I was just wondering what your all's opinions are on some of the more expensive equipment.
- Is there anything you originally thought was useless that you later learned was really good or vice versa?
- Is either Countmeasure deployer or anti-missle system worth of a slot?
- Is the Shield Battery X5 or Shield Recharger better?
- Afterburner Drive: I've heard different things about it, like it can be good when you need to evac quick, but sucks for chasing cause you'll have no energy left.
What do you feel are must have equipments for combat if you were filling 8 slots?
Thanks.
[Edited on 4-30-2014 by Booyaah]
Exotic equipment questions
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Marvin
- Global Moderator

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Exotic equipment questions
Opinions on the auto-CM launcher vary. Personally, I use it all the time. When testing via a new profile, most of my deaths are a direct result of not having an auto-CM.
I also use the best shield battery available ... and have never heard anyone criticize its use. For me, the recharger sucks up too much energy.
I also use the best shield battery available ... and have never heard anyone criticize its use. For me, the recharger sucks up too much energy.
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Busch
- Captain

- Posts: 1468
- Joined: Tue Jul 20, 2010 1:07 am
- Location: Portland, OR. West Coast, USA
Exotic equipment questions
As long as you possess the basic 5 (C-5 Fulcrum Jump Drive - or better, C-5 Shield Btry., Cannon Relay, C-3 Repair Sys., Mine/Tractor Beam of any flavor), you can experiment with any additional equipment items, and discover which works best for you and your flying/fighting style. A cannon heat sink, in addition to the cannon relay comes in handy. Hang on to your M/T Beam. They are useful for those rescue pod missions in the war zones. Shield Rechargers, Anti-Missile Systems (AMS), and the Auto-Countermeasures dispenser (ACM) are a bit of a coin-toss, depending on the individual player/pilot's wishes. I don't use the ACM, preferring the utility of the AMS instead. The Afterburner Drive is a bit of an energy/fuel hog (very high burn rate/short duration), and necessitates more than passing familiarity with it's idiosyncrasies in application, imhyco. With a C-10 engine/power plant standard on all mil frames, I'll use the shield recharger to back up my shield core and battery, whilst engaged in hostilities.
Commander

[SW] Clan Squadron Lead - Retired
Call Sign: Busch



[SW] Clan Squadron Lead - Retired
Call Sign: Busch


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picommander
- Lieutenant

- Posts: 282
- Joined: Mon Mar 17, 2014 4:11 pm
- Location: Lost Rucker
Exotic equipment questions
I only tested the auto-CM launcher once but didn't like it all that much. It's just spamming CMs and if you are in an adverse position you get hit anyway. Also when fighting large blobs (10+) chances are that you'll be out of CMs before the last enemy is gone. Usually I even fly with a reduced amount of CMs and trust in a mix of anti-missile system and good old handwork (shooting missiles works best in inertia mode). Meanwhile I fly w/o the shield recharger though I wouldn't say it's bad per se, but double-edged. Shield battery is mandatory, afterburner drive not worth the equipment slot IMO but maybe a matter of taste. I'd suggest to test all these parts for your self, every one has a different fighting style. Take this with a pint of salt though, I'm still a semi-noob.
deep space trader
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SeeJay
- Captain

- Posts: 3507
- Joined: Wed Aug 11, 2010 9:03 am
- Location: Sweden
Exotic equipment questions
Hi and welcome.
I thought that Excals whrere a great choice but after testing it I really think it's useless.
t takes up all 8 missile slots and dispatch all 8 missiles when used. Then you have to wait 3min for it to reload itself.
Cheap to use since it fills up for free, but each missile is very weak and easy to avoid.
I don't use either CM launcher or Anti Missile system. I like to take out any incoming threat manually.
If you configure your controls so that CM launch is easy accessed, you can easily dispatch CM's when needed.
They can be a good equipment when you are new so you can focus a bit more on flying your ship tho.
I agree with Marvin on the use of Shield Battery/Recharger.
Afterburner Drive is of no use to me. The default after burner is good enough. Better equipment can be used on that slot instead.
It all comes down to how you fly/fight what equipment you use.
Try them all and see if they are good for YOU is my best advice.
See ya out there.
I thought that Excals whrere a great choice but after testing it I really think it's useless.
t takes up all 8 missile slots and dispatch all 8 missiles when used. Then you have to wait 3min for it to reload itself.
Cheap to use since it fills up for free, but each missile is very weak and easy to avoid.
I don't use either CM launcher or Anti Missile system. I like to take out any incoming threat manually.
If you configure your controls so that CM launch is easy accessed, you can easily dispatch CM's when needed.
They can be a good equipment when you are new so you can focus a bit more on flying your ship tho.
I agree with Marvin on the use of Shield Battery/Recharger.
Afterburner Drive is of no use to me. The default after burner is good enough. Better equipment can be used on that slot instead.
It all comes down to how you fly/fight what equipment you use.
Try them all and see if they are good for YOU is my best advice.
See ya out there.
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DaveK
- Global Moderator

- Posts: 4161
- Joined: Mon Apr 19, 2010 9:04 pm
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Exotic equipment questions
In the Hints&Tips Guide there's a section of opinions and discussions on 'must have' and 'avoid' equipment (and loadouts) from a variety of experienced players plus an important discussion on equipment clashes (good equipment that shouldn't be used together, for example a shield recharger and an installed stealth generator)

Callsign: Incoming

Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


Life is like a sewer... what you get out of it depends on what you put into it. - Bob Newhart
Hell is being in a pure platinum asteroid field... with a diamond mining beam


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Major Grubert
- Lieutenant

- Posts: 465
- Joined: Wed May 16, 2012 10:24 am
- Location: Paris, France.
Exotic equipment questions
Try to upgrade to C5 tech lvl on main parts
then adapt to your game style or area or goal you make for yourself
if you go in an hostile sector for fight or get something you can have different use of your slot equipment than if you go exploring around peacefully
As noob i remembered to have been very excited by the fuel converter, as my tank was small and want go very fast and far for exlore... but in the mean time i make cash for equip the ship with one I was able to upgrade the fuel tank and get a mantis drive... then the fuel converter was useless but for trade stuff...
dont worry, after some time you'll have enough cash to try out all options and equipments
MG
then adapt to your game style or area or goal you make for yourself
if you go in an hostile sector for fight or get something you can have different use of your slot equipment than if you go exploring around peacefully
As noob i remembered to have been very excited by the fuel converter, as my tank was small and want go very fast and far for exlore... but in the mean time i make cash for equip the ship with one I was able to upgrade the fuel tank and get a mantis drive... then the fuel converter was useless but for trade stuff...
dont worry, after some time you'll have enough cash to try out all options and equipments
MG
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Rubber Chicken
- Captain

- Posts: 1193
- Joined: Sun Nov 13, 2011 5:10 pm
- Location: Skinny Dipping in the Punchbowl of Doom.
Exotic equipment questions
The essentials IMO:
1. Shield Battery X5 - any class is good and without it you will have NO shields. If you have only a Shield Recharger, then it will constantly work to replenish shields that will never raise. That drains weapon's energy and zero energy bar = ship dead in the water.
2. Repair System X3 - automatically repairs the ship's hull when damage is received. Any class will do, but the X3 is the fastest.
3. Cannon Relay System - Drastically reduces energy consumption from you primary weapons. - Longer firing time.
5. Jump Drive - the higher the class the better. Keep in mind that if you enjoy long cruises at very high inertial speeds, then the jump drive might be considered optional. If reading encyclopedias and contemplating the universe at multiple levels simultaneously isn't your thing, get one.
Nice to have equipment IMO:
Antimissile System - While only an insurance policy against incoming missiles, it has saved my tail more than once. It works best when you have achieved a speed away from the missile that prevents the missile from closing quickly. Evasive tactics such as shooting the missile down, or running and launching countermeasures until the missile is destroyed or times-out are still priority. -Oh and if you can, stay off of the afterburners when the Antimissile indicator above the left side of the dashboard lights up. That means that the AMS has a good track on the missile and there's a high probability it will work as advertised. The less heat you make, the more you add to that probability.
Deploy Constructor: This is the essential camping kit for explorers. It has means to save your tail in many different situations - both combat and non-combat alike.
Stealth Generator: Want to take a leisurely cruise through hostile space and not be seen? Stealth Gen. is for you.
Keep in mind when IDS mode is active other players can still visually detect your engine flare.
[Edited on 4-30-2014 by Rubber Chicken]
1. Shield Battery X5 - any class is good and without it you will have NO shields. If you have only a Shield Recharger, then it will constantly work to replenish shields that will never raise. That drains weapon's energy and zero energy bar = ship dead in the water.
2. Repair System X3 - automatically repairs the ship's hull when damage is received. Any class will do, but the X3 is the fastest.
3. Cannon Relay System - Drastically reduces energy consumption from you primary weapons. - Longer firing time.
5. Jump Drive - the higher the class the better. Keep in mind that if you enjoy long cruises at very high inertial speeds, then the jump drive might be considered optional. If reading encyclopedias and contemplating the universe at multiple levels simultaneously isn't your thing, get one.
Nice to have equipment IMO:
Antimissile System - While only an insurance policy against incoming missiles, it has saved my tail more than once. It works best when you have achieved a speed away from the missile that prevents the missile from closing quickly. Evasive tactics such as shooting the missile down, or running and launching countermeasures until the missile is destroyed or times-out are still priority. -Oh and if you can, stay off of the afterburners when the Antimissile indicator above the left side of the dashboard lights up. That means that the AMS has a good track on the missile and there's a high probability it will work as advertised. The less heat you make, the more you add to that probability.
Deploy Constructor: This is the essential camping kit for explorers. It has means to save your tail in many different situations - both combat and non-combat alike.
Stealth Generator: Want to take a leisurely cruise through hostile space and not be seen? Stealth Gen. is for you.
Keep in mind when IDS mode is active other players can still visually detect your engine flare.
[Edited on 4-30-2014 by Rubber Chicken]
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Nigel_Strange
- Captain

- Posts: 1254
- Joined: Fri Mar 25, 2005 5:51 am
Exotic equipment questions
I use the antimissile system when I do a lot of contracts. It works, but it is subtle. Essentially, I find that the missiles chasing me self-destruct a little sooner than they otherwise would.
Countermeasures, in general, do not work so well for me. I'm often burning my AB in combat, so I'm way too hot for CMs to do much good. I rely primarily on speed and positioning (and shooting down missiles).
Stealth generator is a must-have. Not only does it work really well, but it's hard to find, so if you get one, hang on to it.
Terrain walker...nobody has mentioned these. Fun! However, I never use mine. Good, though, if there is discarded loot on the surface.
Countermeasures, in general, do not work so well for me. I'm often burning my AB in combat, so I'm way too hot for CMs to do much good. I rely primarily on speed and positioning (and shooting down missiles).
Stealth generator is a must-have. Not only does it work really well, but it's hard to find, so if you get one, hang on to it.
Terrain walker...nobody has mentioned these. Fun! However, I never use mine. Good, though, if there is discarded loot on the surface.
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PaulB
- Commander

- Posts: 588
- Joined: Sat Feb 22, 2014 11:25 pm
Exotic equipment questions
So you don't get confused by names - it's not Shield Battery C5 it's Shield Battery X5 abd yes you should have that as someone else has indicated.From post: 169428, Topic: tid=11367, author=Booyaah wrote:I was just wondering what your all's opinions are on some of the more expensive equipment.
- Is there anything you originally thought was useless that you later learned was really good or vice versa?
- Is either Countmeasure deployer or anti-missle system worth of a slot?
- Is the Shield Battery X5 or Shield Recharger better?
- Afterburner Drive: I've heard different things about it, like it can be good when you need to evac quick, but sucks for chasing cause you'll have no energy left.
What do you feel are must have equipments for combat if you were filling 8 slots?
Thanks.
[Edited on 4-30-2014 by Booyaah]
My opinion for Auto CM is this based on what I've read.
It is excessively ready to deploy them so if you have sacrificed a CM slot (so you only have 25) so you could have an additional Equipment slot in it's place then I don't think you want an Auto CM spamming out your valuable but limited 25 CM's. If on the other hand you didn't care about extra equipment slots and chose instead 2 or 3 CM slots so thatt you have 50 or 75 CM's then yeah you might want to have Auto CM to spam them out. That's how I look at it.
Also, I'm not clear if it uses a Missile (Hard Point ) slot or an Equipment slot. If it uses an Equipment slot then I don't want one period. If it uses a Missile slot then maybe although I'd hate giving up a Missile. Unless I'm surrounded by Reds firing missiles at me (like in Thuban or Pearl) I'd rather just shoot the missiles down with Guns or Afterburn away. In Thuban (passing through on my way to Pearl) I just get max speed and get the h*** away from the Gate exit as fast as I can so I can Jump to Pearl and I seldom even let go of any CM's. But I'm not aiming to be the best fighter ace. So it's your call of course on how you perceive your role in the game.
I don't think you could survive very long without an Afterburner unless perhaps you have the best reflexes in the world and a very multitasking ability and observation.
If you read that Hint's & Tips guide and the Technical guide you will see that all so "extras" come with (IMO) some drawback in other areas - like adversely affecting your shield or energy supply. If I recall the Shield Recharger conflicts with the Stealth Generator in terms of your Energy supply.
Things like the Shield Paks and Energy paks that are "one use only" can be helpful in emergencies but they take up valuable Missile slots and cost a bundle.
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Marvin
- Global Moderator

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Exotic equipment questions
The auto-CM launcher sits on an equipment slot. It is best employed from one of the better ships. I use it on my military ship and on my Mammoth. The reason I use it at all because, unlike other players, I don't seem to have trouble with it puking out a slew of CMs at one go. In fact, the auto-CM does a lot better job of timing an incoming missile than I do. So much so that I rarely need to RTB to re-fill my CMs before I otherwise need to refill my gas tank.


