"Maximum Energy" stat on weapons?

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BustAMove
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"Maximum Energy" stat on weapons?

Post by BustAMove »

Can anyone explain what this means? I'm assuming it's pretty important, because just looking at PRGs and HEPTs it seems to me that the PRG should be superior to the HEPT (since it fires so much faster) and yet that's plainly not the case when it comes to hitting slower, heavier targets.

Code: Select all

      energy usage  hull damage  shield damage  fire rate  range   speed    max energy
PRG:  138/sec          765         7.2k          638/min    2.32km  1560m/s   900MJ
HEPT: 188/sec         1.5k         9.4k          283/min    2.31km   431m/s  1800MJ
Catra
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Post by Catra »

max energy is the minimum amount of energy you need to fire the weapon :P
pjknibbs
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Post by pjknibbs »

PRG is inferior to HEPT against slow targets because its main advantage (speed of shot) is negated--the HEPT will hit those targets just fine, so the PRG's lesser damage becomes more important. Until your ship runs out of energy, at which point all bets are off.

I believe Catra is correct. If you had a ship with the capability to mount HEPT, but only had a 1000MJ laser generator, it wouldn't be able to fire them. The only time this ever tends to happen in-game is with the Tractor Beam that some TS class ships can mount (thanks to it having the same mounting as the Mobile Drilling System)--they generally don't have the energy to actually fire the TB!
OniGanon
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Post by OniGanon »

Where are you getting these stats? TLasers?

I couldn't really figure out what the energy/recharge stats in TLasers is for. AFAIK it's the numbers on the ship that matters.


For that matter I don't know what a laser generator is. From what I can tell, the ships Generator controls shield recharge rate, while Laser Energy is just a number arbitrarily chosen and independant of the Generator, with Laser Recharge an arbitrarily chosen percentage of the Laser Energy. This is why weird crap like the Tokyo's laser recharge rate is possible.
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Sam L.R. Griffiths
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Post by Sam L.R. Griffiths »

OniGanon wrote:Where are you getting these stats? TLasers?

I couldn't really figure out what the energy/recharge stats in TLasers is for. AFAIK it's the numbers on the ship that matters.


For that matter I don't know what a laser generator is. From what I can tell, the ships Generator controls shield recharge rate, while Laser Energy is just a number arbitrarily chosen and independant of the Generator, with Laser Recharge an arbitrarily chosen percentage of the Laser Energy. This is why weird crap like the Tokyo's laser recharge rate is possible.
Most of the information is available from the in game encyclopedia but wrt weapons there are four stats that are important (other than being able to mount them)
  • Energy Usage of the Weapon
    Max Energy of the Weapon
    Max Weapon Energy of the Ship
    Weapon Energy regen of the Ship
If looking at it from the script/mod side then the first two are stored in TLasers and the latter two are stored in TShips.
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BustAMove
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Post by BustAMove »

pjknibbs wrote:PRG is inferior to HEPT against slow targets because its main advantage (speed of shot) is negated--the HEPT will hit those targets just fine, so the PRG's lesser damage becomes more important.
But what about the PRG's rate of fire? Yes it does less damage, but it fires so much faster. Shouldn't the actual rate at which it deals damage (not just damage per shot) be much higher?

As for the stats, they're taken directly from the in-game encyclopedia. It display the property sheets you see every time you view a weapon's/ship's info by selecting Info from the appropriate context menu or hitting 'i' while selecting it in a shop.
OniGanon
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Post by OniGanon »

The stats you gave are in damage per second. It already accounts for the refire rate.
BustAMove
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Post by BustAMove »

OniGanon wrote:The stats you gave are in damage per second. It already accounts for the refire rate.
Oh, I see. Strange that the game doesn't indicate this. Well, I guess that answers that, then.
Bobucles
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Post by Bobucles »

PRG is inferior to HEPT against slow targets because its main advantage (speed of shot) is negated--the HEPT will hit those targets just fine, so the PRG's lesser damage becomes more important. Until your ship runs out of energy, at which point all bets are off.
I don't think that really matters. Both weapons will empty out an M3's weapon generator, the HEPT will simply do it faster. What matters is which weapon is more accurate and more efficient. Both weapons have roughly equal efficiency against shields, but the PRG clearly wins, thanks to its high velocity shot. However, don't go firing the PRG at fighter drones, the hit box is so small that it can clip right through them!

The HEPT still has about 40% more energy efficiency against hulls, but would you really want to use either the HEPT or PRG against a corvette? A pair of Plasma Burst Generators leave both weapons in the dust.

Every combat ship can fire every weapon that they can equip. The only time a ship can't, is when the bullet costs more than the ship's total weapon battery. This happens with most TS ships using the Mobile Drilling System.
pjknibbs
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Post by pjknibbs »

As I said, that problem usually arises with the Tractor Beam, not the Mobile Drilling System. There wouldn't be much point if it couldn't fire the MDS because the only other weapon that fits in that slot is a Repair Laser, and those aren't available anywhere in a vanilla game!
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em3e3
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Post by em3e3 »

I'd like to add my 2c (redits). The Max Energy number above seems to come from the TLasers file, which, as far as I can tell, is useless. I give you a table of numbers to consider:

Table of Energy Numbers

Code: Select all

Gun   TLaser  TBullets
IRE    450      4
PAC    900      23
PRG    900      13
HEPT   1800     40
MDS    800      415
TB     7000     1000
RL     8000     20
As you can see, the numbers are pretty crazy for the Tractor Beam and Repair Laser, from the TLaser file. If we are to believe them, then there is no way that most of the TS ships could even fire a PAC. Even the Caiman Miner could not fire the Tractor Beam, because with the largest weapons generator at 2,200 J, still can't reach the 7,000 J requirement. However, it can in fact fire the Tractor Beam.

So, BustAMove, to recap, the Max Energy number you found is meaningless.
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BustAMove
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Post by BustAMove »

em3e3 wrote:So, BustAMove, to recap, the Max Energy number you found is meaningless.
Duly noted, and thank you for settling this so definitively.
place
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Post by place »

First: I'm sorry for bumping this old thread but my first instinct when I wanted to see what maximum energy meant was to google it and a lot of X universe threads popped up and none of them had an answer. Then I took a look at the weapon descriptions and it seemed pretty clear.

If you look at the Ion Pulse Generator http://x3wiki.com/index.php/Ion_Pulse_Generator you can see that it excel at destroying ship systems. With max weapons energy being so high for it it seem to hint that it is an indicator for how likely it is it will destroy enemy equipment.
garv222
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Post by garv222 »

place wrote:First: I'm sorry for bumping this old thread but my first instinct when I wanted to see what maximum energy meant was to google it and a lot of X universe threads popped up and none of them had an answer. Then I took a look at the weapon descriptions and it seemed pretty clear.

If you look at the Ion Pulse Generator http://x3wiki.com/index.php/Ion_Pulse_Generator you can see that it excel at destroying ship systems. With max weapons energy being so high for it it seem to hint that it is an indicator for how likely it is it will destroy enemy equipment.
Sadly the IPG doesn't have the effect of destroying onboard ship equipment. Only the Ion disruptor does. The IPG does slow down targets. The ion cannon might as well, but I can't remember. It'd be nice if all Ion tech weaponry had a chance of destroying equipment or maybe even disabling weapons. Maybe in rebirth......
Duke's Buccaneers... I hate you so much... I am sooo demolishing your HQ when our business is finished....
TryckSh0t
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Post by TryckSh0t »

garv222 wrote:
place wrote:First: I'm sorry for bumping this old thread but my first instinct when I wanted to see what maximum energy meant was to google it and a lot of X universe threads popped up and none of them had an answer. Then I took a look at the weapon descriptions and it seemed pretty clear.

If you look at the Ion Pulse Generator http://x3wiki.com/index.php/Ion_Pulse_Generator you can see that it excel at destroying ship systems. With max weapons energy being so high for it it seem to hint that it is an indicator for how likely it is it will destroy enemy equipment.
Sadly the IPG doesn't have the effect of destroying onboard ship equipment. Only the Ion disruptor does. The IPG does slow down targets. The ion cannon might as well, but I can't remember. It'd be nice if all Ion tech weaponry had a chance of destroying equipment or maybe even disabling weapons. Maybe in rebirth......
Umm...unless I'm losing my mind, anything that causes hull damage has a chance of destroying onboard equipment. The reason the ID is used so prevalently is that it deals miniscule hull damage, leaving the best possible chance of having a mostly intact hull for capping.
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Post by Nanook »

place wrote:First: I'm sorry for bumping this old thread....
Please don't bump old threads. It's usually best to start a new thread instead of resurrecting old ones that may be out of date for one reason or another.

And welcome to the forums. :)
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