[Question] Do Automatic Repair Units repair everything. Do they work in combat?

Was curious what, how much, how fast they repaired and whether they were of any use in combat?

Can't get on to the comp right now but might play with them tonight.

Do they stack?
 
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Not that useful in combat since the module being repaired needs to be off.

They do not repair hull, canopy or powerplant.

They do stack in repair speed but obviously use twice as much ammo. B class has more ammo but A class repairs faster (fyi).


Personally I'd see them as useful for flying out of battle area, repairing and topping up shields before returning into battle. (Remember no supercruise shields anymore after 1.3)
 
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Frankfort

F
I used it in combat as soon as a unit is offline its starts reparing the offline unit till it is operational and back online .
 
Useful for explorers I guess, but not sure I can see the point if they only repair when the unit is offline and don't affect powerplant or hull. Might as well head for a station at that point.
 
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Useful for explorers I guess but nit sure I can see the point if they only repair when the unit is offline and don't affect powerplant or hull. Might as well head for a station.

Yeah, there has apparently been some dev talk on allowing them to repair powerplants but nothing decided yet. Until then I prefer just to spam hull packages and hope my chaff/shields do their jobs...
 
Yeah, there has apparently been some dev talk on allowing them to repair powerplants but nothing decided yet. Until then I prefer just to spam hull packages and hope my chaff/shields do their jobs...

Spam hull packages? Hang on, what have I completely missed? :eek:
 
Hull reinforcement packages:

Pack a Python with some of those and I now have 3x the hull health (i think thats how it works) - armour rating + 510 on top of the base of 260.

http://www.edshipyard.com/#/L=605,5...,2-B69Y7_6Q9Y9Y8I,7UI7k47k416y50U15O13q13q12G

Modules are unaffected so against anything other than NPC's you may be in trouble. It does put some players off though when their massive cannon attack only takes 10% off instead of 60%...

Edit: Also obviously massive weight increase reducing jump range (also I haven't got the military armour yet, its on my to-do list).
 
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Aaah ok. By spam I thought you meant they had charges :)

Aren't you still vulnerable to laser fire to the power plant even with extra hull?
 
Aaah ok. By spam I thought you meant they had charges :)

Aren't you still vulnerable to laser fire to the power plant even with extra hull?

Yeah but combined with chaff its a bit useful.

Better than having empty slots in my opinion. Especially that build & the 5a scoop since I can still get about places even with shorter jump range so the mass doesn't matter too much. Also 12 cell bank charges are more than enough (for me anyway).
 
Doing a field repair feels pretty much exactly like doing a field repair - think Han Solo and the Millennium Falcon - you need to seek a quiet place where you can hunker down and shut things off and pull out a bunch of cables and fix sub-systems. If you try to do that when you NEED to be doing something else (such as evading pursuit), then once again, it'll be just like Han Solo and Millennium Falcon - those times when he needs to be in three places at once and things are spiraling towards catastrophe :D

Also, don't try to fix your frameshift drive while you're in supercruise. Don't ask me how I know. :)
 
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