Elite Dangerous

Elite Dangerous

дог Jun 17, 2018 @ 3:39pm
AFM worth it?
Earlier today, I was fighting in a high RES in my attempt at a combat equipped (as I have no clue what an optimal setup is :steamfacepalm:) Vulture. Long story short I engage in a fight I won't win and them pie-rat AI ships shoot a missle into my thrusters leaving me dead in space, the police fought them off but I am still stuck with my thrusters and FSD knocked out.

What I want to know is, is it worth it to carry around an Auto Field-Maintenance kit so this sort of thing does not happen again? Or is there something that I am missing :P

i am just a little noob with only 100 hours played xd
Originally posted by _mitchlel:
Keep in mind that the AFMU has downsides:

1. It requires ammo, which will run out if you aren't careful.
2. If you want to repair a module, you have to disable it first. For example, if you want to repair your FSD, it will be disabled and won't work until you stop repairing it.
3. It takes time to repair.
4. You cannot repair your power plant or hull with an AFMU.

So, if you get stuck, the AFMU is good for module damage. Don't solely rely on it, though.
< >
Showing 1-11 of 11 comments
I'm no expert at all in combat builds or anything but no,i would advise Hull module reinforcement instead?
Pros will answer to that anyway :steamhappy:
Last edited by Unregistered HyperCam 2; Jun 17, 2018 @ 3:42pm
The author of this thread has indicated that this post answers the original topic.
_mitchlel Jun 17, 2018 @ 3:53pm 
Keep in mind that the AFMU has downsides:

1. It requires ammo, which will run out if you aren't careful.
2. If you want to repair a module, you have to disable it first. For example, if you want to repair your FSD, it will be disabled and won't work until you stop repairing it.
3. It takes time to repair.
4. You cannot repair your power plant or hull with an AFMU.

So, if you get stuck, the AFMU is good for module damage. Don't solely rely on it, though.
CaptainKINGPIN Jun 17, 2018 @ 4:01pm 
For strictly combat builds in a ship with limited optional internal space I’d say forgo the AFM and use the space for Module reinforcements of hull reinforcements.
If it were a larger ship then the wasted space wouldn’t be as big a hit.

In my mind the AFM truly shines for longrange travellers whom choose to Supercharge from Neutron stars.
дог Jun 17, 2018 @ 5:24pm 
Originally posted by Flamenado:

1. It requires ammo, which will run out if you aren't careful.
2. If you want to repair a module, you have to disable it first. For example, if you want to repair your FSD, it will be disabled and won't work until you stop repairing it.
3. It takes time to repair.
4. You cannot repair your power plant or hull with an AFMU.

Firstly, I don't really need the AFMU for hull repair, but you did make a good point.
Probably go for module reinforcement instead.
As soon as I find a way back to the station with my thrusters and FSD toasted.
Turd Ferguson Jun 17, 2018 @ 5:42pm 
proper way to use AFMU in combat:

1) equip MRP (or multiple MRPs)
2) use AFMU to repair the MRP and canopy

if you try to repair a module directly it will go offline during the repair and will not go back online until you manually bring it back online.

how this technique works depends on the ship, the modules, what mods those modules have and who you're fighting. AFMU ammo can be syntheaized but for 1 or 2 pvp fights you'll probably have enough.

AFMUs draw a lot of power so you really have to think through your build and make sure you can spare the power to run it in combat and might need other mods to support it (like FSD fast boot).
Last edited by Turd Ferguson; Jun 17, 2018 @ 5:45pm
dragonmalice Jun 17, 2018 @ 5:47pm 
Also, since in this case you were out of combat and had time, there's a process on the functions tab that shuts down all systems, takes points out of functional ones and tries to bring damaged modules back online. You can run it multiple times if it doesn't work the first try.

Reboot and repair, I think.
Last edited by dragonmalice; Jun 17, 2018 @ 5:48pm
Turd Ferguson Jun 17, 2018 @ 5:52pm 
Originally posted by dragonmalice:
Also, since in this case you were out of combat and had time, there's a process on the functions tab that shuts down all systems, takes points out of functional ones and tries to bring damaged modules back online. You can run it multiple times if it doesn't work the first try.

Reboot and repair, I think.

yes if all you want is 1% to get functional again reboot will do it....as long as you do not take damage while rebooting. You will also ce back up with 50% shields. However ONLY if you do not take damage while rebooting so you cant do it in combat.
Last edited by Turd Ferguson; Jun 17, 2018 @ 5:52pm
дог Jun 17, 2018 @ 5:53pm 
Originally posted by dragonmalice:
Also, since in this case you were out of combat and had time, there's a process on the functions tab that shuts down all systems, takes points out of functional ones and tries to bring damaged modules back online. You can run it multiple times if it doesn't work the first try.

Reboot and repair, I think.

This was actually really helpful, thanks
caaront (Banned) Jun 17, 2018 @ 6:32pm 
Yes, in combat your pretty much screwed when things go down.
semidomestic Jun 18, 2018 @ 3:53am 
For hunting in a RES, my vulture has 2 point defense modules. One on the top and one next to the cockpit. The other 2 utility slots are chaff and shield booster. AFMU is for repairing damage after it happens. Point defense will shoot missiles and HB limpets before they do any damage (most of the time). If your vulture isn't at least A rated, I wouldn't pick any fights in a RES. Join fights already in progress. When you get the credits, A rate and engineer the power plant and thrusters.
Jankules Jun 18, 2018 @ 4:35am 
Only worth for exploration...two of them..in every other situation, station repairs is far better option(less time also),in combat pvp?forget about it..
Last edited by Jankules; Jun 18, 2018 @ 4:37am
< >
Showing 1-11 of 11 comments
Per page: 1530 50

Date Posted: Jun 17, 2018 @ 3:39pm
Posts: 11