Guardian Shield, module and hull reinforcements.

with all guardian materials stocked all I had to do this morning is collect commodities and unlock. everything but the Guardian hull reinforcement I have.

only thing is, this morning the Wiki had all the details on these modules. now tonight they have been shaded out (still visible but content page is blocked)


they haven't been removed have they? I am just a tad far away to test this. so far I can't tell if materials have been reimbursed. nor do I have access to my krait with these modules on it.

however I did memorise the specs of these if anyone wants to know ;)

just curious that's all, odd for them to suddenly be dropped like that from the ED Wiki.


take care!

CMDR Jaylem
 
with all guardian materials stocked all I had to do this morning is collect commodities and unlock. everything but the Guardian hull reinforcement I have.

only thing is, this morning the Wiki had all the details on these modules. now tonight they have been shaded out (still visible but content page is blocked)


they haven't been removed have they? I am just a tad far away to test this. so far I can't tell if materials have been reimbursed. nor do I have access to my krait with these modules on it.

however I did memorise the specs of these if anyone wants to know ;)

just curious that's all, odd for them to suddenly be dropped like that from the ED Wiki.


take care!

CMDR Jaylem

As of now thwy are still in game so Im not sure what to tell you.
 
Careful with them though - Both the Hull and Module packages require them to be powered by your ship - granted, it isn't much, but if you have power plant problems they can actually go offline - this removes the resistance bonuses, the protection of the MRP and the hull health of your HRPs.
 
Careful with them though - Both the Hull and Module packages require them to be powered by your ship - granted, it isn't much, but if you have power plant problems they can actually go offline - this removes the resistance bonuses, the protection of the MRP and the hull health of your HRPs.

This is the Reason i dont use them. The only really Good module is the FSD Bosster, giving heavy Combatships a +10,5 LY jumpboost. The shieldreinforcement is okay for small or mid ships with low shields but yeah.. of of them have pretty high powerrequirements for balancingporpuses i guess..
 
This is the Reason i dont use them. The only really Good module is the FSD Bosster, giving heavy Combatships a +10,5 LY jumpboost. The shieldreinforcement is okay for small or mid ships with low shields but yeah.. of of them have pretty high powerrequirements for balancingporpuses i guess..

Huh, I put them on all my Anti Xeno ships without a problem. Power didnt seem that bad to me at all.
 
The guardian module reinforcement says it has resistance to thargoid disruption technology. I've fought a cyclops in my new krait and it was equipped with 2 of them and when I got zapped by the Cyclop's lightning due to a mistake from being rusty, my ship's engines didn't feel as crippled as it usually does when I get zapped by the interceptor's lightning.

Whether that is due to the Krait itself being somewhat speedy or the guardian module reinforcement packages, I have no clue but I'll have to test sometime to see if it is doing what is says.
 
The guardian module reinforcement says it has resistance to thargoid disruption technology. I've fought a cyclops in my new krait and it was equipped with 2 of them and when I got zapped by the Cyclop's lightning due to a mistake from being rusty, my ship's engines didn't feel as crippled as it usually does when I get zapped by the interceptor's lightning.

Whether that is due to the Krait itself being somewhat speedy or the guardian module reinforcement packages, I have no clue but I'll have to test sometime to see if it is doing what is says.

I believe it's a built in shutdown neutralizer, I have no idea about any lightning attack, though. Maybe? Do science to it!
 
I believe it's a built in shutdown neutralizer, I have no idea about any lightning attack, though. Maybe? Do science to it!

If that's the case then that means we won't need shutdown neutralizers anymore then. Another thing to test. One reason why I mentioned the lightning attack is that it pretty much disrupts your systems and thrusters and slows you down a lot. Sadly, I haven't seen any interceptors in Deciat other than at the science and trading megaships there and those are gone now, replaced by first responder ships.
 
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If that's the case then that means we won't need shutdown neutralizers anymore then. Another thing to test. One reason why I mentioned the lightning attack is that it pretty much disrupts your systems and thrusters and slows you down a lot. Sadly, I haven't seen any interceptors in Deciat other than at the science and trading megaships there and those are gone now, replaced by first responder ships.

Do we have any confirmation yet that it could be a built in field neutralizer? I always found that thing clunky to use since FDEV never gave us a keybind like ECM can be to just hit it and having it set to a fire group is tedious when in combat.
 
Do we have any confirmation yet that it could be a built in field neutralizer? I always found that thing clunky to use since FDEV never gave us a keybind like ECM can be to just hit it and having it set to a fire group is tedious when in combat.

I haven't seen any interceptors in Deciat in awhile since there were some at the science and trading megaships that were disabled in the system on Thursday/Friday morning. Now those megaships just had rescue ships there last I saw.
 
It is not a built in Field Nuetralizer.

In fact, Im not sure what it does, the i I a havent noticed any change in anything when I have it equiped and poke the Thargoids.
 
I unlocked a Guardian powerplant as well, It hold them nicely, I only whish the next guardian module had cooling capabilities, because EVERYTHING is hot!!!!

The module protection states ' resistance to shutdown field' this may not be immunity, but certainly expect a reduction in disabled time.


the hull reinforcement states ' Thargoid, caustic and heat damage' this could be refence to all types of Thargoid damage, passive lasers as well as the thunder cannon and it's effects.. heat I also found to be useful as with guardian microwaves everything tends to over heat, damage at repair station was quite a bit less than I expected for keeping 260% for 5 seconds :D
 
Hopefully some concrete testing can be done with the new MRPs. Knowing what they do would be nice (seriously, Fdev...why do you keep forgetting to tell us about what's in your game?)

The HRPs are still quite inferior to regular HRPs with heavy duty + deep plating Engineering; the additional HP added beats the caustic/thermal resistances by a large margin, because they're such small resistance increases.

If it's true the new MRP makes you resistant to the shutdown field, I'm curious if stacking more makes you more resistant to it. Or if it just makes your modules more resistant to caustic damage?
 
I think the guardian MRP adds a chance to not be shutdown when the thargoids do their incapacitating pulse. Although, not guaranteed. No idea about the chances either. Is it 5% chance to not be shutdown ? 50% ? Does it stack if you put multiple ones ?
 
I think the guardian MRP adds a chance to not be shutdown when the thargoids do their incapacitating pulse. Although, not guaranteed. No idea about the chances either. Is it 5% chance to not be shutdown ? 50% ? Does it stack if you put multiple ones ?

I'll say its 0-2 on shutdown field. The wiki I found this morning says its for the lighting effect. Its hard to measure the difference between with or without it as it doesn't completely negate the effects if it does anything at all. It seems the last few times I was less stuck but that could be due to practice and tactics employed against them (mainly, use FA off when it strikes as the reverse thrusters like to fire in FA on as you are desperately trying to boost away).

I'd like to echo the question on stacking though. It seems the HRP do stack the corrosive resist but does stacking MRP reduce lighting effects by 5%+5%+5% effect?
 
Yeah, I fought a Cyclops at the science megaship in Deciat when the thargoids first showed up there and I got zapped by the lightning once and I stupidly stayed in it to take out a heart. It wasn't nearly as debilitating on the engines as it usually is so those are worth getting at the very least.
 
Did some tests with GHRP regarding caustic resistance and Thargoid basic attack damage.
Results:
Caustic resistance only works on direct armor damage and doesn't work on bleedthrough damage.
Full data:

P.S.
I wonder if swarm bleedthrough damage works the same way, lol.

So it just seems like they aren't worth it in that case unless you are using ships with heavy armor and weak shields like the Federal line of ships like the Federal Assault Ship. It would be one thing if the resistances did work on the bleed through damage but if they don't then you'd be better off with the regular HRP I think, especially since the guardian HRP needs power.
 
Yep, pretty much. But even with ships like FAS i would use regular HRP's and GSRP to have enough shields to kill one heart and run away for regen.
 
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