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Honestly, it was just an assumption i was making, otherwise the comparison is just about pointless.
http://steamcommunity.com/sharedfiles/filedetails/?id=952557466
the stats reflected in the percentage are static, they do not change.. I could empty all 48 slots and those stats would still be the same percentage.. The numbers on the bar graphs below the percentage stats reflect the output potential of the multiool, including the installed tech..
When you compare multitools (or even ships) for purchase, the center section will compare their static percentage stats.. these do not change with the addition or removal of equipment and are more dependent and related to the class of the multitool (or ship)..
They're percentages of bonuses added to the multitool's potential output.. Meaning a C-Class with a given set of tech and 0% bonus in all 3 categories will yield just the base potential output, while a S-Class with 50% in all categories will have a potential output of about 1½ times the base potential output..
The gun in the example has 10 times the base potential for both mining and damage potential and 2½ times the scan range vs the 0% bonus base potential..
Ex) If I showed you I had a dime in my left hand and a dollar in my right, and I asked: "Which would you rather have, 10 times the amount in my left hand? or two times the amount in my right hand?"
Just because the multiplier is higher doesn't mean you end up with a bigger end result.. but when you can get a 24 slot S class, you can max out your tech and max out your base potential and really reap the benefits of that high multiplier...
Unless you're actually factoring in appearance (which is procedurally generated with no weight for style or appearance), the B class has more slots, higher multipliers (providing we're comparing the same type of ship) and would be the overall better choice of the two..
Different ships have different bonuses.. Fighters yield better damage, Explorers yield better hyperdrive, Haulers yield better shields (because they want protection from pirates) and shuttles have an overall balance.. so a S class shuttle could still appear to have worse stat bonuses than a fighter, but it's all relative to the ship's role.. this is why we can build a fleet of 6 ships, so we can use an explorer for jumping, a fighter for fighting, a hauler for interplanet exploration and harvesting of resources.. and even a shuttle for a junker to take thru a black hole without having to worry about repairing damaged tech..
you didn't put in that time for nothing.. not only does the ACv3 sometimes get you additional nanites, carbon, units, health, shield or even an increase in your standing with the native species, but it's also a requirement in the tier of Polo's quests.. you need to achieve your ACv3 while you're on the road to your Warp Reactor Theta.. plus the ACv3 can double as the ACv2, so that's a plus.. just wish it'd double as the ACv1 as well so we could save a slot.. maybe that's something for a future mod...
so true
https://steamuserimages-a.akamaihd.net/ugc/852721489084402479/7B689B38A5AA62949B3E7177BCCD795F4DABBEBC/
So am I losing a lot when I see something like this with more slots but lower other stats?
https://steamuserimages-a.akamaihd.net/ugc/852721489084402831/3A23786C4160198652265D4323808A2D8A97FEB4/
Let's take a look at your first image:
https://steamuserimages-a.akamaihd.net/ugc/852721489084402479/7B689B38A5AA62949B3E7177BCCD795F4DABBEBC/
Here it shows us your 165.8 damage is contributed by 11%, your 144.3 mining is contributed to by 48% and your 292.7 scanning is contributed to by 46%.. While that should be base*percent, I'm using the total/percent to find the base.. so it may not be completely accurate, but close enough to represent a valid decision..
Base stats (if all bonuses were +0%) should be:
(this is what is contributed by the installed tech w/o any stat bonuses)
Damage: 149.369
Mining: 97.5
Scanning: 200.479
well now that we know the base stats, assuming that's how you want to reconfigure the potential upgrade proposed, you can multiply the base numbers above with their respective stat bonuses..
New Multitool output (with same tech config) should be (roughly):
(This is with same tech config and +18%/+0%/+10%)
Damage: 176.3
Mining: 97.5
Scanning: 220.5
So the Damage already exceeds the old one (as the stat bonuses showed us w/o all the math) and in addition to the new tool's numbers under the same config, you'll have 5 additional slots to add to that config.. so you can add mining tech to in order to enhance your mining output or scanning enhancements to bring that back up.. but either way, you can make that 23 slot multitool just as good, if not slightly better, than the c-class experimental..
of course, then in lies the question if you want to mess with all the tech installation all over again (Tip: When applicable, dismantle your current tech prior to trading; sometimes you cannot do this as a multitool's offering will be lost if you exit the compare menu)
Wow, thank you for that reply. I guess It's time to finally upgrade.
First, the Experimental class A rifle
http://steamcommunity.com/sharedfiles/filedetails/?id=942877136
with secondly, the Alien class A rifle
http://steamcommunity.com/sharedfiles/filedetails/?id=942748865
the damage/yield/range figures in the right of the bars show the relative effects of all bonuses.
Contrasting with a "standard" class S rifle
http://steamcommunity.com/sharedfiles/filedetails/?id=943526919
although the standard rifle is of a higher class the statistics on its performance remain lower than either of the A class 'tools.
My recommendations - into scanning and mining seek out Experimental 'tools - when resources are no problems, and buzzing sentinels annoy Alien 'tools excel !
My current prreciousssss.........
http://steamcommunity.com/sharedfiles/filedetails/?id=945152915
But still looking for an Experimental S class!
I forgot that I replaced the intensifier as I opted for better tunnels vs. a small increase to mining yield from the intensifier less important to me than the prospect of making bipeds soar!
Interestingly. the intensifier upgrades do not appear to stack, one upgrade placed in the middle row produced the same result, as one, two, and three upgrades, independent of their respective positions in the upgrade stacks available.
Fitting out 'tools is resource intensive, I've found the cheapest way to try different upgrade combo's is to fill your ship with required raw materials, jump out make changes to the 'tool - if you don't like the result reload, and try again.