Suggestion: Guardian Nanite Pod (New Anti-Caustic counter)

Introduction:
Currently there are only Three ways to remove the Caustic effect Thargoids use in weapons. You can use Decontamination limpets (which are slow, and require you to be out of combat so they don't get shot off) Burning caustic off (great way to increase repair bill....) and legging it to the nearest station (which will clean caustic when you land). all of which are not exactly optimal ways of counteracting the effect. so here I offer a new and unique suggestion, being a Guardian Nanite Pod.

Suggestion:

The idea is to have a new device that can effectively negate any caustic effect, even in the heat of battle. we know already they the reason for the blue light emitted from Guardian objects is due to the nanites present. so why not expand on this? here is how the device will work;

-Device is a Utility that can be equipped like any other, it is a pod that contains Guardian Nanites and will give off the signature glow passively

-The Device will function the exact same way as heatsinks do, it will have a limited amount of uses (or ammo) before uses need to be replenished (either by purchasing from stations or synthesising)

-When the device is triggered, a signature blue pulse is emitted slowly across the ship for a short duration (size of ship determines clean rate) after this 'animation' any existing caustic effect will be removed. along with a very minor repair.

Synergy Bonuses:

Guardian Powerplant= +20% repair bonus

Guardian Distributor= -20% to time required to purge caustic.

Guardian modules (ALL)= Pulse will repair an additional 50% bonus where possible, this is module damage only does not contribute to hull repair.

Conclusion:

This would make a fine addition to those who prefer Thargoid combat but just want life a little easier. while this is not much of an asset to those who do not partake in this activity. it is an additional tool none the less.
 
This would make a fine addition to those who prefer Thargoid combat but just want life a little easier. while this is not much of an asset to those who do not partake in this activity. it is an additional tool none the less.

Only if I can have a tool to make me impervious to player or NPC attack when I am returning to a station from a long exploration trip.
 
So your idea is to make Thargoid combat easier.
Mildly, only really focusing on one small aspect of the combat being caustic. current ways of removing it are not exactly efficient. hence why I propose a newer and more functional method. at some point technology will likely advance. I am not saying add this now. but just putting the concept forward.

Also, blue pulse across a ship would look pretty cool! ;)

I like this idea. It could be useful for exploration ships since it doesnt require cargo space.

well it only offers a small repair. plus the bonus only applies to guardian modules (which are heavy and ill suited for exploration builds), i also imagine synthesis to cost guardian materials. the device's primary function is to clean the ship of caustic effects. but i guess if you want a small repair to your hull i guess you could find some use for it. ;)
 
Introduction:
Currently there are only Three ways to remove the Caustic effect Thargoids use in weapons. You can use Decontamination limpets (which are slow, and require you to be out of combat so they don't get shot off) Burning caustic off (great way to increase repair bill....) and legging it to the nearest station (which will clean caustic when you land). all of which are not exactly optimal ways of counteracting the effect. so here I offer a new and unique suggestion, being a Guardian Nanite Pod.
Actually, you seem to be ignoring the fact that there is currently "Guardian Hull Reinforcement" optional modules that add Caustic damage resistance (5% per module) as well as adding hull points.
 
Actually, you seem to be ignoring the fact that there is currently "Guardian Hull Reinforcement" optional modules that add Caustic damage resistance (5% per module) as well as adding hull points.

You seem to be ignoring the fact I said "remove" not 'resist'...last I checked the Hull reinforcements do not remove caustic.....

before using such tones it may benefit you to read first...
 
Last edited:
Is Thargoid caustic the same as corrosive damage? If so, this could be useful for PvP too.

Yes! you are right! I forgot about that part haha! so I guess it is not entirely Thargoid orientated after all ;)

Enzyme Missiles are legit the only weapon in the game I could consider a griefing weapon. they are too useless to use on anything other than other players. I have noticed that Gankers use them a bit. so the nanite pod could make a great counter to those who play in open. ;)
 
You seem to be ignoring the fact I said "remove" not 'resist'...last I checked the Hull reinforcements do not remove caustic.....
The point being there is already a (Guardian technology based) counter to the caustic effect of Thargoid (and other Caustic damage) weaponry. It does not matter whether we are talking resistance or removal.

I am not entirely opposed to what you are proposing BUT I have serious concerns about balancing implications - it would need to be balanced very carefully. If we are only talking Heatsink ammo levels and perhaps expensive synthesis costs (material wise) then I do not really have a problem with it.
 
ok I see your point, I apologize for being a bit irritated before, I perhaps looked into the tone format too harshly. :(

There is always room to expand i guess, just because we have the one Guardian orientated module that counters caustic doesn't mean we can't have more! ;) remember from a lore point of view the Guardians and Thargoids were at conflict. And considering the fact they repelled the Thargoid successfully I am sure they would of had a lot more than just resistance to their weapons. (This could be expanded into Guardian Bulkheads for yet another module idea :) )

But as you say, Balance is pretty much the biggest hurdle, i want this device to 'help' but not ruin Thargoid combat. If it was added as a nanite spamming device then yeah, Caustic would be redundant entirely. to round this module off I would rather (like you said) have limited ammo and an expensive synthesis, as well as maybe throw in a cooldown between uses. ;)
 
Better solution: make PDs actually useful (2 if you must) against scout missiles. I mean if you fly in Caustic Cloud, that should be punished gameplay wise, because you weren't careful enough, so limpets or overheat is fine, but when in a cluster**** of combat, those little s pummel you with quick heatseekers, that's a pain...

And on Guardian HRP - that's joke, and not funny one. Nobody who gets into any level of anti-goid combat would ever use that, because percentage of actual resist is so microscopic, plus there's even diminishing returns iirc. Standard HRP with Heavy Duty + Deep Plating is the only way to go.

To be honest, anti-goid combat, equipment wise, is so brutally gimped, it hurts... There's literally one weapon system that is used for actual killing, everything else is downright useless. Too many redundant modules that could've been useful, but putting them on is mostly a waste of space. I could write long essay on what's wrong with it on each and every step, but I'm sure anyone who've been into it is fully aware.

Any suggestions are welcome, really, but it's just something so small... Whole system need one big rebalance or complete overhaul.
 
Back
Top Bottom