Modules stats?

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Alci
Posts: 887
Joined: Tue, 27. Aug 13, 13:06
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Modules stats?

Post by Alci »

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?
atavistuk
Posts: 130
Joined: Fri, 21. Sep 18, 01:11
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Re: Modules stats?

Post by atavistuk »

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.
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StoneLegionYT
Posts: 1478
Joined: Fri, 4. Nov 05, 01:18
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Re: Modules stats?

Post by StoneLegionYT »

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.
RodentofDoom
Posts: 407
Joined: Sat, 27. Feb 16, 09:37
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Re: Modules stats?

Post by RodentofDoom »

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
DavidGW
Posts: 345
Joined: Sat, 18. May 13, 06:40
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Re: Modules stats?

Post by DavidGW »

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?)
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Jabberwok
Posts: 17
Joined: Tue, 10. Jul 07, 11:29
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Re: Modules stats?

Post by Jabberwok »

DavidGW wrote: Mon, 8. Oct 18, 06:38 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?)
The units for Shields and Damage are different.
Alci
Posts: 887
Joined: Tue, 27. Aug 13, 13:06
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Re: Modules stats?

Post by Alci »

Jabberwok wrote: Mon, 8. Oct 18, 08:20 The units for Shields and Damage are different.
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.

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