Capital Projectile Locus Coordinator I
This ship modification is designed to increase the optimal range of all projectile turrets at the expense of increased power grid need for projectile weapons. Penalty: Using more than one type of this module or similar modules that affect the same attribute on the ship will be penalized. The drawbacks of fitting this rig may be reduced by training the <a href=showinfo:26257>Projectile Weapon Rigging</a> skill.
1 variants
Variant Comparison
Comparing all variants of Capital Projectile Locus Coordinator I. Green highlights indicate better stats (where applicable).
| Module | Meta Group | Fitting Requirements | Combat Stats | Other | |||
|---|---|---|---|---|---|---|---|
| CPU | PG | Cap | Damage | Volume | Price | ||
| Capital Projectile Locus Coordinator I (Base) | — | — | — | — | 40.0 | — | |
| Capital Projectile Locus Coordinator II Tech II | — | — | — | — | 40.0 | — | |
Attribute Legend
Fitting Requirements
- CPU: CPU usage (lower is better)
- PG: PowerGrid (lower is better)
- Cap: Capacitor usage (lower is better)
Meta Groups
- Tech I: Basic modules
- Tech II: Improved stats, higher skill reqs
- Storyline: Mission rewards
- Faction: Faction-specific, good stats
- Officer: Rare, best stats
- Deadspace: Complex loot, high stats