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Reference PSA: Crawler Cluster to Fusion Beam

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Reference PSA: Crawler Cluster to Fusion Beam Empty Reference PSA: Crawler Cluster to Fusion Beam

Post  Bridgeburners Sat Apr 16, 2011 11:28 pm

Crawler Cluster
CONSUMABLE
This little charmer is a favourite weapon of saboteurs, combining increased reliability with precision damage potential. Upon detonation, the Crawler unleashes a swarm of heavily-altered nanites, programmed for deconstruction. Due to the alterations, the nanite's energy allotment quickly expires - but usually not before they cause some serious headaches for the targeted captain!

Min Damage 15%
Max Damage 40%
Malfunction Chance +30%
Rarity Not Findable
Sell Value $9,000

Notes

A slightly better version of the Small Bomb.

Availability

Eggnog is believed to be on the list of the consumables that make findable (at the uncommon+ rarities) for a fortnight every couple of months.

Price

The price of Crawler Clusters is set by the market, mainly depending on how often they are findable.

Cost/Benefit

I don't believe that these bombs are worth the premium that they are currently sold for. If you have your Expert Technician officer, you get +1 minimum damage, so using small bombs to kill somebody is more cost effective.

Applicability

Rogue: N/A
Turtle: N/A
Juggernaut: N/A
Fighter: N/A
Other: Used mainly in your 'Bombing' build.

Cyberlink AI
The Cyberlink AI provides for additional research capacity. This enables additional neural nets to be installed in the Cyberlink that all spaceships use to talk to the regen droids.

Mk.I Mk.II Mk.III Mk.IV Mk.V
Shields 0% 0% 1% 2% 3% 6%
Engines 0% 6% 15% 25% 30% 35%
Damage Modifier 0 0 0 0 0 1
Hull Points 0 15 30 45 60 75
Research Units +1 1 1 1 1 2
Rarity Rare
Sell Value 50 points

Notes

Used to boost total research, the CAI is especially helpful when you get 'yarded just as your research hits max - borrow a set from the armory, and when you get out of the 'yard, you will have a higher chance of a nice research result.

Along with the C1ET, the CAI is the other 'baby lab gear'. In part because there is an mid-level piece of lab gear that boosts research (The Efficient Cyberlink AI - ECAI), this isn't as popular as the C1ET.

However, many mid-level pirates build a personal labcoat of these, and most low and mid-level fleets have a considerable number.

Availability

The CAI is always findable at the Rare level.

Price

The supply of CAIs is greater than the demand, so most CAIs are sold back to the game for points. As such, CAIs can usually be purchased or traded for 50 to 55 points.

Cost/Benefit

If you don't have access to better labgear, the CAI is always worth the price you pay - mainly because you should be able to get the same price back when you sell it.

Applicability

Rogue: None
Turtle: None
Juggernaut: None
Fighter: None
Other: Good in a Labcoat

Cyberlink AI - NOM
Nanometer-scale Optimization Modules bundle raw materials with single-use nanomachines which uniquely integrate components into a ship. Efficiency and effectiveness are progressively increased, but this irreversible process of meshing items with ships makes upgraded items useless for sale or spare parts. As a result, they are bound to a single captain and AI system and cannot be traded.

Rarity Uncommon+
Sell Value $4,000

Notes

When NOMed, the CAI gives a significant boost to engines and hull. At Mark V, the CAI gives +2 research. This change was introduced on July 21st, 2011.

Availability

CAI-NOMs are found as uncommon items in paid point searches.

Price

CAI-NOMs are usually sold at slightly above the sell-back price.

Cost/Benefit

Your Duct tape is better spent elsewhere, even with the +2 research at Mark V.

Applicability

Rogue: Low
Turtle: Low
Juggernaut: Low
Fighter: Low
Other: Good in a labcoat

Cyberpositronic AI
An extension of the Cyberlink that utilises the processing power of all ship components to boost research capacity.

Mk.I Mk.II Mk.III Mk.IV Mk.V
Engines 0% 4% 8% 12% 16% 20%
Malfunction Chance 0% -1% -2% -4% -5% -7%
Enemy Malfunction Chance 0% 2% 2% 3% 3% 4%
Surprise Damage 0 20 25 40 45 60
Research Units +6 6 6 6 6 6
Rarity Very Rare
Sell Value 250 points

Notes

For a long time, the CPAI was the gold standard of research boosting - a staple of all top-end fleet armories, and a personal favorite.

With the introduction of the Science Fact protocol, the CPAI is no longer the best research booster in the game, but as there are a lot of restrictions on the use of protocols, I don't see the value of the CPAI affected in any way.

CPAIs aren't a huge use to low-level pirates, but they become very important as soon as AICBs start to be consumed.

Availability

The CPAI is the always findable at the Very Rare rarity.

Price

As with the C3ET, if you happen to find a CPAI - DON'T SELL IT TO THE FIRST PERSON WHO ASKS. Put it on the market for 175m and, over the course of a week, see what offers you have.

Cost/Benefit

The CPAI is too expensive for most pirates - but a fleet, working together, can afford them. Most CPAIs are in fleet labcoats, though an increasing number of top-end pirates have a personal CPAI labcoat.

Applicability

Rogue: Poor
Turtle: Poor
Juggernaut: Poor
Fighter: Poor
Other: Superb in a labcoat build

Cyberpositronic AI - NOM
Nanometer-scale Optimization Modules bundle raw materials with single-use nanomachines which uniquely integrate components into a ship. Efficiency and effectiveness are progressively increased, but this irreversible process of meshing items with ships makes upgraded items useless for sale or spare parts. As a result, they are bound to a single captain and AI system and cannot be traded.

Rarity Rare+
Sell Value 10 points

Notes

When it was released, the CPAI-NOM path was greeted with yawns, and the price of the CPAI NOMs reflected this. However, the power of this NOM path became increasingly appreciated (demonstrated largely by The Undertaker) as Mark V CPAIs are one of the best sources of Enemy Malfunction in the game.
Availability

CPAI-NOMs are available on paid debris searches at the Rare+ rarity.

Price

The price of CPAI-NOMs has been going up considerably - don't sell too quickly.

Cost/Benefit

If you are willing to invest the cargo, a set of 15 Mark V CPAIs will give you 60% enemy malfunction. A solid Gunnery Officer and a few consumables will give you a enemy malfunction rate of well over 100%. That's generally considered a good way to win battles.

Applicability

Rogue: Superb*
Turtle: Superb*
Juggernaut: Superb*
Fighter: Superb*
Other: Superb*

* Assuming a gunnery officer is employed.

Damage Control Protocol
Protocol
Alpha Centauri's AIs have developed a refined procedure for dealing with damage to their ships. Free Captains have learned from this and formed the "Damage Control Protocol".

Shields +10%
Resist Critical +1%
Resist Amount +10
Hull Points +50
Rarity Uncommon+
Sell Value 1 point

Notes

A solid starting protocol for turtles. As there are better protocols which do exactly the same (the best is the Hardened Phalanx Protocol), this isn't used for long by most pirates.

Availability

The Damage Control Protocol is found in debris searches while ascending. The Damage Control Protocol is found at the Uncommon+ rarity.

Price

Protocols can't be sold, except back to the game.

Cost/Benefit

Use it until you find a better protocol. Sell all extras.

Applicability

Rogue: Poor
Turtle: Good
Juggernaut: Decent
Fighter: Decent
Other: Decent in shield-heavy builds.

Depleted Uranium Plating
Dangerous to use, this armor is nevertheless exceptionally dense. The mass is resistant to energy weapons, however it gives off so much residual radiation it interferes with targeting computers.

Mk.I Mk.II Mk.III Mk.IV Mk.V
Weapons -10% -8% -6% -4% -2% 0%
Shields +10% 13% 18% 25% 28% 30%
Engines -30% -28% -25% -22% -18% -15%
Enemy Malfunction Chance 0% 0% 0% 1% 1% 2%
Hull Points +250 260 280 320 330 360
Rarity Rare
Sell Value 50 points

Notes

A big hull boost and a nice shields boost, plus no energy loss, make this one of the stronger rare items. In some builds, it is stronger than the Linked Nanobot Casing (LNC).

Availability

The DUP is always available at the Rare rarity.

Price

Supply outstrips demand (as with all rares), and most of these are sold for points. You should be able to purchase DUPs for 55 points or less.

Cost/Benefit

The DUP is useful in a number of builds - including ones where you want negative weapons and/or shields. As a pure armour, it's something that should only be used in small quantities.

Applicability

Rogue: You've got to be joking
Turtle: Good
Juggernaut: Decent
Fighter: Poor
Other: Good in odd-ball builds

Depleted Uranium Plating - NOM
Nanometer-scale Optimization Modules bundle raw materials with single-use nanomachines which uniquely integrate components into a ship. Efficiency and effectiveness are progressively increased, but this irreversible process of meshing items with ships makes upgraded items useless for sale or spare parts. As a result, they are bound to a single captain and AI system and cannot be traded.

Rarity Uncommon+
Sell Value $4,000

Notes

The DUP has a very solid NOM path - the basic stats have good improvements, the Enemy Malfunction Chance is very nice for a turtle, and the boost of hull is the best in the game.

Availability

DUP-NOMs are findable on paid debris searches at the Uncommon+ rarity.

Price

Supply of this NOM is very high, though - the price is pretty reasonable.

Cost/Benefit

There's a lot to be said for NOMing a few DUPs - a huge hull boost comes in useful from time to time, and enemy malfunction is always awesome.

Applicability

Rogue: Poor
Turtle: Excellent
Juggernaut: Excellent
Fighter: Good
Other: Good in most builds.

Divert to Shields Protocol
Protocol
Every desperate Captain has screamed "Divert power to shields!". That phrase is often followed by confusion and colourful language. With this protocol adapted from the ACAIs, Engineering has a clear method of following orders.

Weapons -3%
Shields +15%
Engines -3%
Resist Critical +1%
Resist Amount +10
Rarity Uncommon+
Sell Value 1 point

Notes

A basic protocol that helps little pirates with their turtle builds. Similar to the Damage Control Protocol.

Availability

Protocols are only available in debris searches while Ascending. The DSP is found at the Uncommon+ rarity.

Price

Protocols can't be sold, except back to the game.

Cost/Benefit

Use it until you get a better protocol - hopefully it won't be long.

Applicability

Rogue: Poor
Turtle: Good
Juggernaut: Decent
Fighter: Poor
Other: Good in shield-heavy builds

Diverter Mod
CONSUMABLE
A dangerous and illegal modification which diverts power from gravity and life support systems in brief bursts into the weapon systems. This modification is unstable and burns out in 30 minutes.

Duration 30 minutes
Weapons +10%
Engines +50%
Malfunction Chance +5%
Damage Modifier +3
Surprise Damage +8
Hull Points -10
Rarity Uncommon+
Sell Value $9,000

Notes

The Diverter Mod is a very powerful, very cheap consumable. It won't help every build - but big boosts to engines and minimum damage are very useful. The +5% malfunction is the only drawback - but that's what makes combat interesting. I've used them a few times in wars - including when I install all shields, and need something to boost my minimum damage.

Availability

The Diverter Mod is always available at the Uncommon+ rarity. As there have been a number of short-term findable items that have also been available at the same rarity, the supply of the Diverter Mod has decreased slightly.

Price

Diverter Mods are generally available for slightly more that the sell-back price.

Cost/Benefit

If your build can handle the malfunction, I see no reason why you wouldn't run the Diverter Mod.

Applicability

Rogue: Good
Turtle: Good
Juggernaut: Good
Fighter: Good
Other: Good in any build that can handle the malfunction

Efficient Cyberlink AI
An extension of the Cyberlink that all spaceships use to the regen droids, an enhanced Cyberlink AI provides for additional research capacity.

Mk.I Mk.II Mk.III Mk.IV Mk.V
Weapons 0% 0% 3% 6% 9% 12%
Shields 0% 3% 9% 15% 18% 21%
Malfunction Chance 0% -2% -3% -5% -6% -8%
Damage Modifier 0 0 0 1 1 2
Research Units +4 4 4 4 4 4
Rarity Very Rare
Sell Value 250 points

Notes

A poor mans CPAI, the ECAI is still a fairly popular research boost, as it is four times better than a Cyberlink AI (CAI), while the CPAI is only 50% better.

Many pirates have suggested that it's odd that the ECAI and the CPAI are the same rarity, as the CPAI is (when not NOMed) better in every way. Admin256 has agreed, and offered to move the CPAI to the Very Rare+ rarity. This tended to end the conversation.

Availability

The ECAI is always available at the Very Rare rarity.

Price

The price of the ECAI floats on the market.

Cost/Benefit

Use ECAIs when you can afford them, but not CPAIs. Well worth the price for pirates who aren't burning hundreds of AICBs.

Applicability

Rogue: N/A
Turtle: N/A
Juggernaut: N/A
Fighter: N/A
Other: Used in labcoats.

Efficient Cyberlink AI - NOM
Nanometer-scale Optimization Modules bundle raw materials with single-use nanomachines which uniquely integrate components into a ship. Efficiency and effectiveness are progressively increased, but this irreversible process of meshing items with ships makes upgraded items useless for sale or spare parts. As a result, they are bound to a single captain and AI system and cannot be traded.

Rarity Rare+
Sell Value 10 points


Notes

I really like the ECAI's NOM path - a Mark V ECAI is similar to a Military Targeting Computer (MTC).

Availability

ECAI-NOMs are found in paid debris searches at the Rare+ rarity.

Price

ECAI-NOMs are the least popular of the VR NOMs, and sometimes sell for the sell-back value (10 points).

Cost/Benefit

The market speaks - pirates aren't NOMing ECAIs.

Applicability

Rogue: Good
Turtle: Good
Juggernaut: Superb
Fighter: Superb
Other: Good in all builds

Efficient Engines Protocol
Protocol
The EEP's modifications to engine operating procedures increase engines' power through efficiency. As a pleasant side effect, the ship runs more quietly.

Engines +20%
Enemy Malfunction Chance +3%
Surprise Damage +5
Surprise Chance +2%
Rarity Rare
Sell Value 5 points

Notes

A very solid protocol. It's not as good as the Advanced Efficient Engines Protocol (as should be obvious from the name), but it's still very solid, and has no drawbacks. I wouldn't be surprised to see some pirates use this a lot, as it's a very good for rogues.

Availability

Protocols can only be found in debris searches while ascending. The EEP is always found at the Rare rarity.

Price

Protocols cannot be sold - except back to the game.

Cost/Benefit

Anything with an Enemy Malfunction Chance of 3% is always good. Unless you have found the Anti-Espionage Protocol, this protocol will be popular in Enemy Malf builds (There are several other +3 Enemy Malf protocols).

Applicability

Rogue: Good
Turtle: Poor
Juggernaut: Poor
Fighter: Good
Other: Good in engine-heavy builds


Eggnog
CONSUMABLE
Made with a heavy dose of Alpha Centauri Rum, Eggnog induces a languid torpor in whoever consumes it, imbuing them with festive cheer and a heady sense of invincibility, while at the same time, sapping their will to move. Cheers!

Duration 30 minutes
Shields +30%
Engines -10%
Malfunction Chance +2%
Damage Modifier +2
Hull Points +35
Energy -2
Rarity Not Findable
Sell Value $720

Notes

Eggnog was originally given to all pirates who were active for two days back before Christmas, 2009. It's similar to a consumable Depleted Uranium Plating (DUP) - a very solid boost to turtles.

The -2 Energy featured on the Eggnog can be used for Energy level manipulation, to allow power-leveling pirates get more attacks for each refill of energy.

I have no idea why Eggnog's sell value is $720 - it's rather odd.

Availability

Eggnog is believed to be on the list of the consumables that make findable (at the uncommon+ rarities) for a fortnight every couple of months.

Price

The price of the eggnog goes slightly up when it is not findable, and drops fairly quickly when it is findable.

Cost/Benefit

The Eggnog is currently cheap, and a worthy investment for all turtles and juggernauts.

Applicability

Rogue: Poor
Turtle: Good
Juggernaut: Good
Fighter: Good
Other: Good for any shield-heavy build.

Energy Max Protocol
Protocol
An exceptional Free Captain can find and implement routines to maximise the free Energy usable for non-critical functions.

Energy +1
Rarity Rare+
Sell Value 10 points

Notes

Many pirates look at the Science Fact Protocol (SFP) (which gives +20 research) and don't understand why the Energy Max Protocol only gives +1 energy. After all, the C3ET gives +3 energy, while the CPAI gives +6 research.

I don't have any insight into the Admins thinking here, but I suspect that the SFP was created to be the Holy Grail of ascension, while the Energy Max Protocol was a more balanced item. On the other hand, the next Ascension Mission may have a protocol with a larger energy boost...

In any case, the Energy Max Protocol will be used heavily during research binges, and when pirates want to set up their energy to get 5 attacks from a full energy bar.

Availability

The EMP is available on debris searches when ascending. The EMP is always found in the Rare+ rarity.

Price

Protocols cannot be sold.

Cost/Benefit

The benefit of being able to squeeze a little more out of each AICB, or to make your leveling a little more efficient isn't huge - but if you doing it a lot, a small improvement adds up nicely.

Applicability

Rogue: N/A
Turtle: N/A
Juggernaut: N/A
Fighter: N/A
Other: Good in labcoats

Exact Firing Protocol
Protocol
While other protocols may provide more raw firepower, the EFP ensures that no shot is a wasted one.

Weapons +15%
Malfunction Chance -6%
Damage Modifier +5
Rarity Rare+
Sell Value 10 points

Notes

Possibly the best offensive protocol - I use this item constantly. The big reduction in malfunction is the key selling point - but there are no downsides.

Availability

The EVP is available on debris searches when Ascending. The EVP is always found in the Rare+ rarity.

Price

Protocols cannot be sold, except back to to the game.

Cost/Benefit

A very powerful protocol.

Applicability

Rogue: Superb
Turtle: Good
Juggernaut: Superb
Fighter: Superb
Other: Good+ in all builds

Excalibur
A Unique Item: This uniquely named Pulsar Beam was dragged mysteriously from the center of IO in perfect condition. It is a highly effective weapon with exceptional range. It was provided to the Captain of the first Ship to Reach the mystical Level 50.

Weapons +100%
Engines +15%
Rarity Not Findable
Sell Value $15,000

Notes

Excalibur, like the Smiter, Mjolnir and Abhorrence Drive is a named item, the same as a normal weapon, but with a special name.

Three named weapons have been NOMed to Mark V (using Pulsar Beam NOMs) - the AI-Enhanced Paradox of Galaxiana, the Overwhelming Roguish Charm of Kane and the Surgical Singularity. The personalized weapons have slightly better stats than a Mark V Pulsar Beam.

Availability

Named items are given out by the Admins for special events and accomplishments.

Price

I have no idea what this item would go for on the open market.

Cost/Benefit

If you buy this item, you are doing it for an intangible benefit - perhaps to be able to name your own weapon.

Applicability

Rogue: Superb
Turtle: Poor
Juggernaut: Excellent
Fighter: Superb
Other: Excellent in all weapon-heavy builds.

False Flag Protocol
Protocol
Mimicking the data profiles of other ships is a hard procedure to learn, but once a ship is familiar, let the surprise attacks begin!

Enemy Malfunction Chance +3%
Damage Modifier +1
Surprise Damage +35
Surprise Chance +15%
Critical Damage +20
Critical Chance +1%
Rarity Rare
Sell Value 5 points

Notes

An interesting balance of stats boosts, but the overall power level is only medium. Still, it will be used from time to time, as not all pirates who ascend will have all the protocols, and some builds may really like the balance.

Availability

Protocols are findable in debris searches while ascending. The FFP is always found at the Rare rarity.

Price

Protocols can't be sold, except back to the game.

Cost/Benefit

Use it until you find the better protocols - most likely the Anti-Espionage Protocol, the only protocol with a higher enemy malfunction.

Applicability

Rogue: Good
Turtle: Good
Juggernaut: Good
Fighter: Good
Other: Good in most builds

Farcaster Integration Pack
CONSUMABLE
A rare technology kit supplied by the Sons of Earth. It provides some key optimizations to ship systems for use in the modified SoE Farcaster Networks. Included with these optimizations is a single-use pass code to allow access to the SoE networks, and disable automated security systems. Without an active pass code the pack becomes unusable.

Duration 30 minutes
Weapons +10%
Engines +60%
Enemy Malfunction Chance +3%
Critical Damage +30
Critical Chance +2%
Rarity Not Findable
Sell Value $9,000

Notes

The FIP is a very good consumable, with a very minor drawback.

Availability

The FIP is not findable. It was awarded to participants of the Last Team Standing contest.

Price

The FIP has a very limited supply, and is mainly a novelty item. I don't believe that there is a reliable sell price for this item.

Cost/Benefit

With the unknown price for this item, the cost/benefit cannot be calculated.

Applicability

Rogue: Very Good
Turtle: Good
Juggernaut: Good
Fighter: Very Good
Other: Good+ in all combat builds

Finely Aged Alpha Centauri Rum
CONSUMABLE
Made before the Starcrash, this is the finest rum ever made. Lusted after by many crews and captains, breaking open this rum inspires frenzied loyalty and better yet, the crew stops stealing coolant and engine fluid - this boosts available fuel - at least until the rum is gone.

Duration 30 minutes
Weapons +20%
Malfunction Chance +3%
Damage Modifier +4
Hull Points +40
Fuel +2
Rarity Rare
Sell Value $12,000

Notes

Most pirates who find the FAACR in a debris search sigh, as it is clearly the least valuable rare item. However, it is still a very, very good item. It's cheap enough to be worth using in all situations.

The boost of +2 fuel is particularly used for pirates who are power-leveling in the belts. The ability to get an additional deep belt run in each fuel refill is a significant improvement. In conjunction with the Alpha Centauri Rum (ACR) and the Fuel Max Protocol, a pirate can get four extra fuel.

The FAACR is commonly used as a 'Thank You Very Much' or 'Congratulations' gift when a ACR isn't enough. I've sent and received quite a number of these over the years.

Availability

The FAACR is always findable at the Rare rarity.

Price

The FAACR usually goes for between $125,000 and $150,000.

Cost/Benefit

The FAACR is well worth using in warfare or power-leveling. A very useful consumable.

Applicability

Rogue: Good
Turtle: Good
Juggernaut: Very Good
Fighter: Very Good
Other: Good+ in all builds that can handle a little bit of malfunction.

Fuel Max Protocol
Protocol
A truly excellent ship Captain can find and implement many routines to minimise the usage of fuel.

Fuel +1
Rarity Rare+
Sell Value 10 points

Notes
While lacking the raw power of the Science Fact Protocol, the Fuel Max is still useful.

The Fuel Max Protocol only gives a +1 bonus to fuel, but this will be used by pirates who are paying points to refill their fuel. This is especially nice if the +1 fuel can give you an extra belt run with each fuel refill.

Availability

The FMP is available on debris searches when ascending. The FMP is always found in the Rare+ rarity.

Price

Protocols cannot be sold, except back to the game.

Cost/Benefit

The main use of the FMP is for power-leveling in the deep belt, the FMP is very important when the pirate is at certain levels. As the only protocol that increases fuel, it will always have a place in the builds of top-end pirates.

Applicability

Rogue: N/A
Turtle: N/A
Juggernaut: N/A
Fighter: N/A
Other: Used in the 'Belt Build'

Fusion Beam
A series of heavy ion fusion drivers and intermittent virtual electrostatic quadrupoles by high-charge energy manipulation. The result is an intensely focussed coherent stream of high energy particles with a very long range.

Weapons +23%
Engines +5%
Rarity Common
Sell Value $6,000

Notes

The smallest rogue weapon, the Fusion Beam is deceptively useful - the next weapon without malfunction is the Fusion Blaster Array. When I ascended, I used Fusion Beams for a long, long time as I was using a rogue build and didn't want any malfunction.

Availability

The Fusion Beam is always available at the common rarity.

Price

The Fusion Beam is available for 6,025 cargo or less.

Cost/Benefit

A solid weapon - use it until you can afford FBAs.

Applicability

Rogue: Good
Turtle: Poor
Juggernaut: Poor
Fighter: Good
Other: Poor


Last edited by fishboy on Sun Aug 07, 2011 6:30 am; edited 3 times in total (Reason for editing : Edit: Included Farcaster Integration Pack and update to Cyberlink AI stats)

Bridgeburners

Posts : 121
Join date : 2011-03-28
Age : 103
Location : Ottawa

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