Newcomer / Intro What are you up to?

just Visted The Kingfisher, oh that was a scarey site.hehe shame i too a biggest craft i had to get the mats, most seem to be stuck to the capital ship, lots of mats to pick up.and non corrosive to boot.
no pictures thou, don't know why i didm't take any it was a glorious site.?

found a double ELW. at singer dock.
Elite Dangerous Screenshot 2022.12.03 - 20.06.59.19.png
 
I'm surprised that the AntiXenoIntiative folks don't recommend them more highly.
I think the AXI are more focused on Thargoid Interceptor combat. Cold orbiting is the favoured technique which, means no shield. If you don't run a shield, Interceptor damage is absolute, bot caustic. If you run a shield, Inteceptor shots phase through your shield and cause some caustic damage.
I only had time just now for about 10 minutes fighting Scouts with my new Guardian Hull Reinforcements on a shieldless Chieftain, and my impression is the hull is lasting longer. A good amount of damage accumulated from Scouts is caustic. What the numbers in Coriolis don't really show is how good Guardian Hull Reinforcements are at slowing the damage caused by caustic contamination on your hull. If you only look at the effective caustic hit points due to the increased resistance, you're not getting the full picture. Especially considering the module protection you get too.
I'm actually still running one module reinforcement and one engineered hull reinforcement due to accidentally buying one of the wrong hull reinforcements at the tech broker sigh. So even with a sub-optional build with "only 3800" absolute hull points vs. the 4100 I had before, it is looking better.

It's pretty clear that whether with or without shield, you are best fitting Guardian Hull Reinforcements when fighting Scouts / Marauders.
 
Actually arrived at a port in daylight. Doesn't look any better for it...

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The thargoids are back to shooting at transport vessels now. Having once again taken a caustic missile up the tail pipe, I'm not really sure whether the guardian hull reinforcements have helped. Reached the rescue ship with 84% hull left vs 75% last time, but I'm also using a bigger fuel scoop that allows me to swoop around stars full speed and top up enough to make the whole distance without a pause. Suspect you need to really stack them and make a proper hull tank.

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Either way, I have concluded that the fastest way to dock a cutter at a rescue ship is... manually. At least as far as getting close to the landing holo. I do a much better job of judging how the ship turns than the autopilot does 😔 But at least it can handle it once going slow within a few tens of metres, saves me the fiddling around centring up on the pad by hand.
 
I'm surprised that the AntiXenoIntiative folks don't recommend them more highly.
That they don't even mention them at all on their scout builds tells me flat out that they never tried them. They probably just wrote them off as being redundant.

That's why I gave them a go - everything I read said they were the way to go EXCEPT for what I read at AXI. It didn't make any sense at all.
 
For those that were wondering what I was babbling about yesterday with "Thargoid sensor" and all that, here is a spoiler that might inspire some of you to go and have some fun. Be warned! Spolier(s) ahead:

There's a new Thargoid ship in town. Actually it's not really new, but it hasn't been that known before, and it still isn't. This is a video showing it's peculiar behavior:
Source: https://youtu.be/F3E8A1wK25s

So: Find one of the yellow star systems in the System Map (switched to Thargoid war). Once in the system, find and scan the nav beacon. Look for "Non Human Signal Sources" with a Thread Level 4. The rest is up to your imagination. Hint: You might wanna try and steal the sensor... :alien:
 
That they don't even mention them at all on their scout builds tells me flat out that they never tried them. They probably just wrote them off as being redundant.

That's why I gave them a go - everything I read said they were the way to go EXCEPT for what I read at AXI. It didn't make any sense at all.
I get that some builds can't use them because they require power. I suppose very cold builds might not want them. Or power-starved builds.

But I saw a guy on Reddit today telling another guy not to get them because "they are not good for AX combat."

It seems there are some misconceptions out there.
 
For those that were wondering what I was babbling about yesterday with "Thargoid sensor" and all that, here is a spoiler that might inspire some of you to go and have some fun. Be warned! Spolier(s) ahead:

There's a new Thargoid ship in town. Actually it's not really new, but it hasn't been that known before, and it still isn't. This is a video showing it's peculiar behavior:
Source: https://youtu.be/F3E8A1wK25s

So: Find one of the yellow star systems in the System Map (switched to Thargoid war). Once in the system, find and scan the nav beacon. Look for "Non Human Signal Sources" with a Thread Level 4. The rest is up to your imagination. Hint: You might wanna try and steal the sensor... :alien:

Jumped into a yellow/alert level for the first time & found & nabbed* a Thargoid Sensor fairly quickly [after a full system FSS scan] - also managed to escape the scouts that soon came after it fairly easily at 500m/s… the next time didn’t find any even after searching for quite a while… wondering how many of these have to be collected (and/or Orthrus destroyed) to avert the orange/invasion level, if that’s possible?

*Corrosion Resistant Cargo Rack advised :alien:

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I get that some builds can't use them because they require power. I suppose very cold builds might not want them. Or power-starved builds.

But I saw a guy on Reddit today telling another guy not to get them because "they are not good for AX combat."

It seems there are some misconceptions out there.
Whatever module protection they (Guardian Hull Reinforcements) offer, it's not as good as Module Reinforcements, and shieldless builds like mine should really have at least 2 Module Reinforcements which reduces hull strength. With no Module Reinforcements my canopy is cracking faster under fire from Scouts (hurrah for the AFMU), and even a grade 5 armoured power plant taking shots from the Interceptor that arrived cannot survive long enough. I just visited the rebuy screen due to the power plant getting knocked out and I couldn't get through a ship reboot fast enough to escape.
I need to fight with 2 x Module Reinforcements which reduces absolute hull strength for a bit, and get a feel for that.
 
Whatever module protection they (Guardian Hull Reinforcements) offer, it's not as good as Module Reinforcements, and shieldless builds like mine should really have at least 2 Module Reinforcements which reduces hull strength. With no Module Reinforcements my canopy is cracking faster under fire from Scouts (hurrah for the AFMU), and even a grade 5 armoured power plant taking shots from the Interceptor that arrived cannot survive long enough. I just visited the rebuy screen due to the power plant getting knocked out and I couldn't get through a ship reboot fast enough to escape.
I need to fight with 2 x Module Reinforcements which reduces absolute hull strength for a bit, and get a feel for that.
That's odd. I don't run any module reinforcements at all and haven't had one knocked out yet by a scout. I'm pretty much impervious to them entirely, unless I just sat there and did nothing at all for quite a while.

I had one big one tear me up because I wasn't fast enough to get away. I never even saw it. It interdicted me on the way into a system.

But scouts? Can't scratch me hardly at all.
 
I discovered a weakness in my build.

I tried out an AX Combat Zone (low intensity) and was doing OK until an Interceptor came after me.

I successfully negated the shutdown field (yay), but he was still shooting at me as I tried to escape.

Then I got the "low power, modules disabled" message and my darn Thrusters went offline. I was a sitting duck then, could not boost away.

After analyzing the situation, I discovered that my power priorities were NOT enough to keep my power needs under 40% if my power plant was being hit (when your PP is hit you lose power for a bit, but it never goes lower than 40%). So when the power temporarily fell below that I was dead in the water for a while...long enough that the Interceptor was able to catch me and finish me off.

Sooo...I tried this way and that and the only way I can get my power needs below 40% and prevent that problem again is by removing the 2D Guardian Hull Reinforcement (or switching one of the Guardian ones for a regular one). You cannot set priorities on the Guardian Hull Reinforcements, they are always on.

Live and learn, as they say.

I also found out that you don't lose your Combat bonds when you're destroyed. Silver lining, I guess.
 
That's odd. I don't run any module reinforcements at all and haven't had one knocked out yet by a scout. I'm pretty much impervious to them entirely, unless I just sat there and did nothing at all for quite a while.

I had one big one tear me up because I wasn't fast enough to get away. I never even saw it. It interdicted me on the way into a system.

But scouts? Can't scratch me hardly at all.
There is every possibility that it was fire from the Inceptor that got me, despite the fact I was close to the outpost landing pad attempting to land at the time.
I was shooting it moments before, so it's to be expected.
Scout fire is starting to crack the canopy rather quickly, though.
Remember the big difference between my build and yours is I don't run with shields. I prefer to use silent running and heating the ship to get rid of caustic contamination, which means shields are pointless. As we can see, I have to may more attention to module protect as a result.
 
I discovered a weakness in my build.

I tried out an AX Combat Zone (low intensity) and was doing OK until an Interceptor came after me.

I successfully negated the shutdown field (yay), but he was still shooting at me as I tried to escape.

Then I got the "low power, modules disabled" message and my darn Thrusters went offline. I was a sitting duck then, could not boost away.

After analyzing the situation, I discovered that my power priorities were NOT enough to keep my power needs under 40% if my power plant was being hit (when your PP is hit you lose power for a bit, but it never goes lower than 40%). So when the power temporarily fell below that I was dead in the water for a while...long enough that the Interceptor was able to catch me and finish me off.

Sooo...I tried this way and that and the only way I can get my power needs below 40% and prevent that problem again is by removing the 2D Guardian Hull Reinforcement (or switching one of the Guardian ones for a regular one). You cannot set priorities on the Guardian Hull Reinforcements, they are always on.

Live and learn, as they say.

I also found out that you don't lose your Combat bonds when you're destroyed. Silver lining, I guess.
I've notice today Interceptors are getting good at targeting power plants.... boom!
 
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