HRD and Enzyme Missile and Field Neutraliser

3 questions :

1. Ships have a hull strength parameter.
HRD (hull hardness)

For example, on the T10 it is equal to 75.

Does it reduce Thargoid damage?
From the phase cannon? When the ship is infected ?

2. Enzyme Missile Rack
These missiles also have a number limit (4 only), but they are useless against the Thargoids, why is that?

3. Shutdown Field Neutraliser
The neutralizer has numbers 0m....3000m.
The activation mechanics of this neutralizer work exactly right ? Could this be an error ?
How to activate it at 2km ?

I think it should be like this:
Press the key, bring it to the desired distance and then release the key. The field will work and consume power.
The smaller the field the longer it will work because less energy is needed.
It is switched off as soon as it runs out of energy or by pressing the key again.
 
1. The higher the hull hardness, the less damage you'll take. Thargs do absolute damage, so hardness counts.
2. They were developed from Tharg caustic missiles. The Thargs aren't likely to use an enzyme which damages themselves.
3. Wait till you see the "energy surge detected" message, then put power to shields, wait a couple of seconds, then press and hold the key.
 
1. The higher the hull hardness, the less damage you'll take. Thargs do absolute damage, so hardness counts.
2. They were developed from Tharg caustic missiles. The Thargs aren't likely to use an enzyme which damages themselves.
3. Wait till you see the "energy surge detected" message, then put power to shields, wait a couple of seconds, then press and hold the key.
1. Ok.
2. If they are against people why can they be put only 4 ?
3. My question was how to turn it on at 2 km?
 
What do you mean "turn it on at 2 km"?
The neutralizer creates a bubble around your ship, anything inside that bubble will be protected from shutdown. As you hold the trigger the bubble grows up to the maximum of 3000m.
How do I make a working bubble at 2 km?
Why are we shown intermediate numbers?
 
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Because the protective range increases as you hold the trigger. Once it reaches the maximum (3000M) it stays active as long as you still have sys capacity power (or let go of the trigger).
Why would you want the maximum range reduced from 3000m to 2000m?
 
Because the protective range increases as you hold the trigger. Once it reaches the maximum (3000M) it stays active as long as you still have sys capacity power (or let go of the trigger).
Why would you want the maximum range reduced from 3000m to 2000m?
That's just an example. I wrote in the first post that I thought the mechanics didn't work the way they were originally intended.
Maybe it's a bug and the developers don't know about it.

These distance figures confuse many newcomers.
 
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