Equip UI
Shield Mk2 Equipped
Shield Mk1 Selected
I might be blind but cannot see how strong each of them are, or what difference in stats it will be. Is it hidden or not there at all?
Modules stats?
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Re: Modules stats?
Down at the bottom are the ships stats. Presumably they will change as you swap out equipment, something that you can't really represent with screenshots unless they did a 'before, after' pair with two different shields so we could see the numbers.
Edit: Also if I read it right, the numbers at the bottom are showing with the Mk1 shield instead of the Mk2, but I'm not 100% sure.
Edit: Also if I read it right, the numbers at the bottom are showing with the Mk1 shield instead of the Mk2, but I'm not 100% sure.
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Re: Modules stats?
Maybe when you hover over the actual module there is a tooltip? Not sure though be nice if it was a compare tooltip of the actual module installed vs the one you hover over.
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Re: Modules stats?
One thing common to all releases of the game (x to x3/r)
A Mk2 version of something is better than the Mk1 version
There's always been an encyclopaedia in each release so far where item info can be found
A Mk2 version of something is better than the Mk1 version
There's always been an encyclopaedia in each release so far where item info can be found
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Re: Modules stats?
So sustained damage this ship can do is greater than the burst damage?
And if this ship were to fire on an identical ship, it could destroy it in under 2 seconds? (while only equipped with one, not two guns?)
And if this ship were to fire on an identical ship, it could destroy it in under 2 seconds? (while only equipped with one, not two guns?)
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Re: Modules stats?
not really
J = W * s
If you have 1600MJ capacity shield (AKA it can absorb 1600MJ before it dissipates*) it takes 1 second to deplete it with 1600MW energy income*
(ofc. if we play by transparent rules, but we should, rules should be simple, *) real physics doesn't apply, having [MJ]/depletable "shields" is not how it can ever work)
I've always wondered why does anyone obfuscate these constants instead of using the transparent rules that kinda might work. Like having MJ as capacity shield (with potential MW influx/s if they are regenerative during combat) against MW for continual weapons and MJ for delivery weapons. It's not that hard to follow simple rules and show all the values in the right context.