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Author Topic: Starsector 0.96a-RC6 S-mod Bonuses/Penalties  (Read 3183 times)

Vanshilar

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Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« on: May 05, 2023, 11:43:02 AM »

This is largely a listing for personal use but I thought it'd be useful to put all the s-mod bonuses/penalties together in one thread:

Accelerated Shields: Increases the shield's turn rate and raise rate by an additional 100%.
Adaptive Phase Coils: none.
Additional Berthing: Doubles the crew capacity increase and, for, civilian hulls, negates the maintenance cost increase.
Advanced Optics: none.
Advanced Turret Gyros: Increases damage to missiles and fighters by 25%. Increases damage to smaller ships by 5% per size class of difference.
Armored Weapon Mounts: Increases the rate of fire of all non-missile weapons by 10%.
Assault Package: none.
Augmented Drive Field: Increases maximum burn level by a further +1.
Automated Repair Unit: Reduces the time required to repair disabled weapons and engines (in combat) by 50%.
Auxiliary Fuel Tanks: Doubles the fuel capacity increase and, for, civilian hulls, negates the maintenance cost increase.
Auxiliary Thrusters: none.
Ballistic Rangefinder: none.
Blast Doors: Increases the crew casualty reduction to 85%.
Converted Fighter Bay: Monthly maintenance cost reduced by 15% per fighter bay.
Converted Hangar: Increases the rate at which the fighter replacement rate recovers by 10% for cruisers, and by 25% for capital ships. No added effect for destroyers.
Dedicated Targeting Core: Increases the range bonus to 40% for cruisers and 60% for capital ships.
Defensive Targeting Array: Extends range of ballistic and energy weapons of the ship's fighters by 100 units.
ECCM Package: Fully negates the effect of ECM and flares on missiles fired by this ship.
ECM Package: none.
Efficiency Overhaul: Reduces maintenance cost, fuel use, and minimum crew requirement by a further 10%.
Escort Package: none.
Expanded Cargo Holds: Doubles the cargo capacity increase and, for, civilian hulls, negates the maintenance cost increase.
Expanded Deck Crew: none.
Expanded Magazines: Increases the ammo/charge regeneration rate for ballistic and energy weapons by 50%.
Expanded Missile Racks: Reduces the rate of fire of missile weapons by 10%.
Extended Shields: Increases the shield's coverage by an additional 60 degrees.
Flux Coil Adjunct: Increases flux capacity by a further 200/400/600/1000, making the coil as efficient as adding capacitors.
Flux Distributor: Increases flux dissipation by a further 10/20/30/50, making the distributor as efficient as adding vents.
Hardened Shields: none.
Hardened Subsystems: none.
Heavy Armor: Reduces the ship's maneuverability by 25%.
High Resolution Sensors: Increases the ship's in-combat vision range by 1000/1500/2000/2500, based on hull size.
High Scatter Amplifier: Increases beam weapon damage by an additional 5%.
Insulated Engine Assembly: Increases engine durability by a further 100%, and increases the sensor profile reduction to 90%.
Integrated Point Defense AI: All small non-missile weapons are classified as "point-defense", automatically target missiles, and are affected by point-defense stat modifiers.
Integrated Targeting Unit: none.
Makeshift Shield Generator: none.
Militarized Subsystems: Negates the increased crew requirements.
Missile Autoloader: Increases the post-reload cooldown to 10 seconds.
Nav Relay: none.
Neural Integrator: none.
Neural Interface: none.
Operations Center: none.
Phase Anchor: none.
Recovery Shuttles: Increases the fighter pilot casualty reduction to 95%.
Reinforced Bulkheads: none.
Resistant Flux Conduits: Increases the flux dissipation rate while venting by a further 10%.
Safety Overrides: none.
Shield Conversion - Front: Reduces the amount of damage taken by shields by 5%.
Shield Conversion - Omni: Negates the shield arc penalty.
Shield Shunt: Increases the ship's armor by an additional 15%.
Solar Shielding: Increases the protection from solar coronae and similar hazards to 100%.
Stabilized Shields: Converts 10% of the hard flux damage taken by shields to soft flux.
Surveying Equipment: Increases the survey cost reduction by 100%.
Unstable Injector: none.

-----

Some of them are *very* interesting. Extended Shields may close the engine gap for a number of ships, such as the Eagle and the Medusa. Armored Weapon Mounts increases the ballistic/energy damage output by 10% (and the flux cost as well). Advanced Turret Gyros will help big ships kill off smaller ships. Expanded Magazines means that ballistic/energy weapons with ammo (such as Ion Pulser), increasing their sustained DPS by 50%. This could be very helpful for certain (especially [REDACTED]) weapons that are ammo-limited. However, it doesn't seem to work for IR Autolance; not sure if that's a bug or not (since it's a beam weapon), will post in the bug forum about it.

A minor bug of sorts is that there's an unnecessary comma after "for" for the s-mod bonus descriptions of Additional Berthing, Auxiliary Fuel Tanks, and Expanded Cargo Holds.
« Last Edit: May 05, 2023, 01:08:24 PM by Vanshilar »
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Grievous69

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #1 on: May 05, 2023, 11:45:44 AM »

This is wonderful, thanks a lot mate.
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Lawrence Master-blaster

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #2 on: May 05, 2023, 12:08:24 PM »

Thanks a lot, I won't be able to check out the patch for a few days. (If you could also show me the stats for Kinetic Blaster I'd be very grateful)

The logistic hullmod bonuses look insane and make Industry tree even less appealing than it already was.

On the other hand, Expanded Missile Racks... can't believe I'm saying this, but *only* 10% penalty? Wasn't it 50% in initial draft? I know it was supposed to be toned down but I expected 33% or 25%. 10% is practically nothing.
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Vanshilar

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #3 on: May 05, 2023, 12:45:24 PM »

(If you could also show me the stats for Kinetic Blaster I'd be very grateful)

A bit of a topic drift, maybe someone will make a thread for all the new weapons (and existing weapon changes), but a couple of note:
Kinetic Blaster is 12 OP, range 600, damage 250 (kinetic), DPS 250, flux per shot 375, refire delay of 1 second.
Pulse Laser is 10 OP, range 600, damage 100 (energy), DPS 300, flux per shot 80 (so flux/sec of 240), refire delay of 0.3333333 second.
Mining Blaster is 10 OP, hybrid, range 500, damage 200 (HE), DPS 1000(100), flux per shot 300 (so flux/sec of 1500(150)), refire delay of 0.2, max charges of 4, 2 sec per recharge, recharge gives 1 ammo
IR Autolance is 8 OP, range 1000, beam DPS 500(100) (frag), flux per shot of 30 (so flux/sec of 150(30)), refire delay of 0.1 sec, max charges of 40, 5 sec per recharge, recharge gives 10 ammo

The way IR Autolance works is that the beam just keeps firing continuously, but a charge gets removed every 0.1 sec until it's out of charges. Prior to the update, beams would instead stop and start with each charge. The beam's hit strength is 250 frag so it's 62.5. The AI does seem to use it intelligently, i.e. only use as many charges as to stay pretty full when enemy shields are up (i.e. fire ~10 charges, wait for regen back to full, fire ~10 charges, etc.), and then spam them once shields go down.

The logistic hullmod bonuses look insane and make Industry tree even less appealing than it already was.

Yeah I always fill up my logistic ships with s-mods anyway, so this means they get a lot more loot. (Usually my logistics footprint for endgame is 2 Atlases and a Prometheus, each with 3 s-mods.)

On the other hand, Expanded Missile Racks... can't believe I'm saying this, but *only* 10% penalty? Wasn't it 50% in initial draft? I know it was supposed to be toned down but I expected 33% or 25%. 10% is practically nothing.

Yeah it will affect certain spam missiles like Squall and Hurricane, but for other missiles like Cyclone, it won't matter much. And even for Squall/Hurricane etc. it's just a matter of whether or not you prefer the extra OP versus the 10% lower DPS.
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Euphytose

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #4 on: May 05, 2023, 01:27:32 PM »

Quote
Heavy Armor: Reduces the ship's maneuverability by 25%.

There goes my 3 Onslaughts I guess lol. :'(
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Brainwright

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #5 on: May 05, 2023, 01:46:19 PM »

Yeah, this is really going to change how I build most ships.
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Maeleth

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #6 on: May 05, 2023, 02:00:16 PM »

Recovery Shuttles: Increases the fighter pilot casualty reduction to 95%.
This one perplexes me the most. Who in their right mind would install this S-mod?

 I mean if you're just starting out and have a few half-broken destroyers to your name, there is no reason to waste SP on temporary ships. And if you've progressed far enough to be able to buy and maintain a couple of decent cruisers/capitals, then the crew is the least important part of your daily management.

 Even without any logistical ships you can carry much, much more peeps above the skeleton crew level, to the point of loading half of them into Talons and flying 'em right in a middle of ~250 DP lategame fleet and not feeling any impact at all. They're readily available at every port and cost just about nothing, plus roughly every fifth wreck or abandoned station would have some free meat to bolster the ranks, and sometimes there is a possibility to recover some after a battle or from planetary signal.

I'd really appreciate if someone would shed some light on this matter. Maybe I'm simply playing this game the wrong way or something?
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Wyvern

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #7 on: May 05, 2023, 02:24:57 PM »

I'd really appreciate if someone would shed some light on this matter.
It supports the setting theme that life is cheap. Sure, you could take measures to keep your people alive... but you're not going to, because the cost-to-benefit ratio just isn't there to justify bothering to do so.

(Hullmods like this would've been very useful back in the days of crew experience, where keeping your elite crew alive was important. Alas, those days are past.)
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Wyvern is 100% correct about the math.

Vanshilar

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #8 on: May 05, 2023, 02:25:11 PM »

So, testing the s-mod bonuses a bit. For High Resolution Sensors, it performs as described "on the tin", i.e. increase the range of the revealed enemy ships on the tactical map and displays the information for the ship you've targeted (via "R") by that much farther away. So for example, for an Apogee, it'll normally show the stats for enemy ships at around 3000-3500 su, while the s-mod bonus will increase it to around 5000-5500 su.

There was some concern that this might affect your ships' PPT, since it can now observe enemy ships from farther away. However, it turns out that this is not the case. Your ship's PPT radius (where it looks at how many enemy ships are in range to determine if PPT should count down or CR should decay) continues to be 3000 su regardless of whether or not HRS is s-modded. So you can safely s-mod away.

This one perplexes me the most. Who in their right mind would install this S-mod?

I agree that this one isn't that compelling. However, if you're going on extended runs away from the core worlds, then minimizing crew losses may be a concern, since that's the only thing you can't replace until you get back to a market. This is especially if your carriers have Expanded Deck Crew installed which increases the minimum crew needed.
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FooF

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #9 on: May 05, 2023, 06:25:49 PM »

Re: Recovery shuttle S-Mod. I'm thinking Talons. Those things chew through crew like no other and I honestly don't use them because I know I'll have crew problems. Now, I don't use Talons in general anyway because there are better options but S-mod that on an early Condor and toss a couple of Talons on there and you'll never have to worry about crew again.

I do admit, that's an extremely narrow use case, though.
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Candesce

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #10 on: May 05, 2023, 07:01:16 PM »

Re: Recovery shuttle S-Mod. I'm thinking Talons. Those things chew through crew like no other and I honestly don't use them because I know I'll have crew problems.
Talons are pretty murderous, really: 500 frag DPS per fighter and an opening salvo of HE to crack armor is no joke. 5 second replacement time isn't either - that's 20 for the full wing. Pair them heavy kinetic DPS and a little extra anti-armor and they kill ships real well, which you can discover the hard way by not bringing enough point defense versus pirates. (My poor Sunder didn't realize how much of a threat they were until I'd let them get under my guns. Ow.)

They're just so miserably expensive in crew that no one runs them.

If they pair well with anything, it's probably Claws; not that much slower than the Talons, and EMP can suppress the point defense guns that will otherwise murder the Talons. The Gladius is between the Claws and the Talons in speed and carries flares and a lot of kinetic DPS; it might work well too.
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itBeABruhMoment

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #11 on: May 05, 2023, 07:56:07 PM »

The 50% higher recharge rate from expanded mags is huge
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Lawrence Master-blaster

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #12 on: May 05, 2023, 08:53:53 PM »

I'd really appreciate if someone would shed some light on this matter. Maybe I'm simply playing this game the wrong way or something?

If you don't care about crew losses then... you don't care. Personally I don't like taking losses, these are supposed to be human lives you know.

Although I solve the problem by using crewless fighters instead.
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gG_pilot

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #13 on: May 05, 2023, 09:35:17 PM »

I'd really appreciate if someone would shed some light on this matter.
It supports the setting theme that life is cheap. Sure, you could take measures to keep your people alive... but you're not going to, because the cost-to-benefit ratio just isn't there to justify bothering to do so.
Replenish speed of Fighters is   reduced by two factors:
- number of fighters destroyed
- number of pilots killed
this s-mode means, that one factor is reduced to almost zero.

Qestion is, what is real impact  in seconds. As long as we dont  know  the math  equations, only someone brave with  stopwatch could bring  a light. If it is  still a noob trap or actually usefull feature.
« Last Edit: May 05, 2023, 09:38:35 PM by gG_pilot »
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BaBosa

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Re: Starsector 0.96a-RC6 S-mod Bonuses/Penalties
« Reply #14 on: May 05, 2023, 09:36:58 PM »

This is largely a listing for personal use but I thought it'd be useful to put all the s-mod bonuses/penalties together in one thread:
Thank you. I can’t play yet but I was itching to know what the bonuses would be.

Shield Conversion - Front: Reduces the amount of damage taken by shields by 5%.
Stabilised Shields: Converts 10% of the hard flux damage taken by shields to soft flux.
Combined with hardened shields, that’s about a 27.5% reduction. Combined with 100% CR and field modulation that’s a 44.4% reduction.

I wonder if stabilised shields 10% hard to soft conversion is done first or last.
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