Heat resistant limpets

In the XENO war we get slimed quite a bit. This toxic substance is not very healthy for the hull, so action is needed. There are two ways to get rid of the slime:
  1. Overheat the ship to 250%
  2. Use decontamination limpet, from self or an NPC
The limpets can also be used for repair ...

So I set out to fight and shoot thargoids to see that that my heat goes up by using these weapons. This results in damage to for instance the cargo hatch. By the time I want to use my limpets, they are gone.
I concluded that having limpets was basically pointless, but now I am on an attempt to collect materials from these thargoids ... I would like a heart to be able to engineer a bobble head. So I set course with an Anaconda (6 shard) to go shoot and collect these materials, but every time I shoot one I see my limpets going down in the cargo space. I didn't even get the use them and they disappear.

This whole limpet idea around the thargoid war feels a bit frustrating. I would like to know what other CMDR think about it and may share their experience with the use of these limpets?

:alien::alien::alien:
 
If you're collecting materials you could always reboot your ship after killing the thargoid. That'll bring all the damaged modules back to 1%.

You can then synth limpets if you've lost them all
 
the problem with limpets in ax combat is they vanish if you get shot at.
the other problem is you cannot replenish limpets in station ax cz - which makes them even more a nuisance

my large ax ships (cutter/conda) were using 7C ULC and size 6 cargo racks - now i'm using something else in those slots (2 more HRP or 1HRP+1MRP)
 
It is not that my modules are completely shot, so no reboot is needed. The cargo hatch just malfunctions for a moment, but comes back when cooling down.

I just got back with a cargo of 60 limpets having 8 left without using any of those 52 that went missing. The cargo hatch fails under the heat and gone they are.

I just synthesized limpets and it gets me from 8 to 12. So it synthesizes 4 limpets against 10 Iron and 10 Nickel. I can see that can go pretty fast on the materials.
You do bring up a point. Just synthesize when needed. That way I don't have to buy limpets for nothing. Still this whole limpet idea in the thargoid war seems like it could use an upgrade.

Lets see if others chime in. I have heard the sounds of frustration not just from myself.
 
the problem with limpets in ax combat is they vanish if you get shot at.
the other problem is you cannot replenish limpets in station ax cz - which makes them even more a nuisance

my large ax ships (cutter/conda) were using 7C ULC and size 6 cargo racks - now i'm using something else in those slots (2 more HRP or 1HRP+1MRP)

Sure ... I too left the idea of limpets behind and just filled the slots with HRP and MRP and not bother with the limpet nuisance. This is fine when there is a station we can dock and do repairs. But out in the black in a confrontation, these limpets might be making the difference

On my first build ( a chieftain ) I followed the guade and installed a limpet controller. At first I was going slow, so I was able to use a limpet here and there. But I also noticed I ran out faster than the amount of limpets I had taken with me.

I do not think that they vanish by being shot at. I think that cargo hatch malfunctions and cargo gets lost. But the result is the same.
 
They could rebalance the cost of limpet synthesis. Then it would make having a limpet controller for cases like this more viable by just synthesizing what you need when you need it without feeling like you're being grossly inefficient.

Even when the limpet recipe was first added, I felt it was too much. Limpets only cost 100 credits, why do they take so many materials?
 
They could rebalance the cost of limpet synthesis. Then it would make having a limpet controller for cases like this more viable by just synthesizing what you need when you need it without feeling like you're being grossly inefficient.

Even when the limpet recipe was first added, I felt it was too much. Limpets only cost 100 credits, why do they take so many materials?

Yes... and it would also be an idea if we can control the amount of limpets and then basically also control the amount of materials used.
But it would not be a bad idea to just have a small cargo space and limpet controller and synthesize as needed, instead of heading out with too many limpets that turn to space waste.

And yes ... re balance the cost to synthesize.
 
FWIW, I've given up on repair limpets.. Now I load the hull up with normal and guardian HRM / MRM and an AFMU. This allows me to repair my ship. Search and rescue ships repair my hull, and I use silent running to burn off caustic materials. Still not sure what is the best combination of normal / Guardian HRM / MRM.
 
"Guys I put 6 super-heat generating weapons on my ship and now it overheats so my cargo falls out!"

What did you expect? If you don't want your ship to take damage from overheating, stop cooking it instead of blaming it for being deficient.
 
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Overheat the ship to 250%
Most of the time I find it will burn off at 125%. Sometimes if it is really bad it will need 160%, but 250% seems overkill - unless you parked yourself in the middle of an invisible goo cloud and keep on getting re-goo'ed faster than you can burn it off. (Please don't ask me how I know that!)
 
Most of the time I find it will burn off at 125%. Sometimes if it is really bad it will need 160%, but 250% seems overkill - unless you parked yourself in the middle of an invisible goo cloud and keep on getting re-goo'ed faster than you can burn it off. (Please don't ask me how I know that!)

No ... not overkill. I wouldn't heat further than nescessare and found out that sometimes it burns off at 125%, but lots of times the burn-off is at 250%. This is from observation.
 
"Guys I put 6 super-heat generating weapons on my ship and now it overheats so my cargo falls out!"

What did you expect? If you don't want your ship to take damage from overheating, stop cooking it instead of blaming it for being deficient.

That is a fair point off course and i already concluded that the generated heat is causing the loss of limpets, but can you elaborate on the configuration what would be best. I have been using a Krait M2 for a while with modshards. It gets hot, but then I don't run around with limpets. It is all HRM and MRM ... and an AFMU. Perfect for harvesting bonds and just shoot for prizes.

OI also noticed the loss of limpets on a 4 gauss chieftain. 2X 1D and 2X 2B, just saying that it is not specific to modshards.

I might try to go with AC cannons for a ship that has the mere purpose of harvesting materials.
 
In the XENO war we get slimed quite a bit. This toxic substance is not very healthy for the hull, so action is needed. There are two ways to get rid of the slime:
  1. Overheat the ship to 250%
  2. Use decontamination limpet, from self or an NPC
The limpets can also be used for repair ...

So I set out to fight and shoot thargoids to see that that my heat goes up by using these weapons. This results in damage to for instance the cargo hatch. By the time I want to use my limpets, they are gone.
I concluded that having limpets was basically pointless, but now I am on an attempt to collect materials from these thargoids ... I would like a heart to be able to engineer a bobble head. So I set course with an Anaconda (6 shard) to go shoot and collect these materials, but every time I shoot one I see my limpets going down in the cargo space. I didn't even get the use them and they disappear.

This whole limpet idea around the thargoid war feels a bit frustrating. I would like to know what other CMDR think about it and may share their experience with the use of these limpets?

:alien::alien::alien:
Six shards... do you mean modified shards or regular ones?

6 normal shards should have minimal heat effect and will massacre a cyclops in seconds. Only modified shards cause high heat (of shard weapons).
More broadly, heat management is a bigger issue in ax fighting... you can't just wail on the target like you might normally against human targets.

Limpets arent mandatory (when fighting weaker ships like cyclops) either.. i personally just run with heatsinks for emergency cooldown after cooking off corrosion, and a beam laser with thermal vent for general cooldown.... understand that may not be applicable if you're taking on medusa/hydra, but if you're just after a heart for the bobble, you can easily get by without when taking on a cyclops.
 
Six shards... do you mean modified shards or regular ones?

6 normal shards should have minimal heat effect and will massacre a cyclops in seconds. Only modified shards cause high heat (of shard weapons).
More broadly, heat management is a bigger issue in ax fighting... you can't just wail on the target like you might normally against human targets.

Limpets arent mandatory (when fighting weaker ships like cyclops) either.. i personally just run with heatsinks for emergency cooldown after cooking off corrosion, and a beam laser with thermal vent for general cooldown.... understand that may not be applicable if you're taking on medusa/hydra, but if you're just after a heart for the bobble, you can easily get by without when taking on a cyclops.

Yes. Could do that. Just scoop it. Still in general it is the idea of using limpets for repair/contamination.
I do use the mods hard yes.. 🤔
 
Heating to 250% will instantly burn off caustic.

Heating to 140-160% will burn off caustic within a couple seconds. If this heat level doesn't work, check to make sure you aren't being actively exposed to caustic. Ex, were you  just hit by a missile or inside the death cloud of an Interceptor?

How many MRPs are you using? You'll need 2-3 for AX fighting.

Bind a heatsink to your mod shards fire group. This is how the pros do it. I'm stingy and use a thermal vent beam laser to cool to 0% prior to firing, but I only run 4 mod shards.
 
Heating to 250% will instantly burn off caustic.

Heating to 140-160% will burn off caustic within a couple seconds. If this heat level doesn't work, check to make sure you aren't being actively exposed to caustic. Ex, were you  just hit by a missile or inside the death cloud of an Interceptor?

How many MRPs are you using? You'll need 2-3 for AX fighting.

Bind a heatsink to your mod shards fire group. This is how the pros do it. I'm stingy and use a thermal vent beam laser to cool to 0% prior to firing, but I only run 4 mod shards.


Yeah ... I am starting to see the difference in the heating to take the caustic off ... i usually shoot in silent running to heat up, but that goes up to high heat level 250% to burn it off. Using the beam laser to heat up goes slower, but the caustic will burn off at the 125%.

Binding heat sink to the modshard group does not seem very efficient of the heat sinks, but it is worth a test. I mean ... doesn't it fire off 5 heat sinks on a volley of 5 shots? ... Of course the Anaconda can carry quite a few sinks. It may work fine with destroying a thargoid and collect the materials. Staying cool enough to not loose the limpets.
 
Have you tried the Caustic Sink Launcher?

No ... but that is not relevant here I think .. It is about the heat levels and loosing limpets. It will be interesting to see what those caustic sink launchers will bring. I do hope that we will not be made invulnerable, invincible and immune. There should still be a gaming element.

Still for the mealstrom I can see we will need to build up to teh story and the innevitable big boss fight.
 
No ... but that is not relevant here I think .. It is about the heat levels and loosing limpets. It will be interesting to see what those caustic sink launchers will bring. I do hope that we will not be made invulnerable, invincible and immune. There should still be a gaming element.

Still for the mealstrom I can see we will need to build up to teh story and the innevitable big boss fight.
It's relevant because the choice is between using heat as a caustic removal vs. literally anything else, like decon limpets for instance. If you use heat to do it, it's a tradeoff, and the tradeoff is heat is bad for your ship.

invulnerable, invincible and immune
I think a heat resistant cargo scoop would be way worse than CSLs towards that. I still can't match a Basi even with four CSLs loaded. Meanwhile if I could bring 256 repair limpets and never have to worry about losing them, with a 7D repair controller that's close to 100K hull points.

That all said, they should have a heat resistant mod that you can buy through engineering because actually I could see that making a lot of sense, lore-wise.
 
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