Somebody has to exlain to me how the module quality ratings work.

What is the best, and what is the least best? Ive seen the most expenive once are not always the best.

I dont see the logic in it, need a kick in the right direction.


And what systems sell the best stuff? since, ive got money enough, but no clue where to buy the best modules.
 
Wealthy high tech systems are usually the best place for ship tech. In terms of quality A>E and 1<6 (the lower the letter and higher the number the better the quality.)
 
Not sure myself about the logic but the wiki on outfitting (http://elite-dangerous.wikia.com/wiki/Outfitting) seems to sum up my experience:

"Generally most modules (not weapons) come in five variants per class and those variants are rated from E to A. "E" is the lowest rated variant, but also the cheapest. "A" is the highest rated variant, but is much more expensive than the other variants (sometimes costing millions of more credits). The variant rated "D" often weighs less than the norm while the variant rated "B" often weighs much more than the norm."

When I want to jump more lightyears I sometimes find that if I go to D I get a better jump distance because it weights less than classes above it. So A is still better quality, but weight comes into consideration especially when trying to increase your jump range.

That's why I often play with ships configuration at http://www.edshipyard.com/ to see what set up gives me the best range.
 
Last edited:
Modules come in different classes (numeric) and ratings (alphabetic).

Class equates to size - higher numbers are larger and therefore more powerful.

Ratings equate to quality - E up to A. But it's a little more nuanced:
A - Best
B - Armoured - heavier and slightly more resistant to damage
C - Standard
D - Lightweight
E - Cheapo

Some types of modules, particularly weapons, are only available in a limited selection of classes/ratings.

These sites have specs of the different modules and can help you determine which is best for you:
E: D Shipyard
Coriolis
(They're designed for the PC/Mac version of the game, but I believe Xbox uses the same modules).
 
Last edited:
For detailed info on modules, look at the wiki page.You can see the shield strengths and other info also at the outfitter websites:
http://www.edshipyard.com/
http://coriolis.io/

General rules:
internal modules

1. E is always the worst and A is always the best at what the module does. E.g. in case of shields the E rated is the weakest, D is stronger than E, C is stronger than D, and so on.
But this is valid only if you compare ratings within the same class (size)! A bigger class shield will be usually stronger than a smaller class one, even if the bigger class is lower rated. E.g. on a Cobra, a 4D shield is stronger than an 3A.

2. Power consumption always goes up from E to A

3. The weight of modules: E, C, A have the same weight. D is lightweight modules (40% weight). B is hardened modules (160% weight), they supposedly can take more punishment before failing.

4. Power plants have an efficiency attribute. This shows how hot your ship will run. E power plants run hottest, A are the coolest. This matters a lot when you are fuel scooping or shooting beam lasers for a long time.

weapons
There are many quality ratings but they don't matter in fact. There is only one quality rating for each size and type of weapon. E.g. only one kind of class 2 gimballed pulse laser exists (2F). Only look at the size and weapon type, you can ignore the letters.
 
There are so many combinations. The "class D is lightest" is one of those golden rules for non-essentials, e.g. Sensors or Life Support. You get almost 10% more jump range on a base Adder just switching the Sensors, Life Support and Power Coupling to D!!

For combat, think A-class Thrusters and Shields. For exploration, A-class your FSD and go down into the lower sizes for the main modules, e.g. on an Adder you can fit a 2D Power Plant rather than a 3D and save 1T, and you can take off with very low grade Thrusters. Manoeuvres ain't pretty, but in SuperCruise your Thrusters don't make a difference anyway. Just be very careful landing after a long trip...
 
Class (1,2,3...) is akin to the size of the module. For weapons, a Class 1 requires a Small hardpoint, 2 = Medium, 3 = Large, 4 = Huge. Other module types (such as Powerplants) can go up to Class 8.
Rating is the quality of the module, within the class. There seems to be a hard-coded pattern: D = lightest, C = general purpose(?), B = heaviest but better, A = best, but most expensive.

"The Best" isn't always the best. Sometimes you'll want to fit D rated components to save weight and improve jump range. Sometimes a 2A module might be better value but as good as a 3D. Sometimes you'll have to drop a Rating or a Class just to keep your power requirements in check. If you have an Anaconda, you'd need to be pretty rich to maximise all your modules Classes and Ratings. All part of the fun.
 
Back
Top Bottom