Moody Loner seeks Lone Cyclops for toxic relationship?

Following up my own post, I can confirm that the caustic sink launcher is far more effective if you assign a trigger button for it. :)
:D
I'm carrying an engineered caustic sink launcher, so given my low ambitions my thought was that would go a good way to addressing caustic issues in a single encounter.
I have not scienced it myself; but I have seen it debated that the caustic resistance only applies to the actual Thargoid weapon damage type (which is "caustic"), but not the damage taken from caustic... snot. I don't know for sure though, I have not tested it out.
 
:D

I have not scienced it myself; but I have seen it debated that the caustic resistance only applies to the actual Thargoid weapon damage type (which is "caustic"), but not the damage taken from caustic... snot. I don't know for sure though, I have not tested it out.
But either way, the caustic sink launcher is a decent option?

Yay, survived encounter number 2 with a deceased Thargoid and 40% of my hull. I went for 4 shard cannons and ignored the Thargons (they're just showing off!)

Note to self, after setting trigger for caustic sink launcher, don't leave it on priority 5.
 
But either way, the caustic sink launcher is a decent option?

Yay, survived encounter number 2 with a deceased Thargoid and 40% of my hull. I went for 4 shard cannons and ignored the Thargons (they're just showing off!)

Note to self, after setting trigger for caustic sink launcher, don't leave it on priority 5.
The caustic sink launcher does not help with Thargoid gunfire, but it will allow you to completely ignore caustic missiles and the death cloud of a Scout/Interceptor/Hunter while it has charges remaining.

So it sort of helps, but more as a QoL upgrade so you don’t need to overheat to burn it off - great for shielded builds, more of an optional thing for shieldless.
 
But either way, the caustic sink launcher is a decent option?

Yay, survived encounter number 2 with a deceased Thargoid and 40% of my hull. I went for 4 shard cannons and ignored the Thargons (they're just showing off!)

Note to self, after setting trigger for caustic sink launcher, don't leave it on priority 5.
Nice one Angus! :cool:
 
I disagree. I had a look at my AX Krait; it has three HRPs, all G5 heavy duty / deep plating. Two are class 5, one is class 3, and it has a total armor of 3,061. The small slots are occupied with MRPs and an AFMU.

If I replace the 3D HRP with a guardian, my raw armor drops to 2,895, and with the caustic resistance factored in it is 3,048. Hardly a difference, but the idle heat EDSY shows is raised from 12.7% to 13.1%. The next HRP I could replace would be a 5D, replacing that one drops my raw armor to 2,647 and 2,933 with caustic resistance factored in, while raising the idle heat to 13.7%. Also the C5 GMRP would push my power use to 103%.

My other AX build is a Chieftain, which has pretty much the same build philosophy. It has three 4D G5 HRPs in the military slots with a total raw armor of 3,268 and the small slots are, again, filled with MRPs and the AFMU. Replacing one of the HRPs with a guardian one drops the armor to 3,057 raw / 3,218 caustic, replacing two to 2,846 raw / 3,153 caustic. Two guardian HRPs also pushes it to 103% power.

Power is a problem if you run a low emissions plant (as I do on my Krait) or have a ship that is otherwise on edge for power.

I would say generally GHRPs are not worth it for builds where the smaller classes (3 and below) are used for stuff like MRPs or AFMUs, which is how AXI recommends it. Again, GHRPs are a good alternative if you don't have the engineer unlocks or materials to go beyond G3 on the HRPs.
1.) I didn't say it was the end all be all. I said you would get a higher hull strength when replacing the two lowest HRPs, and that is true with the way I've seen most people build their ships. Which is mostly HRPs and a couple of MRPs. Not the AXI recommendation on their page, and not with the way you build your ship. Those build usually have HRPs, in size 1, 2, and/or 3 slots, which would be perfect candidates for a Guardian HRP.

2.) That Krait is not an AX build, you have human weapons and a kill warrant scanner on it. Even if you replaced those, running a shield with three boosters, a FSD booster, and a fuel scoop are far from the typical or recommended AX build. All that stuff does nothing but greatly increase your power draw, undermining your argument about keeping your heat % down. Also, raising your idle heat from 12.7%-13.7% won't make a difference in AX combat because it's still well below the 20% threshold that allows thargoids accurately lead you, and you have to still use active cooling (heatsinks and thermal vent beam) to keep your temp spikes below 20% from weapons fire. Lastly, your link shows the ideal heat 24.9%, not the 12.7% you said in your post.

3.) Your right it wouldn't work on your Chieftain; it relies on repair limpets and only a few HRPs. A totally valid and combat proven build. Mine has a light shield filled with HRPs and only a couple of MRPs. I won't claim its the best build, but it works great for planetary conflict zones where I can land and repair much faster than limpets and AFMU. Also, if you are worried about power, turn off the AFMU, FSD, Cargo hatch, and Repair Limpet controller. Those are just eating up power, causing more heat, and can't be used effective when your in range of Interceptors anyway.
 
Don't be offended, it's perfectly fine to disagree amongst gentlemen ;).
1.) I didn't say it was the end all be all. I said you would get a higher hull strength when replacing the two lowest HRPs, and that is true with the way I've seen most people build their ships. Which is mostly HRPs and a couple of MRPs. Not the AXI recommendation on their page, and not with the way you build your ship. Those build usually have HRPs, in size 1, 2, and/or 3 slots, which would be perfect candidates for a Guardian HRP.
Well there is a reason why AXI recommends the builds the way they do. Randomly filling the small slots with HRPs is wasteful. Things you need in "big" are a repair controller, one MRP as large as possible, and HRPs. The C1 and C2 slots are for two additional MRPs to get protection to 94% (65% for externals) and an AFMU to keep the C5 MRP repaired - this is essential in an unshielded build. Add some cargo capacity and fill up with HRPs. With the usual suspects - Krait and Chieftain - this leaves no room for GHRPs.

3.) Your right it wouldn't work on your Chieftain; it relies on repair limpets and only a few HRPs. A totally valid and combat proven build. Mine has a light shield filled with HRPs and only a couple of MRPs. I won't claim its the best build, but it works great for planetary conflict zones where I can land and repair much faster than limpets and AFMU. Also, if you are worried about power, turn off the AFMU, FSD, Cargo hatch, and Repair Limpet controller. Those are just eating up power, causing more heat, and can't be used effective when your in range of Interceptors anyway.
If I fight in a CZ with repair facilities, I don't fly a repair build; all that goes out for moar HRPs. But in every other AX scenario, you cannot turn off all that stuff with exception of the FSD, because you need it all the time. Especially turning off the AFMU is bad advice.

As for shielded vs. unshielded: 🤷‍♂️ . Shields remove one of the most important tools - silent running - from the equation. And when you have to use it and your shields drop, you're underprotected with two MRPs, and the hull protection a GHRP will give you will not matter much.

Just in case it's not obvious: That's just, like, my opinion, man.
 
Last edited:
Thanks again for the wise words, chaps.

Here is a clip of my efforts. I ignore the swarm and can usually end it with somewehre between 20% and 50% hull remaining. No finesse, but it works for me - on a fun level.

Source: https://youtu.be/Fa3FBXy3sQs



I'd like to try and get a scan (only a scan!) of a Hydra. I assumed I'd find them in the level 9 signal sources, but so far only scouts. :-/
 
Thanks again for the wise words, chaps.

Here is a clip of my efforts. I ignore the swarm and can usually end it with somewehre between 20% and 50% hull remaining. No finesse, but it works for me - on a fun level.

Source: https://youtu.be/Fa3FBXy3sQs



I'd like to try and get a scan (only a scan!) of a Hydra. I assumed I'd find them in the level 9 signal sources, but so far only scouts. :-/
Go to threat 8s for Hydras. Threat 9s will be a Hydra… and Scouts, so it will be immediately angry once it drops in. Threat 8s will either be Scouts followed by a Medusa, or a lone Hydra that’ll leave you alone after a scan, unless you have Thargoid or Guardian stuff in your cargo hold.
 
Thanks Kira, and would it take offence if I attempted a tissue sample? :)
Er… yes. It will get rather cranky if you attempt to do that so be ready to avoid it, and don’t commit to the task in a paper ship.

I don’t think Hydra samples currently serve a purpose though, so, whatever you’d do with it?
 
You didn't know about the Thargoid Flying Sub used on oxygen based Water Worlds??!!! :)


I assumed it might be recognised in the Commander's codex achievements - but I suppose not.
 
Back
Top Bottom