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You can find any info about unlocking here
https://inara.cz/galaxy-engineers/
resistances add up. so if you have 1 HRP with 10 thernal and 5 kinetic and another with 2 thermal and 2 kinetic you get 12 thermal and 7 kinetic. The hull reinforcement also adds up.
I believe theres some diminishing returns at some point though once you hit a certain level.
So I can in theory get a very high caustic resistence on top of a lot of health? like +40% Caustic resistence? (each Guardian hull module gives 5%)...
With practice you can learn to evade caustic missile/or if you got hit , overheat to >170% either by firing gauss cannons (another reason to bring 2 or more gauss with you) or enabling silent running. The latter will kill your shields, though.
you can but you lose so much hull in the process (can't engineer guardian HRPs) that its not worth giving up that much hull strength. I think the Guardian HPRs are pretty useless. you're better off overheating to remove caustic damage and keeping a small AFMU to fix your external modules (that's what takes most of the heat damage)...and those missiles are very easily avoided.
I was assuming all Thargoid damage was Caustic damage, And that Caustic debuff was like 'caustic damage over time'. Thought stacking Caustic resistence would allow me to mitigate all of it (missiles, Thargons warm damage and those yellow beams). I guess not.
All they seem to have to do is hit me once and my ship falls apart around me.
overheat your ship to about 170% and it will burn off.
at this point there's really no way to effectively counter caustic damage. best you can do is burn it off by overheating your ship to 170%-200%. decontamination limpets work too but they're slower and not very useful during combat.
only the caustic missile and death cloud are caustic. everything else is absolute damage and cannot be resisted in any way other than absolute strength. Also the interceptor lasers snipe life support and power plant (but shields wo4j well against it). thargon swarm does massive module damage, especially when they turn into missiles. the yellow force lighning attack drains shields and causes random modules to reboot (....and if that module is your shield generator.....) but don't do a lot of hull/module damage. Here you can actually counter.
guardian MRPs resist module reboots from the force lightning attack...they also have higher strength than regular MRPs. Since MRPs can't be engineered they're actually a good upgrade for fighting goids if you have the extra power to run them.