Guardian HRP vs Human HRP? Which to use?
1. Thargoid damage is CAUSTIC.
Caustic is a damage type, just like Thermal or Kinetic. This isn't very clear, since you also have the caustic damage over time missiles flying around, but Thargoid damage is caustic, so caustic resists apply to Thargoid damage!
This means that we can directly compare the Caustic effective armor of a Guardian ship to the Absolute armor on a Human ship.
2. Resistances apply to Modules.
This is the second thing people don't know. Resistances apply just as much to modules as to armor. This means that having Guardian Hull Reinforcements doesn't just make your armor stronger, it also makes your modules stronger.
3. Resistances also apply to repairs.
This is the real key, here. Most AX pilots carry repair limpets to heal throughout the fight, and the added HP from these limpets is absolute. This means it's multiplied in effectiveness by the resistances!
But if you're comparing full engineering, it depends! Many people will correctly point out that Engineered Human HRPs will give you more starting hull(which is correct); if that's your main focus, by all means, use them! But that ignores the benefits above. Using the AXI's meta chieftain, for example, swapping the two C4 HRPs out will reduce your starting hull value from 3270 to 3155, a 115 point reduction. But after using 4 repair limpets(adding 1240 absolute), the human chieftain will have a new value of 4510, while the guardian chief will have 4529, AND an extra 10% module integrity to boot(that's as much as guardian module reinforcements, for free!), plus saving all those painful-to-get Core Dynamics Composites!
This is awesome, but on the flipside, they do take power to use. Make sure you don't go over your limit! (remember that if you need more power, you can always lower the power priority of your cargo hatch and FSD, and disable them during combat)
Rule of thumb? I'd always use at least one! Try to split your hull reinforcements 50/50 if you can, and adjust according to your personal preferences!
It will save you engineering mats, give superior sustained performance, better module integrity, and overall, be a pretty swell deal.
Good luck!
1. Thargoid damage is CAUSTIC.
Caustic is a damage type, just like Thermal or Kinetic. This isn't very clear, since you also have the caustic damage over time missiles flying around, but Thargoid damage is caustic, so caustic resists apply to Thargoid damage!
There are three exceptions, but they don't matter very much. The first is lightning. It deals absolute, but does almost no damage to armor. The second is the phasing damage. This is absolute, but is only 10% of the damage taken to your shields(who uses shields?), so makes little difference. The last is Thargon Kamikaze Missiles. These deal damage proportionate to your hull size. All of these are pretty easily avoided. EVERYTHING ELSE is caustic.
This means that we can directly compare the Caustic effective armor of a Guardian ship to the Absolute armor on a Human ship.
2. Resistances apply to Modules.
This is the second thing people don't know. Resistances apply just as much to modules as to armor. This means that having Guardian Hull Reinforcements doesn't just make your armor stronger, it also makes your modules stronger.
3. Resistances also apply to repairs.
This is the real key, here. Most AX pilots carry repair limpets to heal throughout the fight, and the added HP from these limpets is absolute. This means it's multiplied in effectiveness by the resistances!
When should I use Guardian Hull Reinforcements?
If you're just getting started, and you don't have hull reinforcements engineered, (and you can stand to grab one more guardian unlock!), they are 1000% worth it. They will give waaaay better results than unengineered human HRPs, hands down.But if you're comparing full engineering, it depends! Many people will correctly point out that Engineered Human HRPs will give you more starting hull(which is correct); if that's your main focus, by all means, use them! But that ignores the benefits above. Using the AXI's meta chieftain, for example, swapping the two C4 HRPs out will reduce your starting hull value from 3270 to 3155, a 115 point reduction. But after using 4 repair limpets(adding 1240 absolute), the human chieftain will have a new value of 4510, while the guardian chief will have 4529, AND an extra 10% module integrity to boot(that's as much as guardian module reinforcements, for free!), plus saving all those painful-to-get Core Dynamics Composites!
This is awesome, but on the flipside, they do take power to use. Make sure you don't go over your limit! (remember that if you need more power, you can always lower the power priority of your cargo hatch and FSD, and disable them during combat)
Rule of thumb? I'd always use at least one! Try to split your hull reinforcements 50/50 if you can, and adjust according to your personal preferences!
It will save you engineering mats, give superior sustained performance, better module integrity, and overall, be a pretty swell deal.
Good luck!
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