[Veteran_Skytt Syysch]
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Posted - 2012.06.14 20:30:00 -
[1] - Quote
Apologies if someone had compiled all of this info before. I've seen a couple of these issues reported, but I hadn't seen a whole collection of the various problems with the marketplace items. I also didn't go through every aurum item, though I did look at a few in greater detail when I saw some discrepancies. If anyone has additional info to add or any corrections, feel free and I'll update the OP. As of June 14, 1:30pm pacific:
Weapons:
Sniper Rifles: Advanced -> Prototype, there's no CPU/PG requirement increase
Heavy Machine Guns: Prototype and Advanced (aurum) weapons identical in attributes and CPU/PG requirements
Scrambler Pistols: (aurum weapons) Singetear identical to Burnscar in attributes (both prototype variants), however Singetear much lower equip/aurum requirements
Nearly every weapon, and various other pieces of equipment: Aurum Prototypes are cheaper and require less CPU/PG than the Aurum Advanced. Not sure if this is intentional, but it looks like the cost/requirements are swapped for many item types.
Turrets:
Small Railguns: The 1.3 fire interval railguns (non-GA variants), no attribute changes across all variations
Large Railguns: The 80GJ Particle Accelerator and 80GJ Particle Cannon (3.0 fire intervals), the attributes seem swapped. The Cannon variant is the highest tier, requires more CPU/PG/skills to use, but its damage output is lower (Accelerator is a huge increase over the tier below it, and then does less when "upgrading" to the Cannon variant)
Small Blasters: No attribute changes across all variations
Small Missiles: AT-1 turret (Metal level 4) has more CPU/PG requirements than XT-1 turret (Metal level 7). Damage scales correctly, just CPU/PG requirements look swapped
Large Missiles: No attribute changes across all variations
Vehicle Modules:
Armor: 120mm Type-A plates give 13% mass increase. 180mm/60mm Type-A plates give 14%. All other variations of plates (steel, nanofibre, etc) seem to have the same mass increase across the 60/120/180 variations.
Remote Armor Repairers: They show that they only have a 3.0 sec cooldown. I'm not sure if this is intentional. The other active repairing modules look like they all have 30.0 sec cooldowns, which makes sense since it looks like the repair lasts for 10 secs and having a 3 sec cooldown is... nonstop repairing? I've never used them so I'm not sure how they work exactly.
Various vehicle modules look weird, such as the ones that offer % damage reduction. They occasionally follow: higher CPU/PG requirements, lower attributes, lower ISK cost. It's as if the lower ISK cost is the only benefit to using it, as it's worse compared to its adjacent variation that offers lower CPU/PG with the better attributes for a little more ISK. |