Elite Dangerous

Elite Dangerous

cogvos Oct 13, 2018 @ 9:59am
Prof Pailin and cargo racks
Hi,

Just unlocked Prof P, not so much for the drives but for the corrosion resistant cargo racks.

However if I fit mixed corrosion resistant and normal, does ED be nice and pop corroding things into the resistant racks or is it (as usual) stupid and put them in the normal racks?

Also if I had not given up and read on forums is there any legit way to actually find the stuff he needed for the unlock just by flying around? I mean I could't find any clues as to where to go at all.
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Showing 1-12 of 12 comments
DuDun Oct 13, 2018 @ 10:11am 
Kind of following OP's question... how does the game handle different Hull reinforcements with focus on different damage resistences? Do resistences add/stack? Do they apply only to that hull module? Do 3 modules with separate resistences upgrades to kinect/thermal/explosive add their resistences or just nullify each other?
Last edited by DuDun; Oct 13, 2018 @ 10:12am
Jankules Oct 13, 2018 @ 10:23am 
Corrosive material will always occupy a CRCR first until you've reached capacity then corrosive materials will go into regular cargo space. It's worth mentioning that corrosive affects stack, meaning more alien goodies or similar material mean more damage each tick that it's checked.

You can find any info about unlocking here

https://inara.cz/galaxy-engineers/
Last edited by Jankules; Oct 13, 2018 @ 10:28am
Turd Ferguson Oct 13, 2018 @ 11:02am 
also, there are higher capacity and easier-to-access CRCRs you can unlock via the tech broker.....up to size 4 I believe.
Turd Ferguson Oct 13, 2018 @ 11:04am 
Originally posted by DuDun:
Kind of following OP's question... how does the game handle different Hull reinforcements with focus on different damage resistences? Do resistences add/stack? Do they apply only to that hull module? Do 3 modules with separate resistences upgrades to kinect/thermal/explosive add their resistences or just nullify each other?


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.
Last edited by Turd Ferguson; Oct 13, 2018 @ 11:05am
Wesker Oct 13, 2018 @ 12:14pm 
Originally posted by Turd Ferguson:
also, there are higher capacity and easier-to-access CRCRs you can unlock via the tech broker.....up to size 4 I believe.
Yeah, 16 tons is a major improvement over 4 tons.
DuDun Oct 13, 2018 @ 12:32pm 
Originally posted by Turd Ferguson:
Originally posted by DuDun:
Kind of following OP's question... how does the game handle different Hull reinforcements with focus on different damage resistences? Do resistences add/stack? Do they apply only to that hull module? Do 3 modules with separate resistences upgrades to kinect/thermal/explosive add their resistences or just nullify each other?


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.
Thanks a lot. This has been bugging me forever. There is just a lot of mixing stuff that happens ingame but has no data available for it anywhere. (I searched a lot and saw no data anywhere about whether this stuff adds up or only applies to that particular ammount of health)

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%)...
Last edited by DuDun; Oct 13, 2018 @ 12:33pm
Jankules Oct 13, 2018 @ 12:42pm 
Originally posted by DuDun:
Originally posted by Turd Ferguson:


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.
Thanks a lot. This has been bugging me forever. There is just a lot of mixing stuff that happens ingame but has no data available for it anywhere. (I searched a lot and saw no data anywhere about whether this stuff adds up or only applies to that particular ammount of health)

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%)...
The Guardian HRP give you caustic resistance, but cannot build up enough total resistance to compensate for the loss of total Hitpoints from removing high level engineered HRPs. Also, they need additional power, forcing you to go Guardian PP or high level PP engineering (causing more heat).

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.
Last edited by Jankules; Oct 13, 2018 @ 12:45pm
Turd Ferguson Oct 13, 2018 @ 2:46pm 
Originally posted by DuDun:
Originally posted by Turd Ferguson:


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.
Thanks a lot. This has been bugging me forever. There is just a lot of mixing stuff that happens ingame but has no data available for it anywhere. (I searched a lot and saw no data anywhere about whether this stuff adds up or only applies to that particular ammount of health)

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%)...

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.
Last edited by Turd Ferguson; Oct 13, 2018 @ 2:47pm
DuDun Oct 13, 2018 @ 4:03pm 
Originally posted by Turd Ferguson:
Originally posted by DuDun:
Thanks a lot. This has been bugging me forever. There is just a lot of mixing stuff that happens ingame but has no data available for it anywhere. (I searched a lot and saw no data anywhere about whether this stuff adds up or only applies to that particular ammount of health)

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%)...

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.
Last edited by DuDun; Oct 13, 2018 @ 4:04pm
cogvos Oct 13, 2018 @ 4:18pm 
On the Caustic damage thing, what about other commanders who are equipped with caustic weapons - not missiles( ?not sure what they were but I didn't get the incoming missile warning and have point defence). I've lost 3 ships to these as I cannot for the life of me work out how to stop/reduce this damage. Chaff don't work if the opponent's not using turrates/gimbled and I'm not a good enough pilot to avoid everything and be able to hit them, or indeed a large moon :(.

All they seem to have to do is hit me once and my ship falls apart around me.
Last edited by cogvos; Oct 13, 2018 @ 4:19pm
Turd Ferguson Oct 13, 2018 @ 6:17pm 
Originally posted by cogvos:
On the Caustic damage thing, what about other commanders who are equipped with caustic weapons - not missiles( ?not sure what they were but I didn't get the incoming missile warning and have point defence). I've lost 3 ships to these as I cannot for the life of me work out how to stop/reduce this damage. Chaff don't work if the opponent's not using turrates/gimbled and I'm not a good enough pilot to avoid everything and be able to hit them, or indeed a large moon :(.

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.
Turd Ferguson Oct 13, 2018 @ 6:20pm 
Originally posted by DuDun:
Originally posted by Turd Ferguson:

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.

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.
Last edited by Turd Ferguson; Oct 13, 2018 @ 6:28pm
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Date Posted: Oct 13, 2018 @ 9:59am
Posts: 12