Hope Reforged | Shattered Chains

General Category => The Fleet => Topic started by: Jerry Pate on Mar 04, 2012, 04:21 PM



Title: Ship Mods
Post by: Jerry Pate on Mar 04, 2012, 04:21 PM
I was looking at the Grade 3 ship mods and got confused.

The Grade 2 Beam Generator has stats:
  Blasters fire 6 shots per second
  Ship has shields that absorb 25 damage
while the Grade 3 Beam Generator has only:
  Blasters fire 6 shots per second

So the Grade 2 Purple is obviously better than the Grade 3 Green.

But the Grade 2 Energy Shield has stats:
  Blasters deliver 3 damage per bolt
  Ship has shields that absorb 175 damage
while the Grade 3 Energy Shield has:
   Ship has shields that absorb 300 damage

I would assume that a 70% better bonus to shields would more than make up for 3 damage per bolt, and that therefor the Grade 3 Green is better than the Grade 2 Purple.

These 2 are just examples.  Are they being inconsistent, or am I making a bad assumption about the 125 extra to shields?


Title: Re: Ship Mods
Post by: Candrandir on Mar 04, 2012, 07:12 PM
When you equip the grade three generator it is actually 7 shots per second. The tool tip displays that incorrectly.

Like how the proton torpedo tube says you get 4 torpedoes yet when I get into the mission I actually have 3.


Title: Re: Ship Mods
Post by: Jerry Pate on Mar 04, 2012, 07:27 PM
Okay, but still.  I think I'd rather have 25 damage absorption than one extra shot.  Am I just giving too much weight to the value of armor?


Title: Re: Ship Mods
Post by: Candrandir on Mar 04, 2012, 08:33 PM
In my experience the extra damage is more effective than the extra absorption.

If you are using all grade 2 at the moment you should be at something like 56 damage per shot which would translate to an extra 56 damage per second by changing beam generators. The extra 25 damage that your shields can absorb by not changing them will be a one time thing unless your shields regenerate. Where it gets tricky is that shield regeneration is reduced while you are firing blasters.

Doing more damage will help you in two ways. Taking down targets that shoot at you more quickly will reduce the overall damage you receive. Taking down targets more quickly will give you more opportunities to stop firing and recharge your shields.


Title: Re: Ship Mods
Post by: Agelmar on Mar 04, 2012, 10:30 PM
By the way, is there a ship vendor where we can barter our space combat commendations for ship upgrades? I've yet to find him if he does exist.


Title: Re: Ship Mods
Post by: Nick on Mar 04, 2012, 11:08 PM
Yes he is behind the regular space vendor


Title: Re: Ship Mods
Post by: Candrandir on Mar 05, 2012, 01:08 AM
There is also another upgrade vendor on Corellia that takes commendations. BTW the vendors are where you get the EMP Generator, Electronic Warfare Pod, Power Conversion Module, and Proton Torpedo Tube. There is only one grade of each that I'm aware of, also there aren't any other ship upgrades on the vendors if you are looking for something else. There are a couple of social pilot suits and some loot chests as well.


Title: Re: Ship Mods
Post by: Mead Grog on Mar 05, 2012, 10:59 AM
So a cybertech can't make those yet?


Title: Re: Ship Mods
Post by: Agelmar on Mar 05, 2012, 03:44 PM
Yes he is behind the regular space vendor

This is on the imperial fleet right?
And thanks :)