Module Setups for different Professions

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-PLAGUE-
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Joined: Tue Jul 20, 2010 10:09 pm

Module Setups for different Professions

Post by -PLAGUE- » Sun Aug 15, 2010 9:12 am

Ok this post is for those noobs who like to buy one of everything they see in the weapons and mods selection screen for their ships.

Ok here are some of the mod setups i've seen used for every different profession and skill type

Before i make the list i want everyone new to the game to understand that most modules are not very affective unless you have many of them, for example flight modules and energy dynamos as well as some others don't do a lot of you only have one or two.

There are some mods that are indefinitely affective if you have one or two, two of them would be.
Shield capacitors
Steering modules

Invading

1*Surface Missles
1*Afterburners
6* Flight mods-Energy dynamos- Nuetron Plating

Fighting

Setup one:

1* Afterburners
7* Flight mods

Setup Two:

1* Point Defense
7* energy Dynamos

Setup Three:

1* Point Defense
7* Shield Capacitors-Nuetron Plating


For Builders who are weak fighters and prefer to be left alone I recommend

1* Point Defense
1* Cloaking
1* Battle Scanners
5* Cargo Bulkhead



Some other useful setups for various activities:

When arti hunting and cleaning

Antarean Speedstar
1* Cloak
7* Solar sails


And just for the heck of it ill throw in my favorite ship and setup for blitz:

Avenger
1* Emp
1* Flower Power

8 Cmines-Flaks-Nukes

I Hope this is useful for everyone new to the game I see running around with one of everything.

PLAGUE

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salligator
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Re: Module Setups for different Professions

Post by salligator » Sun Aug 15, 2010 8:45 pm

your forgot several invading setups

My favorite
Ship: Sethdar (seth)/Intergalactic's Ship (IGS)/Imperial Starcruiser (ISC)
1 Afterburners
1 Surface Missiles
3 Neutron Plating
3 Energy Dynamos


Another one used alot
Ship: Seth/IGS/ISC
1 Afterburners
1 Surface Missles
3 Flight Mods
3 Energy Dynamos



The building one I use, leaves ya defenseless though but you can move alot more
Ship: Corporate Flagship/Dreamsower/ISC/IGS
8 Cargo Bulkheads

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Bartimaeus
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Re: Module Setups for different Professions

Post by Bartimaeus » Mon Aug 16, 2010 5:05 pm

Speed/control balanced module combination:

1 energy dynamo,
4 thrusters,
3 flight mods and
Intergalactics Spacesuit artifacts to go with it.

Or:

4 neutron platings,
4 energy dynamos,
3 superconductors

For high resistance to laserfire when trying to capture your colony

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gamanche
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Re: Module Setups for different Professions

Post by gamanche » Thu Aug 19, 2010 4:37 pm

ceo
8 cargo bulkheads

i use this for building and invading becuz im lazy to go to base

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vh04x
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Re: Module Setups for different Professions

Post by vh04x » Tue Aug 31, 2010 6:00 am

real pros invade with 8 solar sails :D

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mcdfatty
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Re: Module Setups for different Professions

Post by mcdfatty » Tue Aug 31, 2010 8:57 pm

Would a speedstar with 5 wisdom, 8 solar sails, and 2 ig maps get u 0 gallons per warp jump?
ive always wondered this

zed55

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Mel'Kaven
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Re: Module Setups for different Professions

Post by Mel'Kaven » Wed Sep 01, 2010 12:03 am

mcdfatty wrote:Would a speedstar with 5 wisdom, 8 solar sails, and 2 ig maps get u 0 gallons per warp jump?
ive always wondered this

zed55
Minimum is 3 gallons a warp I think. like even if you go below it wont let you go lower :P

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Bartimaeus
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Re: Module Setups for different Professions

Post by Bartimaeus » Wed Sep 01, 2010 11:44 am

Mel'Kaven wrote:
mcdfatty wrote:Would a speedstar with 5 wisdom, 8 solar sails, and 2 ig maps get u 0 gallons per warp jump?
ive always wondered this

zed55
Minimum is 3 gallons a warp I think. like even if you go below it wont let you go lower :P
10 wisdom, 3 ig maps, 8 sails and speedstar would give you 0.1 fuel efficiency. Landing on planets in the system still takes 1 gallon per land.

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mcdfatty
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Re: Module Setups for different Professions

Post by mcdfatty » Fri Sep 10, 2010 7:20 pm

Bartimaeus wrote:
Mel'Kaven wrote:
mcdfatty wrote:Would a speedstar with 5 wisdom, 8 solar sails, and 2 ig maps get u 0 gallons per warp jump?
ive always wondered this

zed55
Minimum is 3 gallons a warp I think. like even if you go below it wont let you go lower :P
10 wisdom, 3 ig maps, 8 sails and speedstar would give you 0.1 fuel efficiency. Landing on planets in the system still takes 1 gallon per land.
Lol thats rediculous. One module setup disagreement: Point Defense and 7 energy dyanamos. Once you get about 4 anything beyond that wont really help out your energy regen very much. So i would recomend:

Igs or Isc
1 Point Defense
4 Energy Dynamos
3 Neutron platings-Shield Capacitors

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