[Guide] XR Capital Ships (Updated for XR 4.0)

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Simoom
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[Guide] XR Capital Ships (Updated for XR 4.0)

Post by Simoom » Wed, 25. Jun 14, 11:30

Preamble: The way ship info is presented in XR's in-game encyclopedia has always been a bit uninformative. With Roguey's XR website now defunct, and several ships missing from its ships' index, I figured I would compile a guide to help fellow XR players learn more about the in-game capital ships.

This guide aims to improve upon the in-game encyclopedia's info by providing the following:
  • Capital ship hull/shield value assessment.
  • Capital ship firepower assessment.
  • Capital ship comparative usefulness assessment.
Please feel free to write me if you notice any errors in this guide, thank you.

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Section 1 - Capital Ship Components
This section will list all the relevant capital ship components and their statistics.
  • Localized Shield Generator: These generators protect individual ship components.
    • Force Field Projector Mk1 - Size 50,000 MJ, recharge 1250 MJ / sec
    • Force Field Projector Mk2 - Size 100,000 MJ, recharge 2500 MJ / sec
    • Force Field Projector Mk3 - Size 150,000MJ, recharge 3750 MJ / sec
  • Capital Shield Generator: These generators protect the entire hull of a capital ship.
    • Capital Field Generator Mk1 - Size 300,000 MJ, Recharge 2000 MJ / sec
    • Capital Field Generator Mk2 - Size 600,000 MJ, Recharge 2500 MJ / sec
    • Capital Field Generator Mk3 - Size 900,000 MJ, Recharge 3000 MJ / sec
  • Weapon Systems: Special Note - the game doesn't properly denote it, but some Xenon weapons - while sharing the same names as their Argon counterparts - have different stats from Argon weapons. That's why the Xenon K hits so hard, even though on paper it only has a small handful of turrets.
    • HIT/MA Turret (Argon) - The most basic capital weapon. These turrets fire in a machine gun-like fashion, have decent projectile speed but low damage output. Decent against fighters, and not much else.
      Range 3570 m, Projectile Speed 900 m/s, DPS 1400
    • HIT/MA Turret (Xenon) - Much more powerful than its Argon counterpart, the Xenon HIT/MA turret is superior in every respect. Unlike the Argon weapon, the Xenon turret fires in shotgun-like bursts at a much higher velocity (similar to the Hailstorm/MA Turrets, but with much greater range). This weapon is extremely effective against fighters, and poses a serious threat to the player ship. Approach with caution.
      Range 3990 m, Projectile Speed 1600 m/s, DPS 2310
    • HIVI/MA Turret (Xenon) - A large-caliber weapon found only on the Xenon K (the Xenon I uses something else), the HIVI/MA Turret boasts the longest range of all capital weapons and an excellent damage output to match. Its only drawback is the slow projectile speed.
      Range 8800 m, Projectile Speed 600 m/s, DPS 6000
    • Plasma/MA Turret (Argon) - Found on many L-sized Argon ships, this weapon is a low tier anti-capital weaponry. It has excellent range but a very slow projectile speed and mediocre damage.
      Range 7040 m, Projectile Speed 600 m/s, DPS 3680
    • Plasma/MA Turret (Xenon) - With a slightly shorter range but over twice the damage output of its Argon counterpart, this weapon - found only on the Xenon I - is arguably the best capital weapon in the game. Like the Xenon version of the HIT/MA turret, this weapon fires high-velocity shotgun-like projectiles, making it extremely accurate. Its high damage makes it deadly to fighters and capitals alike.
      Range 6210 m, Speed 1600 m/s, DPS 7560
    • Hailstorm/MA Turret - A shotgun turret (basically a larger version of the Skunk's Inertial Hammer). It has a very short range, but excellent projectile speed and damage output. This turret type poses the biggest threat to the player during boarding operations. Approach with caution.
      Range 1680 m, Speed 1400 m/s, DPS 4200
    • Ragefire Turret - Found only on the Split destroyer, and incorrectly-labeled in-game as "Plasma/MA Turret" under the Gangrene Chaser's stats page, the Ragefire Turret fires streams of blue plasma bolts in a machine gun-like fashion. It combines the excellent firing rate and projectile speed of HIT/MA Turret with the damage output of HIVI/MA Turret. In its current form (it has been buffed several times), it is actually a very competitive weapon and makes the Gangrene Chaser worth owning.
      Range 4760 m, Speed 900 m/s, DPS 6600
    • Plasma/JET LR Turret - A deadly beam weapon found only on Argon and Teladi destroyers. Though they have a slow tracking speed, their fast projectile speed means they never miss - not even against fighters - once they have locked on. That said, they have a very low firing rate, so in combination with the slow tracking speed, these turrets are fairly ineffective against fighters once they have reached close range. Players can dodge this turret fairly effectively as long as they keep moving.
      Range 7200 m, Speed 5200 m/s, DPS 12050
    • IHC Cannon - Found only on the Terran destroyer, the Sucellus, I suspect this is the Terran "Singularity Projector" from the X3 series. It boasts the second-longest range and the highest damage output of all capital weapons - as long as the gun can stay pointed at the target. Its biggest drawback is the slow projectile speed, so it is recommended that you disable the enemy ship's engines to maximize its damage potential.
      Range 8000 m, Speed 500 m/s, DPS 12749
    • Astrobee Launcher - An excellent anti-fighter missile launcher found on the Arawn and Taranis, this launcher launches a barrage of Astrobee swarm missiles.
      Range 6000 m, Speed 400 m/s, DPS 4000
    • V Launcher - A dumbfire missile turret found on the Arawn and Sucellus, this turret has a deceiving low DPS. But against enemy capitals, the blast damage can sometimes cause extensive surface damage.
      Range 6000 m, Speed 1500 m/s, DPS 2250
    • Novadrone Launcher - A deadly missile launcher found only on the Balor and the dreaded Xenon I, this turret is integrated into the hull and cannot be destroyed. The DPS is deceivingly low, but the massively-damaging Novadrone missiles they launch can easily destroy clusters of surface elements, rendering an enemy defenseless.
      Range 50500 m, Speed 1000 m/s, DPS 2000
    • Sunstalker Launcher - An excellent anti-fighter missile launcher found only on the Xenon I, this turret is also integrated into the hull and cannot be destroyed. It launches the medium-damage Sunstalker heat-seeking missiles. Though not as deadly as the Argon Astrobee launcher, the Sunstalker launcher does NOT require ammunition!
      Range 9000 m, Speed 550 m/s, DPS 900
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Section 2 - L Sized Combat Ships
This section will list the stats of L sized combat ships and discuss their attributes. Ships are sorted according to DPS output.
  • Xenon K: A ridiculously over-powered ship for its class - the K should be regarded as a proper XL-sized destroyer in terms of stats. It has capital shielding on-part with the Taranis, a hull over twice as strong as the Heavy Sul, and its six HIVI/MA is a class above the Plasma/MA turrets other L-sized ships are limited to.
    • Total DPS: 52170
    • Hull: 2900K
    • Capital Shield Class: Capital Field Generator Mk3 (x2)
    • Component Shield Class: Force Field Projector Mk1/Mk2
    • Speed: 80 m/s
    • Weapons:
      • HIT/MA Turret (Xenon) x7
      • HIVI/MA Turret (Xenon) x6
  • Heavy Sul: A more heavily-armed version of the Light Sul, but also significantly slower, the Heavy Sul boasts decent armament for an L-class ship, though its usefulness as a player patrol ship is questionable (on harder difficulties, Marauder capital ships are very common place). Its in-game label as a "carrier" is also very misleading, as its drone capacity isn't any better than other standard L-sized ships.
    • Total DPS: 39920
    • Hull: 2200K
    • Capital Shield Class: Capital Field Generator Mk2 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 76 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x18
      • Plasma/MA Turret (Argon) x4
  • Stromvok: The Stromvok sits between the Heavy Sul and Light Sul in terms of speed and armament, though its drone capacity is sub-par. One notable thing however is that the Stromvok has an internal integrated drone bay that cannot be targeted or destroyed.
    • Total DPS: 31520
    • Hull: 1400K
    • Capital Shield Class: Capital Field Generator Mk2 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 86 m/s
    • Drone Capacity: 60
    • Weapons:
      • HIT/MA Turret (Argon) x12
      • Plasma/MA Turret (Argon) x4
  • Light Sul: The Light Sul has excellent speed - second-fastest in its class. Its drone capacity is the same as the Heavy Sul, so for light patrol duties (against Marauder fighter squadrons) I would argue it is more useful than its heavier sibling.
    • Total DPS: 26960
    • Hull: 1600K
    • Capital Shield Class: Capital Field Generator Mk2 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 92 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x14
      • Plasma/MA Turret (Argon) x2
  • Balor: The Balor is a missile frigate capable of launching Novadrone missiles from its integrated missile launchers (they cannot be targeted or destroyed, ensuring the ship can keep on firing regardless of damage taken). Its DPS output may seem low, but the blast damage from its missiles can easily destroy clusters of surface elements on enemy ships and stations, making them defenseless. Its ability to incapacitate enemy vessels makes the Balor an excellent support ship for boarding operations and fleet engagements, but do note that it has very poor defense against fighters.
    • Total DPS: 19200
    • Hull: 500K
    • Capital Shield Class: Capital Field Generator Mk2 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 96 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x8
      • Novadrone Launcher x4
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Section 3 - L Sized Trading Ships
This section will provide an overview of L sized trading ships. They will be categorized by the type of storage class they have, sorted by cargo capacity (from high to low), so players interested in a particular type of transport can easily compare them.
  1. Bulk Transport:
    • Vulture (Bulk): The Vulture is a Teladi freighter introduced in XR 3.0, and the Bulk version is a cut above all competitor offerings. It has excellent speed, armament, cargo space, and comes with 3 mining turrets. Makes an excellent asteroid miner.
      • Hull: 800K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 80 m/s
      • Storage: 280K (Bulk)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x11
        • Mining Turret x3
    • Fedhelm: The Fedhelm is supposedly a dedicated ore/silicon/nvidium mining vessel. There is some speculation that there are some hidden mining bonus for this ship in the game codes, but it hasn't been fully proven yet. If a good combination of mining turrets and mining drones is all that matters, then both the Sequana and the Vulture are better options.
      • Hull: 1200K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 74 m/s
      • Storage: 280K (Bulk)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x4
        • Mining Turret x1
    • Sequana: The Sequana is supposedly a dedicated ice miner. Like the Fedhelm, there's speculation about its supposed mining bonus - but it is not yet proven. What is notable about the Sequana is its incredible drone capacity, which should make it one of the best miners available.
      • Hull: 1600K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 82 m/s
      • Storage: 280K (Bulk)
      • Drone Capacity: 300
      • Weapons:
        • HIT/MA Turret (Argon) x6
        • Mining Turret x2
    • Onil (Mineral): The Onil is the Canteran mining ship. The hull is weak - a trait of Canteran ships - but the speed is top-notch (one of the fastest freighters there is), and both drone and cargo capacity are decent. The "Mineral" (Bulk) version of the Onil comes equipped with two Mining Turrets. Given its excellent all-around stats, it should make an excellent miner.
      • Hull: 600K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 90 m/s
      • Storage: 170K (Bulk)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x4
        • Mining Turret x2
    • Rahanas (Bulk): The Rahanas is a well-balanced freighter with good speed and armament. The Bulk-only version has a relatively sub-par cargo capacity, though.
      • Hull: 1300K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 78 m/s
      • Storage: 170K (Bulk)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x8
    • Styrvok (Bulk): The Styrvok is a decently fast freighter, though typical of its line, it has sub-par cargo and drone capacity, which makes it hard to recommend over the Rahanas.
      • Hull: 900K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 82 m/s
      • Storage: 78K (Bulk)
      • Drone Capacity: 60
      • Weapons:
        • HIT/MA Turret (Argon) x8
  2. Liquid Transport:
    • Rahanas (Liquid): The Rahanas is a well-balanced freighter with good speed and armament. The Liquid-only version has a ridiculous cargo capacity of 320k (possibly a mistake by the devs), which is over 3x what other ships in the same class can carry. If this bug doesn't get fixed, then the Rahanas (Liquid) is the ship to get if you are in the market for a liquid transport.
      • Hull: 1300K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 78 m/s
      • Storage: 310K (Liquid)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x8
    • Onil (Gas): The Onil is the Canteran mining ship. The hull is weak - a trait of Canteran ships - but the speed is top-notch (one of the fastest freighters there is), and both drone and cargo capacity are decent.
      • Hull: 600K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 90 m/s
      • Storage: 80K (Liquid)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x6
    • Vulture (Liquid): The Vulture is a Teladi freighter introduced in XR 3.0. The Liquid version of this transport curiously has far weaker weaponry than the other variants.
      • Hull: 800K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 80 m/s
      • Storage: 80K (Liquid)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x3
    • Boann: The Boann is supposedly a dedicated hydrogen harvester. Like its specialized mining counterparts (Fedhelm and Sequana), whether or not there is a hidden mining bonus coded into the game is speculated, but not proven. The Onil, being cheaper and significantly faster, is likely a better investment, unless the aforementioned mining bonus is indeed present.
      • Hull: 1600K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 70 m/s
      • Storage: 80K (Liquid)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x6
    • Midir: The Midir is supposedly a dedicated plasma & ion harvester. Like its specialized mining counterparts (Fedhelm and Sequana), whether or not there is a hidden mining bonus coded into the game is speculated, but not proven. The Onil, being cheaper and significantly faster, is likely a better investment, unless the aforementioned mining bonus is indeed present.
      • Hull: 1400K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 66 m/s
      • Storage: 80K (Liquid)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x6
    • Styrvok (Liquid): The Styrvok is a decently fast freighter, though typical of its line, it has sub-par cargo and drone capacity, which makes it hard to recommend over the Rahanas.
      • Hull: 900K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 82 m/s
      • Storage: 78K (Liquid)
      • Drone Capacity: 60
      • Weapons:
        • HIT/MA Turret (Argon) x8
  3. Bulk & Liquid Hybrid Transport:
    • Hermod: The Hermod is a Bulk & Liquid hybrid transport with an exceptionally large drone bay. It is also the only Bulk/Liquid transport to feature true hybrid storage (able to carry a full load of either ware type), which makes it the king in this category. The combination of these two features makes the Hermod an excellent candidate for gas mining.
      • Hull: 1100K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 76 m/s
      • Storage: 240K (Bulk/Liquid Hybrid)
      • Drone Capacity: 300
      • Weapons:
        • HIT/MA Turret (Argon) x4
    • Rahanas (Bulk & Liquid): The Rahanas is a well-balanced freighter with good speed and armament. The Bulk & Liquid hybrid version is an excellent performer, though it uses a compartmentalized cargo bay (which has its advantages, since station managers aren't the smartest when it comes to inventory management...).
      • Hull: 1300K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 78 m/s
      • Storage: 85K (Bulk), 155K (Liquid)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x8
    • Styrvok (Bulk & Liquid): The Styrvok is a decently fast freighter, though typical of its line, it has sub-par cargo and drone capacity, which makes it hard to recommend over the Rahanas. Its storage is also compartmentalized.
      • Hull: 1250K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 74 m/s
      • Storage: 78K (Bulk) 147K (Liquid)
      • Drone Capacity: 60
      • Weapons:
        • HIT/MA Turret (Argon) x8
  4. Container Transport:
    • Sanahar (Container): The Sanahar is a container ship introduced in XR 3.0, and is an absolute top performer. It boasts the fastest speed (of any freighter), is extremely well-armed, and doesn't sacrifice any cargo space for those merits. Its naming scheme suggests there should be other variants of this line, though as of XR 4.0 the Container version remains the only option.
      • Hull: 1000K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 98 m/s
      • Storage: 110K (Container)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x9
        • Plasma/MA Turret x2
    • Vulture (Container): The Vulture is a Teladi freighter introduced in XR 3.0, and the Container version is a decent competitor to other ships in its class - boasting the same cargo capacity as the Rahanas while being faster and more well-armed.
      • Hull: 800K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 80 m/s
      • Storage: 110K (Container)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x11
    • Rahanas (Container): The Rahanas is a well-balanced freighter with good speed and armament. The Container-only version is a good all-arounder.
      • Hull: 1300K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 78 m/s
      • Storage: 110K (Container)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x8
    • Styrvok (Container): The Styrvok is a decently fast freighter, though typical of its line, it has sub-par cargo and drone capacity, which makes it hard to recommend over the Rahanas.
      • Hull: 900K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 82 m/s
      • Storage: 52K (Container)
      • Drone Capacity: 60
      • Weapons:
        • HIT/MA Turret (Argon) x8
  5. Energy Transport:
    • Vulture (Energy):The Vulture is a Teladi freighter introduced in XR 3.0, and the Energy-only version is the absolute top of its class - boasting the same cargo capacity as the Rahanas while being faster and more well-armed. Curiously, it has significantly more firepower than the other variants.
      • Hull: 800K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 80 m/s
      • Storage: 130K (Energy)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x19
    • Rahanas (Energy): The Rahanas is a well-balanced freighter with good speed, armament, and cargo space. The Energy-only version is likewise well-rounded.
      • Hull: 1300K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 78 m/s
      • Storage: 130K (Energy)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x8
    • Styrvok (Energy): The Styrvok is a decently fast freighter, though typical of its line, it has sub-par cargo and drone capacity, which makes it hard to recommend over the Rahanas.
      • Hull: 900K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 82 m/s
      • Storage: 73K (Energy)
      • Drone Capacity: 60
      • Weapons:
        • HIT/MA Turret (Argon) x8
  6. Container & Energy Hybrid Transport:
    • Rahanas (Container & Energy): The Rahanas is a well-balanced freighter with good speed, armament, and cargo space. The Container & Energy hybrid version, though using compartmentalized storage, is still a top performer in the category.
      • Hull: 1300K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 78 m/s
      • Storage: 55K (Container) 65K (Energy)
      • Drone Capacity: 150
      • Weapons:
        • HIT/MA Turret (Argon) x8
    • Styrvok (Container & Energy): As usual, the Styrvok sits slightly below the Rahanas in terms of performance, though it is also a bit cheaper.
      • Hull: 1250K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 74 m/s
      • Storage: 52K (Container) 63K (Energy)
      • Drone Capacity: 60
      • Weapons:
        • HIT/MA Turret (Argon) x8
    • Lepton: The Lepton is a interesting offering from the Canterans. It is a fragile ship with poor hull and defense, but offers excellent agility, speed, and has the distinction of being the only Container/Energy freighter to offer true hybrid storage.
      • Hull: 600K
      • Capital Shield Class: Capital Field Generator Mk1 (x1)
      • Component Shield Class: Force Field Projector Mk1
      • Speed: 84 m/s
      • Storage: 40K (Container/Energy Hybrid)
      • Drone Capacity: 60
      • Weapons:
        • HIT/MA Turret (Argon) x4
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Section 4 - XL Sized Combat Ships
This section will list the stats of XL sized combat ships and discuss their attributes. Ships are sorted by their total damage output.
  • Xenon I: The absolute king of all capital ships, the Xenon I boasts the strongest hull (over 2x that of a Fulmekron), the strongest shields (beating even the vaunted Arawn), and arguably the highest damage output (if you consider the blast damage from its missiles, most notably 2 Balor-class Novadrone launchers). This ship is highly worth owning if you have the Xenon Hunt mod - but be warned, it is a nightmare to board.
    • Total DPS: 360100
    • Hull: 22800K
    • Capital Shield Class: Capital Field Generator Mk3 (x5)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 64 m/s
    • Weapons:
      • HIT/MA Turret (Xenon) x34
      • Plasma/MA Turret (Xenon) x36
      • Novadrone Launcher x2
      • Sunstalker Launcher x6
  • Fulmekron: In terms of damage, the Fulmekron is a beast - it is the only ship that dishes out more raw damage than the Xenon I (though this is not taking into account the blast damage from the I's missiles, which is arguably more useful in anti-capital combat). It also has an incredibly strong hull, and though the shielding is relatively poor (a trait of OL ships), its effective HP is on-par with the Arawn.
    • Total DPS: 383800
    • Hull: 8400K
    • Capital Shield Class: Capital Field Generator Mk2 (x2)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 66 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x68
      • Plasma/MA Turret (Argon) x30
      • Plasma/JET LR Turret x12
      • Hailstorm Turret x8
  • Olmekron: Though less beefy than the Fulmekron, the Olmekron is still a very powerful destroyer with excellent damage output. It shares the Fulmekron's weakness in terms of shielding, however.
    • Total DPS: 255360
    • Hull: 5200K
    • Capital Shield Class: Capital Field Generator Mk2 (x2)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 74 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x70
      • Plasma/MA Turret (Argon) x12
      • Plasma/JET LR Turret x8
      • Hailstorm Turret x4
  • Arawn: The Arawn is not so much a bad ship as it is hindered by XR's game design. It has very strong shields - second only to the Xenon I - and excellent drone capacity (it is, according to in-game description, a "drone carrier"). Unfortunately the way drone combat is implemented in the game (only a small wave can be launched each time) means in practice, the bigger drone bay isn't an advantage in combat. Its weaponry is also somewhat problematic, relying mainly on the Plasma/MA turrets for capital-to-capital combat (which is the worst anti-capital weapon type with low damage and projectile speed). It has a large number of Hailstorm turrets - accounting for nearly a third of its total DPS - which does make it one of the best anti-fighter platforms available, but for how much it costs to purchase and maintain (relying on a large number of consumables - missiles and drones - to retain combat effectiveness), a standard destroyer is probably a better investment.
    • Total DPS: 241810
    • Hull: 6000K
    • Capital Shield Class: Capital Field Generator Mk3 (x4)
    • Component Shield Class: Force Field Projector Mk2
    • Speed: 60 m/s
    • Drone Capacity: 300
    • Weapons:
      • HIT/MA Turret (Argon) x56
      • Plasma/MA Turret (Argon) x22
      • Hailstorm Turret x16
      • V Launcher x5
      • Astrobee Launcher x1
  • Taranis: While the Taranis' damage output may seem underwhelming compared to the competition, it is by all means a well-rounded ship with consistent performance and no discernible weakness. Its turret placements are even throughout, covering all sides and leaving no blind spots. Anti-fighter capability is good thanks to the healthy number of Hailstorm turrets and two Astrobee launchers, and its excellent shields and speed (third-fastest after the Phoenix Marauder and Condor) make it a great choice for sector patrol.
    • Total DPS: 148280
    • Hull: 2100K
    • Capital Shield Class: Capital Field Generator Mk3 (x2)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 80 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x26
      • Plasma/MA Turret (Argon) x6
      • Plasma/JET LR Turret x4
      • Hailstorm Turret x8
      • Astrobee Launcher x2
  • Gangrene Chaser: The Gangrene Chaser was known as the Raptor-class carrier back in X3. While this ship started out very underpowered compared to other destroyers, iterative updates to its Ragefire Turrets have made it a competent ship worth owning. Although overall DPS may seem low, the Ragefire Turrets are unique in that they combine excellent projectile speed, rate of fire, and DPS (a trait excellent for fighter-shredding). Additionally, it now features strong shields on-par with the Taranis, which makes them fully competent for patrol or fleet engagements.
    • Total DPS: 92400
    • Hull: 4300K
    • Capital Shield Class: Capital Field Generator Mk3 (x2)
    • Component Shield Class: Force Field Projector Mk2
    • Speed: 70 m/s
    • Weapons:
      • Ragefire Turret x14
  • Sucellus: The Sucellus is, like the Balor, best used as a long-range support ship. Its primary weapon, the IHC Cannon, boasts one of the best ranges of all capital weaponry (bested only by the Xenon HIVI turrets). While its total DPS isn't particularly impressive, it does have fully-adequate anti-fighter capabilities. As of XR 4.0, the Sucellus has gained an integrated drone bay (like may other Canteran ships) that cannot be targeted or destroyed.
    • Total DPS: 69769
    • Hull: 2,700K
    • Capital Shield Class: Capital Field Generator Mk3 (x1)
    • Component Shield Class: Force Field Projector Mk1/2/3
    • Speed: 74 m/s
    • Drone Capacity: 150
    • Weapons:
      • IHC Cannon x1
      • HIT/MA Turret (Argon) x21
      • Plasma/MA Turret (Argon) x4
      • Hailstorm Turret x2
      • V Launcher x2
  • Phoenix (Marauder): The Phoenix is a Teladi destroyer introduced in XR 3.0. The Marauder version is interesting in several unique features - it has the fastest speed of all XL-sized ships; in fact it is one of the fastest combat ships, second only to the Balor. Its agility is on-par with most L-sized ships. It has incredible frontal firepower (6 foward-facing Plasma/JET LR turrets), coupled with incredibly weak anti-fighter capabilities (6 rear-facing Hit/MA turrets). Lastly, it is the only combat ship with a cargo bay - 50K of Universal Storage, which makes it the only ship safe to use for trading in Fields of Opportunity (since the Teladi pirates only attack ships flagged as freighters).
    • Total DPS: 80700
    • Hull: 800K
    • Capital Shield Class: Capital Field Generator Mk3 (x1)
    • Component Shield Class: Force Field Projector Mk3
    • Speed: 95 m/s
    • Storage: 50K
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x6
      • Plasma/JET LR Turret x6
  • Phoenix: The Phoenix is a Teladi destroyer introduced in XR 3.0. The "standard" version of this ship isn't nearly as impressive as its pirate sibling, with a much-reduced speed and armament, and without the universal cargo bay. Its one saving grace is the increased hull HP, but the amount of speed it sacrifices for that makes the Condor a somewhat better choice if you are looking to buy a Teladi combat ship.
    • Total DPS: 55590
    • Hull: 900K
    • Capital Shield Class: Capital Field Generator Mk3 (x1)
    • Component Shield Class: Force Field Projector Mk3
    • Speed: 75 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x6
      • Plasma/MA Turret x3
      • Plasma/JET LR Turret x3
  • Condor: The Condor is nearly identical to the Phoenix, trading in a bit of hull for a bit more speed. Despite its in-game label as a drone carrier, its drone capacity isn't any better than the Phoenix (likely an oversight on the dev's part).
    • Total DPS: 55590
    • Hull: 800K
    • Capital Shield Class: Capital Field Generator Mk3 (x2)
    • Component Shield Class: Force Field Projector Mk3
    • Speed: 85 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x6
      • Plasma/MA Turret x3
      • Plasma/JET LR Turret x3
------------------------------------------------------------

Section 5 - Size XL Trade Ships
This section will provide an overview of XL sized trading ships. They will be sorted by cargo capacity (from high to low), so players can easily compare them.
  • Lyranea: With XR 2.0, the Lyranea displaced the Titurel as the premiere XL freighter. It is the fastest freighter in the XL category (save for the Construction Vessel, which doesn't really qualify since trading isn't its intended function), is the most well-armed (save for the Lyramekron, which suffers from an identity crisis), and has the highest cargo capacity, bar none.
    • Hull: 3600K
    • Capital Shield Class: Capital Field Generator Mk2 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 280K (Universal)
    • Speed: 72 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x28
      • Plasma/MA Turret (Argon) x2
      • Hailstorm Turret x4
  • Lyramekron: Did someone say overkill? This unconventional "freighter" is so well-armed, it actually outperforms most destroyers (ranking above the Taranis), and has an insanely strong hull. As close to a jack-of-all-trade as there can be, and is actually very cheap compared to destroyers with similar stats.
    • Total DPS: 149520
    • Hull: 6800K
    • Capital Shield Class: Capital Field Generator Mk2 (x2)
    • Component Shield Class: Force Field Projector Mk1
    • Speed: 68 m/s
    • Storage: 250K (Universal)
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x70
      • Plasma/MA Turret (Argon) x14
      • Hailstorm Turret x4
  • Titurel: Once the best freighter in the game (pre-2.0), the Titurel has now taken a backseat due to the introduction of the Lyranea. It is, however, still a solid performer with good speed, cargo space, and armament, and should not be discounted.
    • Hull: 1800K
    • Capital Shield Class: Capital Field Generator Mk2 (x2)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 250K (Universal)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x26
      • Plasma/MA Turret (Argon) x2
  • Scaldis: Although it isn't mentioned in the in-game description, the Scaldis is unique among the XL freighters in one way - it is the only one equipped with Mining Turrets. It is possible that Egosoft intended for the Scaldis to the a dedicated XL-class mining vessel, but forgot to mention it in its in-game description. It is also the only XL freighter to have compartmentalized storage (despite having a "Universal cargo" tag in-game), which gives it some advantage in inventory management if assigned to a station (it won't fill up on just one ware type).
    • Hull: 2100K
    • Capital Shield Class: Capital Field Generator Mk3 (x2)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 40K (Bulk) 70K (Liquid) 90K (Container) 30K (Energy)
    • Speed: 64 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x4
      • Mining Turret x3
  • Albatross (Bulk): The Albatross is a new line of Teladi freighter introduced in XR 3.0. It is classified as a XL-sized ship, though strangely it offers less cargo space than the L-sized Vulture, while being similarly-shielded, though more well-armed.
    • Hull: 2500K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 208K (Bulk)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x9
  • Albatross (Container): The Albatross is a new line of Teladi freighter introduced in XR 3.0. It is classified as a XL-sized ship, though strangely it offers less cargo space than the L-sized Vulture, while being similarly-shielded, though more well-armed.
    • Hull: 2500K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 104K (Container)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x9
  • Albatross (Energy): The Albatross is a new line of Teladi freighter introduced in XR 3.0. It is classified as a XL-sized ship, though strangely it offers less cargo space than the L-sized Vulture, while being similarly-shielded, though more well-armed.
    • Hull: 2500K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 42K (Energy)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x9
  • Albatross (Liquid): The Albatross is a new line of Teladi freighter introduced in XR 3.0. It is classified as a XL-sized ship, though strangely it offers less cargo space than the L-sized Vulture, while being similarly-shielded, though more well-armed.
    • Hull: 2500K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 132K (Liquid)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x9
  • Albatross XL (Bulk): The oversized version of the Albatross, which actually warrants the XL classification. The Container variant curiously sports more weapons than the other models.
    • Hull: 3000K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 416K (Bulk)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x9
  • Albatross XL (Container): The oversized version of the Albatross, which actually warrants the XL classification. The Container variant curiously sports more weapons than the other models.
    • Hull: 3000K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 208K (Container)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x12
      • Plasma/MA Turret x12
  • Albatross XL (Energy): The oversized version of the Albatross, which actually warrants the XL classification. The Container variant curiously sports more weapons than the other models.
    • Hull: 3000K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 84K (Energy)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x9
  • Albatross XL (Liquid): The oversized version of the Albatross, which actually warrants the XL classification. The Container variant curiously sports more weapons than the other models.
    • Hull: 3000K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 264K (Liquid)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x9
  • Crane (Bulk): Although the in-game description states the Crane to be smaller and faster than the Albatross, its stats say otherwise. Speed and storage capacity appears to be identical; the only difference appears to be armament.
    • Hull: 2200K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 208K (Bulk)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x3
  • Crane (Container): Although the in-game description states the Crane is smaller and faster than the Albatross, its stats say otherwise. Speed and storage capacity appears to be identical; the only difference appears to be armament.
    • Hull: 2200K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 104K (Container)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x3
  • Crane (Energy): Although the in-game description states the Crane is smaller and faster than the Albatross, its stats say otherwise. Speed and storage capacity appears to be identical; the only difference appears to be armament.
    • Hull: 2200K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 42K (Energy)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x3
  • Crane (Liquid): Although the in-game description states the Crane is smaller and faster than the Albatross, its stats say otherwise. Speed and storage capacity appears to be identical; the only difference appears to be armament.
    • Hull: 2200K
    • Capital Shield Class: Capital Field Generator Mk1 (x1)
    • Component Shield Class: Force Field Projector Mk1
    • Storage: 132K (Liquid)
    • Speed: 70 m/s
    • Drone Capacity: 150
    • Weapons:
      • HIT/MA Turret (Argon) x9
      • Plasma/MA Turret x3
Last edited by Simoom on Sun, 17. Apr 16, 18:01, edited 48 times in total.

Jaxartes
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Post by Jaxartes » Wed, 25. Jun 14, 11:48

Great idea to compile the list.

Also you made a mistake with the rahanas, while the ingame encyclopedia does say it has 14 HIT/MA and 2 Plamsa/MA , it only has 8 HIT/MA you can check it yourself by looking on the details of your rahanas.

EDIT: Please also include the number of shield generators not just the type.

EDIT2: It seems the Lyranea might not be correct also but I didn't check this one.

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Post by GCU Grey Area » Wed, 25. Jun 14, 17:24

One thing worth noting about the Lepton is that, as well as being fairly swift, it is also a remarkably agile ship - notably quicker than many of the bigger freighters at manoeuvering around a station to load/unload cargo, or turning round to face in the right direction before boosting off to the next zone. If all a player wants is a taxi to transport them around the universe rapidly (i.e. using jumpdrive & boosters) & for trading small consignments of high value cargo (e.g. drones) these attributes make it rather good at the job.

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Post by Skism » Wed, 25. Jun 14, 17:25

I request a sticky for this level of awesomeness :)
"He who dares not offend cannot be honest."

-Thomas Paine-

Berserk Knight
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Post by Berserk Knight » Wed, 25. Jun 14, 18:14

Your data for weapons are way off.
I'm guessing those are pre-2.0 values.

Oh, and the damage per minute? There are other factors that need to be calculated for the right value. (No, I'm not talking about accuracy.)

burger1
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Post by burger1 » Wed, 25. Jun 14, 20:00

Berserk Knight wrote:Your data for weapons are way off.
I'm guessing those are pre-2.0 values.

Oh, and the damage per minute? There are other factors that need to be calculated for the right value. (No, I'm not talking about accuracy.)
Weapon stats in assets\fx\weaponfx\macros of the game when unpacked? Which is which weapon?

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Simoom
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Post by Simoom » Wed, 25. Jun 14, 21:04

Jaxartes wrote:Great idea to compile the list.

Also you made a mistake with the rahanas, while the ingame encyclopedia does say it has 14 HIT/MA and 2 Plamsa/MA , it only has 8 HIT/MA you can check it yourself by looking on the details of your rahanas.

EDIT: Please also include the number of shield generators not just the type.

EDIT2: It seems the Lyranea might not be correct also but I didn't check this one.
Thank you for the correction. :)

I do recall the "hybrid" Rahanas given to you during the campaign plot only has 8 HIT/MA turrets, but I thought that one might be the exception to the norm (since that one cannot be upgraded with Plasma/MA turrets either). I guess I thought the "normal" Rahanas has 14 HIT/MA turrets. :P I will double-check the ships present in game and then issue the corrections.

Regarding the number of shield generators, I didn't find it relevant to mention for the purpose of the guide (since to really get an idea how well protected each component is, you would have to list each component group and its associated shield generator, such as the way Roguey's ship stats are laid out, and that's just too much work to do manually). The "type" of generator however gives a general idea of how well-shielded the ship components are - for example the Arawn's turrets are all shielded by MK2 generators, which makes them a lot tougher to destroy than the ones on a Taranis.

Hope that explains! ^_^
GCU Grey Area wrote:One thing worth noting about the Lepton is that, as well as being fairly swift, it is also a remarkably agile ship - notably quicker than many of the bigger freighters at manoeuvering around a station to load/unload cargo, or turning round to face in the right direction before boosting off to the next zone. If all a player wants is a taxi to transport them around the universe rapidly (i.e. using jumpdrive & boosters) & for trading small consignments of high value cargo (e.g. drones) these attributes make it rather good at the job.
Thank you - I will add this to the description for the Lepton.
Berserk Knight wrote:Your data for weapons are way off.
I'm guessing those are pre-2.0 values.

Oh, and the damage per minute? There are other factors that need to be calculated for the right value. (No, I'm not talking about accuracy.)
Yes, the weapon stats are from Roguey - it's quite possible they are outdated since he isn't updating his site anymore. Can you help me with the corrections? I don't know how to read the game files.

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Post by wwdragon » Wed, 25. Jun 14, 21:11

Berserk Knight wrote:Your data for weapons are way off.
I'm guessing those are pre-2.0 values.

Oh, and the damage per minute? There are other factors that need to be calculated for the right value. (No, I'm not talking about accuracy.)
Rahanas only has 8 hit/mas; always has.

I think he's confused it with the Titeral.
Editing posts since long before I remember.

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Simoom
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Post by Simoom » Wed, 25. Jun 14, 21:17

wwdragon wrote:Rahanas only has 8 hit/mas; always has.

I think he's confused it with the Titeral.
I didn't confuse it - both Roguey's site and the in-game encyclopedia lists them as having the same armament as the Light Sul - 14 HIT/MA and 2 Plasma/MA. The actual in-game models only have 8 HIT/MA, though, just confirmed it and corrected it in the guide.

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Post by wwdragon » Wed, 25. Jun 14, 21:33

Simoom wrote:
wwdragon wrote:Rahanas only has 8 hit/mas; always has.

I think he's confused it with the Titeral.
I didn't confuse it - both Roguey's site and the in-game encyclopedia lists them as having the same armament as the Light Sul - 14 HIT/MA and 2 Plasma/MA. The actual in-game models only have 8 HIT/MA, though, just confirmed it and corrected it in the guide.
Say, you're right!
Well, looks like the encyclopedia still needs to be fixed. :lol:


This thread is a good idea.
Btw...
Force Field Projector Mk1 - Size 50,000 MJ, recharge 40.0 MJ / sec
Force Field Projector Mk2 - Size 100,000 MJ, recharge 40.0 MJ / sec
Force Field Projector Mk2 - Size 150,000MJ, recharge 40.0 MJ / sec
^--Mk3
Editing posts since long before I remember.

burger1
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Post by burger1 » Wed, 25. Jun 14, 22:42

hmmm most ships seem to use shieldgenerator_size_m_mk1_macro ,mk2 and mk3. Since the rate is different do they all recharge at the same rate? If that is what rate is for without experimenting.

Shields are in \assets\props\SurfaceElements\Macros

shieldgenerator_size_m_mk1_macro
<recharge max="50000" rate="1250" delay="5" />


shieldgenerator_size_m_mk2_macro
<recharge max="100000" rate="2500" delay="5" />

shieldgenerator_size_m_mk3_macro
<recharge max="150000" rate="3750" delay="5" />


For example the Arawn (6M hull hitpoints ?)
From assets\units\size_xl\Macros\units_size_xl_capital_destroyer_1_macro which I am guessing is the arawn at 6M hull hit points

<connection ref="connection_shieldgen01">
<macro ref="shieldgenerator_size_m_mk2_macro" connection="connection_component" />
</connection>

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werewolves?
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Post by werewolves? » Wed, 25. Jun 14, 22:56

Have the Titurei's engines been fixed yet, if they haven't that might be worth mentioning.

Otherwise great guide.

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Simoom
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Post by Simoom » Wed, 25. Jun 14, 22:58

burger1 wrote:hmmm most ships seem to use shieldgenerator_size_m_mk1_macro ,mk2 and mk3. Since the rate is different do they all recharge at the same rate? If that is what rate is for without experimenting.

Shields are in \assets\props\SurfaceElements\Macros

shieldgenerator_size_m_mk1_macro
<recharge max="50000" rate="1250" delay="5" />


shieldgenerator_size_m_mk2_macro
<recharge max="100000" rate="2500" delay="5" />

shieldgenerator_size_m_mk3_macro
<recharge max="150000" rate="3750" delay="5" />


For example the Arawn (6M hull hitpoints ?)
From assets\units\size_xl\Macros\units_size_xl_capital_destroyer_1_macro which I am guessing is the arawn at 6M hull hit points

<connection ref="connection_shieldgen01">
<macro ref="shieldgenerator_size_m_mk2_macro" connection="connection_component" />
</connection>
The stats for the component shields are from Roguey - it's possible that they are either in error or outdated (I found it strange that they were all listed with the same recharge rate as well).

I also know from plenty of boarding experience that the shields recharge a LOT faster than the rates Roguey specified (according to the site, a Force Field Projector Mk1 takes over 20 minutes to fully recharge - I am very certain this isn't the case. It takes more like 1 minute for a full charge).

I think Roguey made a mistake on his site (likely got the recharge rate and recharge time inversed) - take the Force Field Projector Mk1 for example, 50000 MJ divided by the recharge rate you just pulled from the game's codes (let's assume it meant 1250 MJ/s) equals 40. That means component shields will recharge fully in 40 seconds.

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Simoom
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Post by Simoom » Wed, 25. Jun 14, 23:01

Okay, corrected the recharge values for the Force Field Projectors - I have reason to believe that the recharge values for Capital Field Generators are also in error (they seem very low in comparison) - does anyone know where I will be able to find them in the game codes?
werewolves? wrote:Have the Titurei's engines been fixed yet, if they haven't that might be worth mentioning.

Otherwise great guide.
To my knowledge, they haven't - however, Nidaren (the guy who made the Scaldis cargo fix, amongst several other unofficial fixes) made a patch for that as well. Look for Titurel Engine Fix in the Steam Workshop.
Last edited by Simoom on Thu, 26. Jun 14, 03:18, edited 1 time in total.

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Simoom
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Post by Simoom » Thu, 26. Jun 14, 03:08

Added info for the Styrvok freighters and the Stromvok frigate. ^_^

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Post by burger1 » Thu, 26. Jun 14, 11:10

Capital field generators would be same as other shields

<macro name="shieldgenerator_size_l_mk1_macro" class="shieldgenerator">
<component ref="props_surf_ar_shieldgen_large_mk1" />
<properties>
<identification name="{20104,2001}" description="{20104,2002}" unique="0" />
<recharge max="300000" rate="2000" delay="8" />



<macro name="shieldgenerator_size_l_mk2_macro" class="shieldgenerator">
<component ref="props_surf_ar_shieldgen_large_mk1" />
<properties>
<identification name="{20104,2101}" description="{20104,2102}" unique="0" />
<recharge max="600000" rate="2500" delay="8" />



<macro name="shieldgenerator_size_l_mk3_macro" class="shieldgenerator">
<component ref="props_surf_ar_shieldgen_large_mk1" />
<properties>
<identification name="{20104,2201}" description="{20104,2202}" unique="0" />
<recharge max="900000" rate="3000" delay="8" />


Roguey actually made stuff easy by adding for dev references. So if you unpack the game and download/use notepad ++ and use it's search function and only search the assets folder (or a search will take you forever) you should be able to find a lot of stuff easily. Notepad ++ can be made to search for text within large folders which is extremely useful. It also has many other advantages and it's free. What the data means is another question.
http://roguey.co.uk/xrebirth/ships/part-493/

For dev's: shieldgenerator_size_l_mk3_macro


Anyways ship shields seem to be the sum of their capital shield generators based on Rogueys site. If you shoot the ships hull shield all the capital shield generators lose shields also. All four of the capital shield generators on the arawn run out of their own shields at about 50% hull shield. Maybe it's a bug or intended? There's 2 groups of 2 capital shield generators on the arawn so maybe that effects it.


I think roguey dev ref for the smaller normal component shields might be wrong in some spots. I think ours are correct. Anyways it takes 40s + delay for the smaller normal component shields to recharge so I assume we are correct based on that and the data in the ship files. Roguys site says 40 s.

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Post by pirke123 » Thu, 26. Jun 14, 17:40

Great thread! Can't wait until all the info is filled in.

Perhaps create a website somewhere, since Roguey isn't updating his anymore... Doesn't need to be fancy.

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Simoom
Posts: 1110
Joined: Sat, 30. Oct 10, 14:14
x4

Post by Simoom » Fri, 27. Jun 14, 07:55

burger1 wrote:Capital field generators would be same as other shields

<macro name="shieldgenerator_size_l_mk1_macro" class="shieldgenerator">
<component ref="props_surf_ar_shieldgen_large_mk1" />
<properties>
<identification name="{20104,2001}" description="{20104,2002}" unique="0" />
<recharge max="300000" rate="2000" delay="8" />



<macro name="shieldgenerator_size_l_mk2_macro" class="shieldgenerator">
<component ref="props_surf_ar_shieldgen_large_mk1" />
<properties>
<identification name="{20104,2101}" description="{20104,2102}" unique="0" />
<recharge max="600000" rate="2500" delay="8" />



<macro name="shieldgenerator_size_l_mk3_macro" class="shieldgenerator">
<component ref="props_surf_ar_shieldgen_large_mk1" />
<properties>
<identification name="{20104,2201}" description="{20104,2202}" unique="0" />
<recharge max="900000" rate="3000" delay="8" />


Roguey actually made stuff easy by adding for dev references. So if you unpack the game and download/use notepad ++ and use it's search function and only search the assets folder (or a search will take you forever) you should be able to find a lot of stuff easily. Notepad ++ can be made to search for text within large folders which is extremely useful. It also has many other advantages and it's free. What the data means is another question.
http://roguey.co.uk/xrebirth/ships/part-493/

For dev's: shieldgenerator_size_l_mk3_macro


Anyways ship shields seem to be the sum of their capital shield generators based on Rogueys site. If you shoot the ships hull shield all the capital shield generators lose shields also. All four of the capital shield generators on the arawn run out of their own shields at about 50% hull shield. Maybe it's a bug or intended? There's 2 groups of 2 capital shield generators on the arawn so maybe that effects it.


I think roguey dev ref for the smaller normal component shields might be wrong in some spots. I think ours are correct. Anyways it takes 40s + delay for the smaller normal component shields to recharge so I assume we are correct based on that and the data in the ship files. Roguys site says 40 s.
Thank you - I do have Notepad ++ installed (for editing game saves), I will tinker with unpacking save files sometime next week (I run a big Star Citizen guild and we are doing a group trip to CIG's Santa Monica office tomorrow, so I can't touch X Rebirth until Sunday most likely)

I updated the recharge rates for the capital shield generators for now, will try to dig out other missing infos soon.
pirke123 wrote:Great thread! Can't wait until all the info is filled in.

Perhaps create a website somewhere, since Roguey isn't updating his anymore... Doesn't need to be fancy.
These stats can technically be ported to the X Rebirth Wiki:
http://xrebirth.wikia.com/wiki/X_Rebirth_Wiki

Or this one:
http://www.starfreeze.com/wiki/Category:Ships

Alternatively someone can compile the info into a nice-looking PDF with screenshots of the ships and stuff. :)

I don't have a lot of time to do a lot of the fancier stuffs due to running aforementioned Star Citizen guild, so if nobody offers to help it may be a while before I get around to some of that. :P

Saquavin
Posts: 486
Joined: Thu, 22. Aug 13, 17:12
xr

Post by Saquavin » Mon, 20. Oct 14, 10:54

Even if I know every ship, your guide is awesome.

Could you update it for 2.5 ? (all capitals have shields now)

Goliathmk2
Posts: 146
Joined: Tue, 3. Jun 14, 17:58
x4

Post by Goliathmk2 » Mon, 20. Oct 14, 20:47

You might not have realised this but hybrid freighters split their cargo between two cargo bays and are not unversal, for example:

Rahanas (Container) = 140000 Capacity
Rahanas (Energy) = 120000 Capacity
Rahanas (Energy/Container) = 130000 Capacity

Half of the energy Rahanas cargo bay is 60000 and
Half of the container Rahanas cargo bay is 70000,
when you add those halves together you get 130000
which is the amount of cargo the energy/container
Rahanas gets.

The same applies to all the hybrid freighters.

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