Moduel Stats

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FortyTwoAxes
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Moduel Stats

Post by FortyTwoAxes » Tue Feb 09, 2010 1:12 am

Here are the stats for all the moduels but the scanners :roll:
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Flight moduel-Increases top speed by 40 Kps each (8 = 320 kps)

Steering moduel-Increases turning speed by 7 dps each (8 = 56 dps)

Thruster-Increases thrusting by 20 kps each (8 = 160 kps)

Solar sail-Decreases fuel usesage by 0.3 gallons each (8 = 2.4 gpw less)

Cargo bulkhead-Increases ship cargo holds by 25 slots each (8 = 200 cargoholds)

Sheild capacitor-Increases sheilds by 1,000 each (8 = 8,000 sheilds)

Energy dynamo-Increases energy regain by 8 tws each (8 = 64 tws)

Weapon stabilizer-(no idea) Bullets take longer to disappear

Bullet accelerator-(no idea) Faster bullets

Beam extender-(no idea) Extends beam length

Neutron plating-Reduces damage done to sheilds by 6% each (8 = 48%)

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ArdRhys4
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Re: Moduel Stats

Post by ArdRhys4 » Thu Feb 11, 2010 5:28 am

Yea, the three extender ones are useless... they need to be upgraded.

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vh04x
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Re: Moduel Stats

Post by vh04x » Thu Jun 17, 2010 4:09 pm

No, they have their respective strategies.

For example, weapon stabilizers might be great for extending the range of SM and nukes
Beam extender could be useful to extend the range of the tractor (since its strength was reduced)
And bullet accelerator (i think) should increase the speed of nukes and reduce nuke-dodging

pbn4ever
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Re: Moduel Stats

Post by pbn4ever » Thu Jun 17, 2010 4:13 pm

vh04x wrote:No, they have their respective strategies.

For example, weapon stabilizers might be great for extending the range of SM and nukes
Beam extender could be useful to extend the range of the tractor (since its strength was reduced)
And bullet accelerator (i think) should increase the speed of nukes and reduce nuke-dodging
ive tested all of them. weapon stabilizer does nothing for SM or nukes.
beam extender is pitiful
and bullet accelerator again does nothing SM or nukes

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captainjf
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Re: Moduel Stats

Post by captainjf » Thu Jun 17, 2010 5:48 pm

vh04x wrote:No, they have their respective strategies.

For example, weapon stabilizers might be great for extending the range of SM and nukes
Beam extender could be useful to extend the range of the tractor (since its strength was reduced)
And bullet accelerator (i think) should increase the speed of nukes and reduce nuke-dodging
Nukes can be dodged now? I thought it was darned near impossible to dodge nukes now adays....

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FortyTwoAxes
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Re: Moduel Stats

Post by FortyTwoAxes » Thu Jun 17, 2010 6:16 pm

captainjf wrote:
vh04x wrote:No, they have their respective strategies.

For example, weapon stabilizers might be great for extending the range of SM and nukes
Beam extender could be useful to extend the range of the tractor (since its strength was reduced)
And bullet accelerator (i think) should increase the speed of nukes and reduce nuke-dodging
Nukes can be dodged now? I thought it was darned near impossible to dodge nukes now adays....
they can if you have a bunch of flight mods and after burners and a nooby nuker

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Barefoot
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Re: Moduel Stats

Post by Barefoot » Thu Jun 17, 2010 7:40 pm

You can cause them to hit planets/moons in space, or you can land on any planet. If the planet is owned and bounces you out, the nuke still misses.

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captainjf
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Re: Moduel Stats

Post by captainjf » Fri Jun 18, 2010 6:49 am

I still like the old nuke speed better. They can be used in a fight, but it took some skill to hit someone...They could still be dodged though...

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Bartimaeus
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Re: Moduel Stats

Post by Bartimaeus » Wed Jun 30, 2010 5:29 pm

pbn4ever wrote:
vh04x wrote:No, they have their respective strategies.

For example, weapon stabilizers might be great for extending the range of SM and nukes
Beam extender could be useful to extend the range of the tractor (since its strength was reduced)
And bullet accelerator (i think) should increase the speed of nukes and reduce nuke-dodging
ive tested all of them. weapon stabilizer does nothing for SM or nukes.
beam extender is pitiful
and bullet accelerator again does nothing SM or nukes
All of this is not true.

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