Tech Broker modules- personal review

from personal experience and opinion I though i'd do a quick review of the tech broker modules and hopefully maybe help someone in the process.

i will list the modules below

-Guardian Plasma charger (Fixed) - Very impressed with the guardian weapons in general, these things are no exception with very high damage and efficiency. they are also effective against both Thargoid and human vessels making them somewhat universal for players who participate in both fields. The GPC behaves like an inverted Plasma accelerator in that it requires a charge up rather than a cooldown between shots, the more you charge the more damage you do (max of 85) GPC also like PA's deal Absolute damage, making them effective against both armour and shields.

-GPC (turret)- I didn't settle for this option as it is lower damage at the cost of tracking, yes it may be helpful but if you are familiar with PA's then it is somewhat of a step down, not to mention it also requires more Guardian materials than the standard fixed version. if you are hitting Thargoid hearts i imagine it could be helpful, but then again, that is what Guardian gauss cannons are for...

-Guardian Gauss Cannon- again I am very pleased with this weapon, 70 Dam per shot, super accurate and great armour penetration. at the cost of higher heat and power draw than most railguns. again universal against Thargoid and human craft. this weapon is recommended for penetrating hearts. I highly recommend GluttonyFang's videos demonstrating the weapons, you will be very pleased with the potential!

-Guardian Power Plant- was going to get this but then i read the downside "Greater power capacity at the cost of greater heat generation" anyone who has engineered their power plants know that heat can be quite a problem as it is. with the additional figures this means that to further enhance the power capacity would be to boil your ship to bits. personally i would prefer to stick with the basic A grade versions and upgrade them as you can beat the power capacity and receive less heat. as an unofficial side note i thought i saw that the guardian Power plants were lighter, but i have yet to compare. if this is the case then they could actually be quite useful to explorers.

-Corrosive resistant Cargo rack- An absolute must for those doing Palin missions and other Thargoid related objectives, both of my Thargoid attackers have this installed ready for action. the two racks vary from 8-16 cargo capacity which is still a 4x-8x bonus to the previous racks.

-Meta Alloy reinforcement- this is a bit of a downer, after obtaining the module i attempted to engineer it to boost amour rating and corrosive resistance....you can't. you are stuck with +3% resistance with 0% to everything else. the hull boost is much weaker than a simple grade 1 boost to the standard module. If it can be engineered in the future then i recommend it, if not then don't.

-Enzyme missile rack- initially had my hopes up on the weapon, against NPC's who can't counter it the weapon would literally be a one shot kill (may need to wait a while though) but then I saw that it only comes in dumbfire, of which there is nothing wrong with. but I have a preference to seekers personally. the module no doubt cant be engineered which makes it pretty redundant against my pack-hound Engineered heat generating, engine neutralising machines ;).

-Flechette remote release (turret and Fixed)- an anti-human conversion of the Flak cannon for Thargoids, i chose not to get this module as there is already enough size 2 modules i never use. yes i imagine it would be particularly powerful against hull. but my Guradian weapons take priority on my ships at current which are good against both shield and hull. if you are into PvE and have no interest in Thargoids I'd maybe recommend the Fixed version which is cheaper and as per usual more damaging than the turreted version. this module no doubt cannot be engineered, so fragment cannons would perhaps be a better option.

-Shock Cannons (fixed, gimballed and turret)- there was a typo on the site that stated this was a size 4 module, i was naturally exited to see something different from a size 2 for once. but then it was corrected and I was disappointed. like the idea of a semi-automatic weapon. leaving Damage per second up to the player. in order to compete with the guardian modules you would need to fire around 3-3.3 shots per second. expect tiered trigger fingers on this one. but if you have no interest in Thargoid combat then the weapons could be quite useful. i would recommend either gimballed or fixed as hey are cheaper than the turreted modules and deal more damage. these modules no doubt can't be engineered and so other kinetic weapons may be more viable (such as double shot frag cannons)

So there you have it, i think that's all so far. i imagine when some of these modules can be engineered they can be quite useful. but in the meantime. if you have your heart set on a particular module then go for it!! these appear to be something you cant rush. just make sure you are 110% sure you want the module before you purchase (no refunds on the tears and rare materials!!!)

Take care!

CMDR Jaylem
 
I have to admit, I'm surprised that you're finding the weapons are universal vs human and thargoid ships. I was told they were universal, but my own findings have shown them to be almost totally ineffective vs human ships of various levels ranging from Deadly to Competent.

I've posted this in a few places, but have a look:

Triple Plasma Chargers vs Deadly Viper III: https://www.twitch.tv/videos/235323186

Single Plasma Charger vs Competent Asp Scout: https://www.twitch.tv/videos/235323985 (I thought maybe the triple shots were all drawing from one charge pool, so perhaps I'd get full damage with one instead of three. No such luck.)

Gauss Cannon vs Master Cobra IV - Shields and Hull testing: https://www.twitch.tv/videos/235324787

Gauss Cannon vs Anaconda Hull: https://www.twitch.tv/videos/235328457
 
great review :)
theres been little info on these new weapons
which do you prefer between the gauss and the plasma?

at the moment I prefer Plasma chargers, I have 2 on my cutter, can be quite effective ;)

I have to admit, I'm surprised that you're finding the weapons are universal vs human and thargoid ships. I was told they were universal, but my own findings have shown them to be almost totally ineffective vs human ships of various levels ranging from Deadly to Competent.

I've posted this in a few places, but have a look:

Triple Plasma Chargers vs Deadly Viper III: https://www.twitch.tv/videos/235323186

Single Plasma Charger vs Competent Asp Scout: https://www.twitch.tv/videos/235323985 (I thought maybe the triple shots were all drawing from one charge pool, so perhaps I'd get full damage with one instead of three. No such luck.)

Gauss Cannon vs Master Cobra IV - Shields and Hull testing: https://www.twitch.tv/videos/235324787

Gauss Cannon vs Anaconda Hull: https://www.twitch.tv/videos/235328457

interesting, I have been using Plasma chargers on my cutter, although at times it looks like I am dinting the armour or shields on some targets, others they shred shields like butter and hull no different. maybe there is a resistance to guardian weapons that we are unaware of?
 
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