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Old 15.03.2011, 21:45   #1
EmeraldGuardian
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Default Upgrades

I seem to be missing something. Everyone on the forums talks about how important upgrading is. I don't get it. Upgrading your cannons doesn't improve your accuracy, and it only raises the optimum range a tad. Shouldn't I be saving my tylium and cubits for better things like a line ship?

I usually upgrade everything at least once, but I don't like using cubits for what seems like a minimal benefit to me. Can someone please explain why upgrading is so crucial?
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Old 15.03.2011, 22:36   #2
Artophwar
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People get put off by the small numbers in this game but the small numbers make a big difference. Skills increase off the base amount, and upgrading increases the base amount. Optimal range helps with accuracy as anything within that optimal range has the highest chance to hit. Damage on cannons also increases and that should be an obvious benefit. Basically all modules get about twice as effective at max level, then you add you skills on top of that.

I fly a viper almost exclusively and im level 29. Line ships are not the best, as this game is more rock/paper/scissors. I have taken out player line ships solo, player escorts solo, and multiple other strike craft at the same time, solo. My level 8 gear helps a lot with that.
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Old 15.03.2011, 22:40   #3
Spazticus
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Quote:
Originally Posted by EmeraldGuardian View Post
I seem to be missing something. Everyone on the forums talks about how important upgrading is. I don't get it. Upgrading your cannons doesn't improve your accuracy, and it only raises the optimum range a tad. Shouldn't I be saving my tylium and cubits for better things like a line ship?

I usually upgrade everything at least once, but I don't like using cubits for what seems like a minimal benefit to me. Can someone please explain why upgrading is so crucial?
How far you choose to upgrade equipment depends upon two main factors, assuming you're not paying for cubits:

1. Are you planning to upgrade into an escort or line ship? Regardless of the answer, the second factor comes into play. (As I have decided to not save up for a larger ship, all of my cubits have gone into upgrades. As of this post, it's about 170k cubits invested, and I don't have the time to play every day.)

2. How efficient of a fighter do you wish to be in order to advance? There is a balance that can be struck between upgrading your initial strike ship, and saving up for later, but it's primarily up to the individual to decide where that balance lies.

In the case of cannons, upgrading them not only increases the optimum range, but increases the damage you can do with them, thus reducing some of your ammo costs. More damage done, at slightly longer ranges, should allow you to kill things faster, which helps pay for itself over time, when you consider the cubits to be gained.

Similarly, upgrading gyros will allow you to stay on an enemy's tail for longer periods of time, again increasing your potential lethality. ES modules will help you have the edge in turn rate/speed, and boost your damage. An upgraded strike mineral scanner (mine is level 9, and only uses 16 energy per scan) will greatly increase your mining efficiency. Granted, you don't have to max out the equipment, but even minimal upgrades across the board can increase your odds.

The above is by no means a complete list, but the gist of it should be obvious. If you take the time and cubits to invest in equipment that increases your potential lethality, it will make your time saving up for what you really want somewhat smoother. It's worth noting that in this game, it's not just about what you can kill, but your efficiency in doing so.
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Old 15.03.2011, 23:20   #4
ecued1
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yea , the hell with em' i say, im flying the thing right out of the box. i might not even put cannons on it ; )
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Old 16.03.2011, 23:51   #5
Resmar
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This kinda of goes under this same topic, there are some aspects of the upgrades, mostly until the skills increasing the FTL jump range 1% has absolutely no effect. Afterall 1% increase of 5 light years is 5.01 light years. This increase has no use anywhere in the game, thus is a waste of experience and time to have someone train that skill. Many other skills are the same and some of the upgrades for ships/weapons have a similar feel to it.
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Old 17.03.2011, 00:45   #6
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You're partially correct on that. Escort and line ships have a larger jump range than strikes, so that additional range will matter more, in those cases. It's also fair to say that if one uses the strike-level FTL range boosting engine modules, one will have a much more appreciable effect on their jump range. The Navigation skills are suboptimal for dedicated strike pilots, in my opinion, with the exception of the one that reduces the tylium costs to jump. In practice, even this is really a minor issue, as long as you always keep a base minimum of 3-5k tylium saved when possible.

As for other skills, I agree, to some extent. If one doesn't plan to use decoys or DC packs, then spending time upgrading those skills is moot. The primary skills for any pilot are in the piloting and weapons trees. Piloting is crucial because if you can't keep the enemy in your sights, you're a liability. Weapon skills are incredibly important, because your survivability often depends on the damage you can deal.

Command ship pilots should also get their ES/EW skills trained over time, if they plan to use either long term. Mining skills will help slightly, though if one is in a strike, just using upgraded equipment and minimal skill upgrades in that tree is more efficient, in my opinion. The Emergency Procedures skill does increase your HP, even if the effect is small on a strike. In 1v1, it always boils down to who has more HP to survive, and who can deal consistent damage in a shorter period of time.
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Old 17.03.2011, 09:14   #7
EmeraldGuardian
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Okay, upgrades help I get it. Doesn't it seem at tad off that you have to spend over 20 times the price of an item to upgrade it to be twice as effective as it was before. By the time I upgrade my whole ship I could buy two more. This definitely seems to be a cubit sponge.

So is it worth it? Have you noticed a major difference after your upgrades? Like another ship's worth of difference?
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Old 17.03.2011, 10:33   #8
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Quote:
Originally Posted by EmeraldGuardian View Post
Okay, upgrades help I get it. Doesn't it seem at tad off that you have to spend over 20 times the price of an item to upgrade it to be twice as effective as it was before. By the time I upgrade my whole ship I could buy two more. This definitely seems to be a cubit sponge.

So is it worth it? Have you noticed a major difference after your upgrades? Like another ship's worth of difference?
The difference is noticeable even after 3 upgrades. A fully upgraded strike will tear a un-upgradeable escort up. Remember this game is trying to be balanced between the 3 ship types. They have different roles. If you think you wan to be a fast fighter, stay in the fighter. If you want to be a strike killer then you go for an escort. I do agree that some upgrades and skills are underpowered though.
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Old 17.03.2011, 10:37   #9
Spazticus
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Quote:
Originally Posted by EmeraldGuardian View Post
Okay, upgrades help I get it. Doesn't it seem at tad off that you have to spend over 20 times the price of an item to upgrade it to be twice as effective as it was before. By the time I upgrade my whole ship I could buy two more. This definitely seems to be a cubit sponge.

So is it worth it? Have you noticed a major difference after your upgrades? Like another ship's worth of difference?
Just taking my own experiences into account, I have invested over 170k cubits and over a million tylium into my Adv. Raptor. I'm fairly dangerous with it in a turning fight, and have a few loadouts with upgraded equipment I can switch between, as needed. I acknowledge that compared to many players, that's a tiny investment in comparison, and I'm exclusively a strike pilot. Take that into account, because I never have to worry about running out of tylium; I only have to be concerned with my cubit income.

I think it's worth it to upgrade, as long as you know what you want out of it, and what loadouts you prefer to stick with. Killing more ships before you eventually get shot up (or to be tough and fast enough to run and survive) is just icing on the cake. You will always have the option to take your strike out for dailies/hunting, or if you wish, to use a larger ship in higher threat areas later.

As far as new escorts and lines, the initial costs are heavily outweighed by the cost of later upgrades. I suppose the plus side to this high cost is that all weapons and equipment are compatible within their respective weight classes, so if you get a different escort or line later, you won't have to repurchase everything.
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Old 17.03.2011, 10:54   #10
jack101x
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Not that long ago my escort would die the death against a line, now it can survive nicely. (I'd advise leveling up Cannon Accuracy skill as much as possible and holding off guns till in effective range.)

There are as said in other threads pratical reasons to leveling up guns. For example I usually engage a line at 500 as they are so big you can't get closer. So I've leveled up my medium guns to lvl 2 as standard. Got 1 at lvl 4 and 1 at lvl 3. I expect given 1K rounds cost 7K that over time I'm saving money and reducing time I spend spinning around an enemy.

Take lines, if I get one I start effectively again, everything costs more and they are slow. I'm in half a mind to keep my escort and level it up. The game gives you that option.
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