that players use FSDs that are so weak that they can't even leave a system and the advantages of defensive modules in combat scenarios so big - why would anybody use such FSD boosters in a combat ship?
The jump-range of combat ships became absolutely meaningless the moment ship transfer became available.

The FSD boosters are a novelty for explorers. Not needed, but nice to have and in the end not worth the grind-re-log-non-gameplay-loop needed to get access to those things.
 
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