Guardian Hull & Module Reinforcement Packages... One thumb up, one thumb down.

I'm liking the new modules - and the power requirement is an interesting concept to add in to them (makes them feel alive).

However, out of the two, I'd say the Guardian Module Pack is a straight up, handsdown, upgrade for any ship. It has more Health than a regular cousin of its size, and it has the added bonus of protecting your systems/modules from being interupted by Thargoids (still have yet to try this out against an Interceptor - anyone who has used them, let us know how it faired) - the only downside is slight power consumption, but I'm more than happy with it.

But, there is a but...

The Hull Reinforcement...

5% Caustic Resistance and 2% Thermal Resistance. Power drain. Around 33% less Hull Health compared to the regular cousin (which is Engineered G5).

Just like the sloppy 3% Caustic Resistance Meta Alloy cousin, I'm struggling to even bring myself to terms as to why either are in the game right now (the Meta Alloy one is far worse, minus the power drain).

Diminishing returns ontop, I still cannot see a reason why anyone would want to use these when pure Human modules are so much better for Hull Health value.

I've packed my Corvette with enough of the new Guardian Hull Reinforcements to get my ship's Health to 4,040 - and the Caustic Resistance is sitting at 22%.

Considering a ship has to shave 33% hit points just to use something that is supposed to specifically defend against the Caustic attacks, 22% Caustic Resistance effectively renders what you are trying to aim for into a deficit of -11% (and that's just for Caustic - my Thermal value is sitting at -22%...).

I can see a huge use for the Module Packages, because 1) they are even better than what we can get normally (you'd imagine that, because of the grind - but even so, it is only in the tens), 2) they provide specific protection against the aliens we want to fight - this is perfect (even if it is underwhelming for the time spent).

Frontier, you've totally lost the ball with the shallow gains of Caustic Resistance. If we can't even push it above 33% - all the way above 40% or even 50% (with diminishing returns), then I'm afraid you have only released another useless module into the game (it doesn't take poll position from the Meta Alloy package, however).

Not to mention that the Thermal Resistance they grant is absolutely... diabolical? Anyone is way better off just packing 2x Grade 5 Engineered Thermal Resistance packages into their Hull Armour, then focus the rest on Health - the same goes for the shields, now we know for sure the Thargoids use Thermal attacks for the most part.

Mirror Bulkheads may actually have a use now versus Explosive/Military if you fight Thargoids - especially if upgraded with even more Thermal Resistance.

Caustic, it seems, just comes from the missiles and when they die. The rest is just bled through the shields (which Thermal Resistance on both Shields and Hull would dramatically reduce).

However, because I'm guessing you knew this all along, it is why you have never placed a great deal of baking the Caustic Resistance into regular play - why bother when you gave us Deconamination Limpets, right?

Anywho, that's my one thumb up and one thumb down.

The weapons are awesome - the FSD booster is awesome - the shield reinforcements are awesome for small and medium ships.
 
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as far i have read and heard, it only protects you from the yellow zap weapons effect, not the shutdown.

Yeah, it makes the cockpit display much less wonky while being frazzled by weird thargoid stuff. That's all that means. It's cool, but not really that useful mechanically, more a lore thing really.

The hull reinforcements, well... I have two class 5s on my Krait, and I've been just fighting scouts, and thats fine, and a lot of fun in multicrew.

But, I don't really look into all the numbers. It would be a huge dissappointment though, if I am getting less than I could with just some human stuff...

I mean, I guess the caustic damage is slowed down, which is kinda handy but...
 
I tested the Guardian module reinforcement package on a Thargoid probe by honking, I suffered the usual HUD interference and temporary shutdown of systems.

Just out of curiosity(since vehicle hanger is a module) I took a SRV to the Thargoid structure but the SRV still suffers from HUD interference.
 
I'm liking the new modules - and the power requirement is an interesting concept to add in to them (makes them feel alive).

However, out of the two, I'd say the Guardian Module Pack is a straight up, handsdown, upgrade for any ship. It has more Health than a regular cousin of its size, and it has the added bonus of protecting your systems/modules from being interupted by Thargoids (still have yet to try this out against an Interceptor - anyone who has used them, let us know how it faired) - the only downside is slight power consumption, but I'm more than happy with it.

But, there is a but...

The Hull Reinforcement...

5% Caustic Resistance and 2% Thermal Resistance. Power drain. Around 33% less Hull Health compared to the regular cousin (which is Engineered G5).

Just like the sloppy 3% Caustic Resistance Meta Alloy cousin, I'm struggling to even bring myself to terms as to why either are in the game right now (the Meta Alloy one is far worse, minus the power drain).

Diminishing returns ontop, I still cannot see a reason why anyone would want to use these when pure Human modules are so much better for Hull Health value.

I've packed my Corvette with enough of the new Guardian Hull Reinforcements to get my ship's Health to 4,040 - and the Caustic Resistance is sitting at 22%.

Considering a ship has to shave 33% hit points just to use something that is supposed to specifically defend against the Caustic attacks, 22% Caustic Resistance effectively renders what you are trying to aim for into a deficit of -11% (and that's just for Caustic - my Thermal value is sitting at -22%...).

I can see a huge use for the Module Packages, because 1) they are even better than what we can get normally (you'd imagine that, because of the grind - but even so, it is only in the tens), 2) they provide specific protection against the aliens we want to fight - this is perfect (even if it is underwhelming for the time spent).

Frontier, you've totally lost the ball with the shallow gains of Caustic Resistance. If we can't even push it above 33% - all the way above 40% or even 50% (with diminishing returns), then I'm afraid you have only released another useless module into the game (it doesn't take poll position from the Meta Alloy package, however).

Not to mention that the Thermal Resistance they grant is absolutely... diabolical? Anyone is way better off just packing 2x Grade 5 Engineered Thermal Resistance packages into their Hull Armour, then focus the rest on Health - the same goes for the shields, now we know for sure the Thargoids use Thermal attacks for the most part.

Mirror Bulkheads may actually have a use now versus Explosive/Military if you fight Thargoids - especially if upgraded with even more Thermal Resistance.

Caustic, it seems, just comes from the missiles and when they die. The rest is just bled through the shields (which Thermal Resistance on both Shields and Hull would dramatically reduce).

However, because I'm guessing you knew this all along, it is why you have never placed a great deal of baking the Caustic Resistance into regular play - why bother when you gave us Deconamination Limpets, right?

Anywho, that's my one thumb up and one thumb down.

The weapons are awesome - the FSD booster is awesome - the shield reinforcements are awesome for small and medium ships.



Why are Shield Reinforcements only good for small and medium ships???
 
Yeah, it makes the cockpit display much less wonky while being frazzled by weird thargoid stuff. That's all that means. It's cool, but not really that useful mechanically, more a lore thing really.

The hull reinforcements, well... I have two class 5s on my Krait, and I've been just fighting scouts, and thats fine, and a lot of fun in multicrew.

But, I don't really look into all the numbers. It would be a huge dissappointment though, if I am getting less than I could with just some human stuff...

I mean, I guess the caustic damage is slowed down, which is kinda handy but...



How much is it slowed down by though? Do you think its worth to have them at all, even on big ships??
 
Why are Shield Reinforcements only good for small and medium ships???

It's only a static increase. On a small ship, with only 200-400 shielding (even with engineered), you can pack lots of them to increase that total (slot depending) up to 1,000+

On a large ship, which already has 4,000+ MJs of shielding, the increase will be small (other slots will be armour or SCBs) so they'll only get 300-400 extra out of it, when you might aswell increase the amount of SCBs you carry instead while rotating said SCBs.
 
It's only a static increase. On a small ship, with only 200-400 shielding (even with engineered), you can pack lots of them to increase that total (slot depending) up to 1,000+

On a large ship, which already has 4,000+ MJs of shielding, the increase will be small (other slots will be armour or SCBs) so they'll only get 300-400 extra out of it, when you might aswell increase the amount of SCBs you carry instead while rotating said SCBs.

Except if you run a trade cutter for example and want a smaller power plant, then replacing the military slot cell banks with shield reinforcements would work. Did that myself, got a lot more shields which is essentially more fitting for my tradeCutter anyway than having banks. The reinforcements take less power and weight less, as well as basically freeing up an utility slot. Also, they can give you shield MJ that you just can not otherwise obtain. Have some shield reinforcements on both my 'Vette and pira-Cutter as well.


In any event, thanks for all the relevant info and the thread. I only got some myself so far, and was genuinely interested in hearing a take on the module and hull packages the Guardian tech can offer. Guess I'll hop over to Synuefe someday soon again, missing nothing but blueprints.
 
In the process of grinding the Shield and Module Reinforcements now. The FSD Booster was a no brainer! But...

Why are Shield Reinforcements only good for small and medium ships???
It's only a static increase. On a small ship, with only 200-400 shielding (even with engineered), you can pack lots of them to increase that total (slot depending) up to 1,000+

On a large ship, which already has 4,000+ MJs of shielding, the increase will be small (other slots will be armour or SCBs) so they'll only get 300-400 extra out of it, when you might as well increase the amount of SCBs you carry instead while rotating said SCBs.

Like so many things in this game, it's not necessarily as black-and-white as that, and some large-ship use-cases definitely exist. The key lies in understanding that while it is (sort of) a "static increase" in that shield boost percentages do not apply to the Guardian Shield Reinforcement, resistance effects do. So, since resistance plays such a big part in build strategies right now, if you're running a 60-70% shield resistance to certain kinds of attacks, your effective shield gain with GSR modules against those attacks is substantially more than the base value. This makes them even better for smaller and medium ships (especially shield tankers with open module slots), but potentially useful in larger ships as well, especially those facing attacks incorporating feedback cascade and thus negating the use of SCBs.

Even at 4,000 MJs, adding another 1,000 or more to your shields isn't a trifle to be sneezed at, especially for conflicts where having your shields drop means you immediately begin suffering key modules being sniped by long range super penetrators or other internally damaging weapons.

And, FWIW, the GSRs are lighter than SCBs of the same class, draw less power, and don't require the use of a heatsink. Any of those factors can be important considerations for some build strategies.
 
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