I don't understand the outfitting ratings system!

Ok,

So I'm trying to outfit my ship. Basically I'm just following what does blue stuff to my things since I don't really understand the ratings system.

Sometimes A is better than C but other times it's the opposite. Sometimes a C is not as good as another C (C↑ versus C↓)

Three pips of damage is not the same as another three pips of damage, again there is that ↑↓ thing...

What does a Killscanner with a higher rating do? It's stil 10 seconds to scan and the range is the same, but the price is an 80 000 difference?

What's the difference between a burst laser and a pulse laser?
Do a cannon do more hulldamage versus a rail gun?

There are no good in-game explanations at all as far as I can see.

HELP!
 
Yeah, took me a bit of youtubing to figure this one out, but luckily its one of those things that's easy when you know...

The number is the 'size', and the letter is the 'rating' so, if you have size '3' slots, you should be looking for 3D up to 3A ('A' is best). What makes it hard to figure out that it is possible to fit size 2 stuff in a size 3 slot, so just make sure you're looking at the right size first, then the rating.

There are two types of weapons, energy driven (lasers) and ammo based (e.g. Multicannons). Energy weapons are good for cutting through Shields, ammo is good for cutting through hulls. Pulse, burst and beam lasers deliver their destructive power in a pulse, a burst or a beam and they all use power and overheat at different rates, so its really a case of suck it and see to find what suits your combat style the best.

I don't know about the kill scanner tbh, but I wonder if it has a longer range of systems it can register wanted criminals from?

Hope that helps!
 
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Ok,

So I'm trying to outfit my ship. Basically I'm just following what does blue stuff to my things since I don't really understand the ratings system.

Sometimes A is better than C but other times it's the opposite. Sometimes a C is not as good as another C (C↑ versus C↓)

Three pips of damage is not the same as another three pips of damage, again there is that ↑↓ thing...

What does a Killscanner with a higher rating do? It's stil 10 seconds to scan and the range is the same, but the price is an 80 000 difference?

What's the difference between a burst laser and a pulse laser?
Do a cannon do more hulldamage versus a rail gun?

There are no good in-game explanations at all as far as I can see.

HELP!

Warrant scanners have different maximum scanning ranges, depending on their rating.
Burst lasers pack a little more punch per shot than pulse lasers, but have a roughly similar dps rating and draw more power.
Kinetic weapons are better against hull, thermics are better against shields. Railguns do both types of damage, and cannons are only kinetic.
 
According to the specifications the Warrant Scanners I'm looking at both have Scanner range 3km, Both have Scan time 10s, the only difference is that one of them costs 120000 and draws 0.8 power, the other costs 40000 and draws 0.4 power.

So the more expensive one is worse for all I can tell.
 
I don't think there is a linear progression from bad E to best A for each sized module (and yes - read and understand what Grumbleweed said above about size)

For instance most A mods are not better than B mods, they are just a LOT lighter. You might find that C & D do the same thing but C draws less power etc. This is to allow you to work through various fit options, depending on what you want and what ship you are in.

If you want long range jumps you need to look for the mods that are lightest

If you are trying to fit a Viper with it's tiny power core... you want the option that takes less power grid

If you want to use lots of energy weapons you might want the ones which use less power when fired etc.

I'm not sure if there are any hard and fast rules which apply across every type of fitting, but carefully looking at the stats will help you make the right choices for your aims, ship and wallet.
 
Scanners

A - 4km
B - 3.5km
C - 3.0km
D - 2.5km
E - 2.0km


Power draw increases dramatically as the rating increases.

And Hull Mass (ie lighter/heaver) thus affecting Jump Distance. I think that between at least 2 of the bandings the only variation is that. B to A, possibly, for example, the only improvement is less Mass.
 
'D class' modules seem to be 'lightweight, but not much better' variants of 'E'. 'C' and 'B' class can be a lot heavier, but more powerful.
 
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