Newcomer / Intro What are you up to?

I went fighting for two days and then been stalling and stewing on which ways to engineer it some more. I hadn't engineered much just the thrusters, shields, hull. Leave my options open to go get a taste. Well the Krait was a no-brainer for me not cause it's one of the popular choices but, natural progression from my regular combat ship, being a phantom. And I favored reinforcements over functionality in the optional parts basically and mostly the top shelf parts off the shelf for core modules.

But being the self-learner, yeah right if I would over engineer it for something I don't have any experience with. But I was pretty solid on improving its speed and durability is all. So, some engineering on shields, hull, thrusters, and the FSD while I was at it. Then I tried all the human tech AX weapons on some lowbie bounties to see how they aim and fire, how I wanted to arrange what on the hard points. And how the ship maneuvered. At this point, figured I was about as pre-prepared enough to take a swipe and lick my wounds or pay my rebuys. And cry to mama noon

Nah it went smoother than anticipated. Did not die. Successfully turned and returned fire on every red blip I found and learned the ropes. Or at least, where the ropes sorta are.

Said good night to 17 scouts, perhaps half or two thirds of them in conjunction with the system authorities. Their green blips showed up for team humans during defending a port, and in the combat zone, and I think during some of the random scuffles. And I have come to know Scout as "Cream Puff" and Interceptor as "Dart Board".

There was one closer call the first day with hull strength and goo earlier on, landing at with 3% of a gooey hull dissolving around me. Second day I felt like I was keeping track of what was going on in encounters better. Now I been passing time a few days, not getting past the main menu too much. You could say I'm stalling. It's times like this I might go on the forums and procrastinate.

But, I got the first time heebee-jeebees gone and mileposts past on miscellaneous alien curiousities - such as hyperdiction and getting the goo off and the shut down fields.

What I been up to since is not been engineering still though. Mostly, sitting in a hangar as if I was going to go do something. Or at the main menu. I rarely get past trying to stay calm and not fire off snarky comments about the elated fly-by-night exobiology rush types.

Haven't changed much on my new rig but .. going down for another trial round. Alternate with a little material gathering to support some more enhancement. Gee I really want to do that but look how long I typed instead of do that. Maybe it's coffee time

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Bacteria, I'm of the opinion that bacteria will win the war for us, bioweapons, ya.......

What if the bacteria got in the bio scanners then and learned to go after commands carrying artemis suit technology or any bio-scanner fragments. I must repeat myself you know and the OP agrees, exoflora is the next major threat.

Like rats in a maze, aren't we. Chasing the gaming cheese.

That should take all about 5 minutes.
Are you sure about that 5 minutes!?
Source: https://www.youtube.com/watch?v=_T24lHnB7N8&t=133s
 
And they are completely wrong. I've been using class 3 with perfect results for quite a while.


The problem though is that unless you have Guardian Reinforcements, you have ZERO protection from the caustic attacks, which is about 95% of the damage that Scouts do. That's why the AXI initiative tells you to use class 5 because they repair and decontaminate quicker.

If you're running the Guardian Reinforcements, you don't need that because not only do you have over 20% resistance to all caustic damage, it protects your modules as well because they can't get through your hull to begin with.

I usually can take 8 or 10 attacks from a scout before they even land a shot that contaminates my ship. After that, I lose about 1 hit point ever two or three minutes. That gives me plenty of time to just keep on fighting until I get a break.

By then, I'm probably at 95 or 96%, so I launch a decontaminator limpet and that repairs me right back up and I go right back in to fight some more.

Back when I used conventional hull reinforcements, I'd get infected instantly. Several times. My hull would drop at 1% every 10 seconds instead of 2 minutes. It also took a lot longer to decontaminate and repair, so I carried a class 6 storage rack full of limpets.

Going with the Guardian Hull Reinforcements was the single best thing I ever did to a ship. It really does make a night and day difference in how tough the ship is against Scouts.
I just compared my Chieftain running a lot of grade 5 engineered heavy duty deep plate hull reinforcements with using Guardian Hull Reinforcements instead. Now, my build took a lot of time in collecting materials to achieve, but the absolute and caustic hull hit points are both 4119.
With Guardian Hull Reinforcements instead my absolute hull hit points are 3199 and caustic 3928.
In battle I actually don't need to rush at burning off the caustic goo as the hull strength drops so slowly.
I don't seem to have a reason to switch to Guardian Hull Reinforcements now that I've gone to the granted greater effort of collecting materials to do regular heavy duty deep plate engineering.
Or am I missing something the numbers don't show?
A bit of searching shows there is a factor I'm missing.
Repair limpets. I don't use them on my Chieftain, but if you do, one limpet repairing a smaller amount of absolute hull effectively repairs a far greater amount of caustic hit points due to the effect of the resistances. This might explain why a class 3 repair / decontamination limpet controller is more effective for you that would normally be expected.
I find this interesting because if I were to do a Corvette build for AX combat I would be fitting repair and decontamination limpet capability, whether a multi-limpet controller or separate controllers.
I don't think I'll change the Chieftain build unless I suddenly get the skills to take on higher tier Interceptors, though.
 
With Guardian Hull Reinforcements instead my absolute hull hit points are 3199 and caustic 3928.
But you also have to consider the resistance you have to the caustic attacks to begin with.

You have ZERO with standard reinforcements. That means that every single caustic attack to you will contaminate you and does damage.

You should have AT LEAST 20% with Guardian. That means that 20% of the time, their attacks will have zero effect on you at all.

On my Challenger, I have 22.6% resistance to Caustic Attacks with 3,299 absolute hull and 4,263 caustic.

I've been hit by several incoming caustic attacks before and not had a single one do anything to me. It's a very big advantage. To me, anyway. The other added advantage with the caustic resistance is that you don't have to run module reinforcements at all. You just stack guardian hull and that's it.
 
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@Fnord Velkor - Btw when you mentioned using the turret to shoot for mats, were you talking about Odyssey? Only that's where quite a few people have had trouble shooting from the SRV and why they go into Horizons. I play Odyssey. Anyway, I'll check it out again in Odyssey next time I'm surface prospecting to see how it goes.

Yes Odyssey - although now can just say "Live" mode as Oddy and EDH are the same in that.

I have always used the turret when necessary for mats on stalks, trees, fumaroles - only meteorites, outcrops and cargo racks* never need the turret view.

* Before someone says cut open the cargo racks on foot - I am talking about the damaged ones you find at the Bug Killer etc - I tried using the cutter and there was nowhere on the rack that would allow the cutter to engage.
 
But you also have to consider the resistance you have to the caustic attacks to begin with.

You have ZERO with standard reinforcements. That means that every single caustic attack to you will contaminate you and does damage.

You should have AT LEAST 20% with Guardian. That means that 20% of the time, their attacks will have zero effect on you at all.

On my Challenger, I have 22.6% resistance to Caustic Attacks with 3,299 absolute hull and 4,263 caustic.

I've been hit by several incoming caustic attacks before and not had a single one do anything to me. It's a very big advantage. To me, anyway. The other added advantage with the caustic resistance is that you don't have to run module reinforcements at all. You just stack guardian hull and that's it.
Maybe resistances work differently to what I thought. I thought 22.6% resistance just meant you effectively had a 22.6% hit point boost above the absolute hit point value. But you mean you have a chance to completely avoid caustic damage when it hits?
I'm not questioning this, just making sure I understand as it wasn't what I was expecting.
The module protection is an advantage I was not aware of either - that's a big deal.
Mmm, I might have to unlock this because if I also replace module reinforcements with Guardian Hull Reinforcements I get 4025 absolute hit points and a whopping 5476 caustic hit points. I'll trade less than 100 absolute hit point for this caustic protection any day.
 
I thought 22.6% resistance just meant you effectively had a 22.6% hit point boost above the absolute hit point value. But you mean you have a chance to completely avoid caustic damage when it hits?
I'm not questioning this, just making sure I understand as it wasn't what I was expecting.
I'm not sure.

What I do know is that my absolute armor doesn't change when I switch to standard hull stuff and I get eaten alive with every attack. With the guardian stuff, I don't.
 
I'm not sure.

What I do know is that my absolute armor doesn't change when I switch to standard hull stuff and I get eaten alive with every attack. With the guardian stuff, I don't.
There is one reference that says Guardian Hull Reinforcements are equivalent to grade 4 heavy duty engineering on regular hull reinforcements, but then it seems you can get rid of module reinforcements for more Guardian Hull Reinforcements which seals the deal for me.
If the regular hull reinforcements are not engineered at all or only to a level to match the absolute hit points of the Guardian Hull Reinforcements, they're no good here.

Next week I'm going to unlock Guardian Hull Reinforcements and try them for myself on the Chieftain. It would be very convenient to be able to ignore caustic goo on the ship's hull.
 
There is one reference that says Guardian Hull Reinforcements are equivalent to grade 4 heavy duty engineering on regular hull reinforcements, but then it seems you can get rid of module reinforcements for more Guardian Hull Reinforcements which seals the deal for me.
Well I actually did engineer my normal Hull Reinforcements to grade 4, and I was getting eaten up by caustic anyway. I'm headed out to the ruins to get the rest of the mats I need for the Guardian ones.
 
Well I actually did engineer my normal Hull Reinforcements to grade 4, and I was getting eaten up by caustic anyway. I'm headed out to the ruins to get the rest of the mats I need for the Guardian ones.
That's the entire reason I got them. Everything I had read had said not to bother with them, but when I read about the caustic resistance I wondered why on earth you wouldn't use them against Scouts.

Once I got them put on, and I shoehorned in as many as I could, I was stunned at how much tougher the ship was. I was still hearing the "Warning! Incoming Caustic Attack" all the time, but I would check and my shields were still up around 70 and my hull, although infected with the stuff, was sitting at 99 and not moving. A few kills later, roughly 4 or 5 minutes or so, it was at 98.

Before, on standard stuff, I would be able to watch the hull go down 99...98...97...96...

Typically, my hull would get down to the low 90's or high 80's before I could just get out in the open to launch a limpet on the regular stuff. With the Guardian equipment I can keep fighting for 5 or 8 minutes and it doesn't get that low.
 
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