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Pros will answer to that anyway
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.
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.
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.
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).
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.
This was actually really helpful, thanks