Ship Builds & Load Outs Unknown modules for you ships

Hello everyone,

Looked around, didn't find a thread on this so thought I'd start one.

Please share your expertise on modules, modding and other nifty tricks that are hidden from public view to the new commander. For example, I did not know that there was something called "Enhanced performance thrusters" that would be ideal for an Imperial Courier until I stumbled upon them in a Discord channel.

I also did not know that some outposts, though they have a limited stock sell key components that can help a commander better their ship and give a slight edge. I know these maybe "secrets" that some don't want other to share, but seeing how engineers can turn a 20ly odd hauler into a almost 40ly travelling beast these otherwise "hidden" components shouldn't throw off your game.

Plus, the game has come to a point where what you have is no longer good enough. It's how you use it in combat or trading or whatever that decides the winner.

I'm sure that there are things like that which can help a new commander out there like myself. Hence, I request you guys to share where to find components/engineering upgrades for what ship for better upgrading and a more fun experience.

Thank you
 
Thanks mate. That is known. I was hoping for something on the following grounds.

"Use 3A Enhanced performance thrusters on an Imperial Courier for better maneuverability." Or, a certain mod from a certain engineer can greatly enhance power distribution when using energy weapons.
 
Thanks mate. That is known. I was hoping for something on the following grounds.

"Use 3A Enhanced performance thrusters on an Imperial Courier for better maneuverability." Or, a certain mod from a certain engineer can greatly enhance power distribution when using energy weapons.

Well there are power-specific modules out there - e.g. Prismatic Shields and various weapons.

With weapon distributor draw there is some sort of curve, so using Efficient Weapon mods that give a distributor draw decrease of (say) 30%, might make your capacitor last 4 times as long, rather than 1.3 times. Similarly, using half as many energy weapons will do much more than half your distributor draw.
 
Well there are power-specific modules out there - e.g. Prismatic Shields and various weapons.

With weapon distributor draw there is some sort of curve, so using Efficient Weapon mods that give a distributor draw decrease of (say) 30%, might make your capacitor last 4 times as long, rather than 1.3 times. Similarly, using half as many energy weapons will do much more than half your distributor draw.

Not really a curve, just the fact that the PD has steady replenish rate. If your draw is 4 and size of PD is say 10 with replenish rate of +1.5/s, then you are empty in 10/(4-1.5) seconds ie. 4 seconds. If you half the draw, the distributor lasts 10/(2-1.5) or 20 seconds.
 
Not really a curve, just the fact that the PD has steady replenish rate. If your draw is 4 and size of PD is say 10 with replenish rate of +1.5/s, then you are empty in 10/(4-1.5) seconds ie. 4 seconds. If you half the draw, the distributor lasts 10/(2-1.5) or 20 seconds.

Ah - thanks for clarifying. So it kind of results in a curve I guess.
 
Well there are power-specific modules out there - e.g. Prismatic Shields and various weapons.

With weapon distributor draw there is some sort of curve, so using Efficient Weapon mods that give a distributor draw decrease of (say) 30%, might make your capacitor last 4 times as long, rather than 1.3 times. Similarly, using half as many energy weapons will do much more than half your distributor draw.

Precisely what I mean mate. Like, how you have to aligned to Aisling Duval and get merits to unlock the prismatic shields for your ships. Engineer mod them and what you have are tanks.

Won't matter much now as the 2.2 update is going back into beta. With the weapon and engineer overhaul. Things could change.
 
- range mods increase projectile speed. great for PA and medium/large/huge cannons. my PAs have the projectile speed of MCs after a focussed modification

- armour mods have a mass multiplier. if you put them on lightweight armour (mass=0) you get all the hullboost and resistances, without a drawback.

... stuff like that?
 
- range mods increase projectile speed. great for PA and medium/large/huge cannons. my PAs have the projectile speed of MCs after a focussed modification

- armour mods have a mass multiplier. if you put them on lightweight armour (mass=0) you get all the hullboost and resistances, without a drawback.

... stuff like that?

Yes sir, stuff EXACTLY like that. Tips and tricks that would otherwise go unnoticed or remain unknown.

The idea is to give commanders a better grasp of what ED has to offer. Correct me if I'm wrong but I feel this game is more like an MMORPG Space Simulator than just a usual Simulator like Steam would like to classify it as.

By knowing what to get, commanders can focus on a specific build to suit their style of play. Instead of grinding/searching for hours to get that one commodity in a ship with low cargo space and then do the roll and have an upgrade pop-up that doesn't serve any purpose but add frustration to an already long list of issues that I'm sure we can all agree with.

Like, getting Enhanced performance thrusters for your ICourier would be equal to G2 clean thrusters upgrade from an engineer. I know I'm way off on that, but using that as a very vague example, if you follow my train of thought.
 
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