Engineers Guardian FSD worth it

This is one of the best modules I have worked to get, generally I left guardian stuff alone but decided to try to get the FSD. Was really easy using the walk through, there are many of them on the webs. My Corvette can now jump 30.5 in full combat load out without limpets forgot what laden was. I generally carry over 100 limpet collectors for the juicy drops. My DBX is 64ly jumps, 55 for ASPx not fully engineered and still some E modules in there. My Cutter is at 36 with cargo setup but I don't have it A'ed out and engineered not sure what it will be then, if I ever bother.

Anyway if you have thought about doing this is well worth the time. 10.5ly for the corvette means I don't have to change ships in the bubble.
 
This is one of the best modules I have worked to get, generally I left guardian stuff alone but decided to try to get the FSD. Was really easy using the walk through, there are many of them on the webs. My Corvette can now jump 30.5 in full combat load out without limpets forgot what laden was. I generally carry over 100 limpet collectors for the juicy drops. My DBX is 64ly jumps, 55 for ASPx not fully engineered and still some E modules in there. My Cutter is at 36 with cargo setup but I don't have it A'ed out and engineered not sure what it will be then, if I ever bother.

Anyway if you have thought about doing this is well worth the time. 10.5ly for the corvette means I don't have to change ships in the bubble.

i agree this is a game changer. This extra 10.5 allowed me to load my vette down with every heavy armored mod available and still get 20ly jump range.
 
Yes. You should put one in almost all of your ships even if you have to leave some non critical item behind.
 
Of all the Guardian Modules this is the most useful and I'll bet the most used. Probably followed by the Guardian Shield Boosters as a second unlock.
 
Of all the Guardian Modules this is the most useful and I'll bet the most used. Probably followed by the Guardian Shield Boosters as a second unlock.

Doubt it. Guardian boosters are worse than regular ones grade 5 engineered. IMO guardian weapons hold no. 1 while FSD booster is second.
 
Doubt it. Guardian boosters are worse than regular ones grade 5 engineered. IMO guardian weapons hold no. 1 while FSD booster is second.

Guardian shield boosters are not utilities. They are optional modules from 1 to 5, with 2 (D and E) options for each size. They work like the FSD booster: they add a fixed amount of MJ to the shields, depending on size. The highest is 5D which add 215MJ. You can stack them, of course.

They are not a replacement for the utility shield booster. I see them as a complement, when you don't want to hull tank. You may use them instead of hull reinforcements or module reinforcements.
 
Doubt it. Guardian boosters are worse than regular ones grade 5 engineered. IMO guardian weapons hold no. 1 while FSD booster is second.

The guardian shield boosters are the exception here, simply because we currently don't have anything else quite like them. They are the only modules in the game that give you a fixed increase to your overall shield strength, which makes them especially useful on ships that have very poor shields to begin with.

I'm going to use the Eagle as an example here. Before the guardian shield boosters, you could only get 305MJ of shields on an Eagle (HD shield booster w/super cap, reinforced 3A prismatic w/hi-cap) but your resistances would suffer (-2.2% thermal). With guardian shield boosters, you can get 444MJ and 46%+ resistances on an Eagle... with a 1C bi-weave. Overall shield strength is increased by almost 50%, shield regen is increased by 80%, and the crippling weakness that was your thermal resistance is no more.

Not only do guardian shield boosters let you have stronger shields, they also let you use different modules and engineer mods to improve your resistances and regen without having to sacrifice raw shield strength. That is the strength of the guardian shield boosters. The build opportunities that they open up make them very much worth the trip out to one of the guardian sites, IMO.




As for the guardian HRPs and MRPs, I wouldn't bother with them unless you have the materials and blueprints to spare or are planning on doing thargoid combat (the HRPs have caustic resistance, and apparently the MRPs help prevent the HUD barf caused by thargoid attacks).
 
Clearly the best Guardian module to unlock overall, gives you a lot of improvement, for who doesn't want to get from A to B in less time than before?
 
Guardian shield boosters are not utilities. They are optional modules from 1 to 5, with 2 (D and E) options for each size. They work like the FSD booster: they add a fixed amount of MJ to the shields, depending on size. The highest is 5D which add 215MJ. You can stack them, of course.

They are not a replacement for the utility shield booster. I see them as a complement, when you don't want to hull tank. You may use them instead of hull reinforcements or module reinforcements.

Ah, I admit I thought it was a utility! I'll take another look...
 
It is a very good addition, as it gives a good boost.

It is very doable to complete the unlock of this module in 1-4 evenings (depending on how much of the non guardian stuff you already have, how long time you can play etc). Of course some preparations is needed, like having a suitable ship outfitted for a "speedy" trip out to the Guardian site. A basic D-rated ship with A-rated FSD and SRV hangar is all you need, and this is doable in just about any ship.


A very cheap Hauler without engineering, with an Advanced discovery scanner (free honk money for every system visited), will set you back 1.8 Million, it will do ~25 LY (If doing some Engineering G3: ~33LY / G4: ~35LY / G5: ~38LY)
If you do not like the long travel, you can skip the Advanced Discovery Scanner, and honking every system, and then complete the Guardian Puzzle for the neede blueprint, and collect all the needed guardian Material, and then self destruct, and you will back in the station where you started your journey. This will set you back ~240k for the ship , and then ~12k for the rebuy. ut save you the time to travel back home... It is an option, if the long travel distance to a Guardian site is discouraging.


Going up a few steps, Diamondback Explorer, is 8.6 million and will do ~36 LY (If doing some Engineering G3: ~48LY / G4: ~52LY / G5: ~55LY)


So even low grade FSD engineering gives a very noticeable boost. And as seen by the numbers, even the G3 is give you some very nice improvements too.


So what effect will an Guardian FSD Booster have on ships, lets take the two above ships, without engineering?
Hauler
Size 1: +3 LY
Size 2: +5 LY
Size 3: +7 LY


Diamondback explorer
Size 1: +4 LY
Size 2: +6 LY
Size 3: +8 LY
Size 4: +9 LY

These increased FSD range are ABSOLUTE numbers, meaning that the boost is added to your existing FSD range, after engineering etc are factored in. So it does not matter if the ship is light as feahter due to all the engineergng you ahve done, or heavy a rock, due to all the heavy duty enginerring done, the Guardian FSD boost is always the same for that ship.



So even a lower level of these Guardian FSD Booster can have a very noticeable effect on ships with low jump range.


Last example ship, an A-rated Type 9, with a class 5A shield, to protect against accidental bumps in the station etc. I know that not all modules need to be A-rated for this, and w remvoe weapons, utility modules etc, just to keep it simple.

Without engineering this ship will get an empty jump range of ~19 LY, and with full load of 752T cargo (smallest slot is empty), this drops to ~11.5LY
Empty: ~19LY (no cargo)
Full: ~11.5LY (with 752T cargo)


Now adding a Guardian FSD Booster
Size 1: +4 LY (why use a size 1 when the slot is size 2!)
Empty: ~23
Full: ~15.5 LY

Size 2: +6 LY
Empty: ~25
Full: ~17.5 LY

And we are only giving up 4T cargo for 6 LY extra jump range, under full load that is a massive 50% increase here!
And if we combien this with some FSD engineering...
LEts jump directly to G5 with mass manager experimental effect.

Without Guardian FSD Booster
Empty: 30.5LY
Full: 18.5LY

With Guardian FSD Booster (which stil give a flat +6 LY)
Empty: 36.5LY
Full: 24.5LY



I am deliberately staying away from the most expensive ships, and all the min/max builds with engineering etc. Just trying to show with some easy examples, what the effect the Guardian FSD Booster gives.


So this will allow us to bring just about any ship with engineering and a Guardian FSD Booster to have atleast 25LY jumprange, which in my experiance is a very doable jumprange to move around in the bubble. And in many cases you can get past 30 LY, and now that is not bad at all. Of course this is no match for the dedicated bubble taxi builds of Diamondback Explorer/Asp Explorer/Anaconda ships. but with these, you must plan ahead, and wait for the other ships to arrive, as compared to be able to move around with the ship you want to use at your destination directly, so no more waiting for the ship transfer to complete.
 
The Guard's FSD booster is exactly where I'm heading (for Corvette which just got G5 jump + mass manager).

Any links to good and step-by-step tutorials how, what and where to collect to have highest upgrade? I've seen a few on YTube, but all additions are welcome. [up]

I have AspX taxi with 45+ly so jumping to sites is no problem, but mind that as new player (3 months) I've so far only traded, never visited any Guardian site or had tech, nor met them in person.

Thank you!
 
The Guard's FSD booster is exactly where I'm heading (for Corvette which just got G5 jump + mass manager).

Any links to good and step-by-step tutorials how, what and where to collect to have highest upgrade? I've seen a few on YTube, but all additions are welcome. [up]

I have AspX taxi with 45+ly so jumping to sites is no problem, but mind that as new player (3 months) I've so far only traded, never visited any Guardian site or had tech, nor met them in person.

Thank you!

[video=youtube;J9C9a00-rkQ]https://www.youtube.com/watch?v=J9C9a00-rkQ[/video]

You unlock it once and you have all grades of it available. There is no engineering Guardian Modules or Weapons.
 
While you are at the Guardian Site, I suggest getting at least 2 or more of the Guardian Module Blueprints and extra Guardian materials for other modules.

You only need 1 Blueprint to unlock the FSD booster, but each Blueprint can also be used to unlock the Guardian Shield Booster, Hull or Module Reinforcement - unlike the FSD Booster, these are stackable. To get these extra modules, you will also need to scan for Guardian Obelisk Data at the nearby Guardian Ruins.

You can use this Reddit as a guide: https://www.reddit.com/r/EliteDange...simple_guardian_guide_weapons_and_blueprints/

Good Hunting CMDRs
 
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