Your Upgrade Order

Out of curiosity, what modules do people prioritize their upgrades on? And perhaps some reasoning behind it.

For modules there are:

  • Weapons
  • Passive Modules
  • Multipurpose Modules
  • Active Modules
    Personally I upgrade Passive Modules first, Multipurpose second, Active third, and Weapons last.

It mostly comes down to ship usage. My main goal is to max out Fleet Strength. So, I switch ship classes very often and modules take a lot of effort to get to Mk. IV. Best way to ease the pain of low syn ships is to have strong passive buffs and because I can swap them around freely, I feel I get the most bang out of my voucher/artifact buck. Same case for Multipurpose, I can move them from ship to ship without using a ton of vouchers on a class of ship I do not play often.

Actives come third. I already know what classes I like and do not like, so once I have enough Mk. IV passive mods to make a lineup halfway well-built, I work on Actives for the classes I like.

And weapons are last mostly because I’m impulsive and can never save up enough for a weapon. I’d rather spend the 180k for a T5 module, than saving over 270k for a weapon.

Actives first, so that they have shorter cool down. Then passives that give more survivability, and then the rest. Like you, the weapon usually comes last, or when I have had a productive weekend without spending anything.

Depends on the ship. For something like a Gunship I prioritise weapons, but for Engineers I go for healing modules first. It always comes down to weapon-active-passive or active-weapon-passive though, depending on whether the ship is primarily attack or support.

usually what ever I have the vouchers for but if there is a choice, resists first

I always prioritize Weapons, then mobility, then defense.

 

Usually just because I am never sure how I will keep my fit in other regards, while usually Engine Mods and Resistances change less…

 

Exceptions are Command and Healing mods, which I usually prioritize aswell.

 

And also because I know, Mobility, Spatial thinking and the ability to be extremely annoying with my main weapons are my biggest strengths, so I feel safer, once that is done; while I am way weaker in module timing than many others, and I have the strange tendency to take less “optimal” ships anyway, so my tank needs to be at least as good as it gets.

Weapons, actives and finally passives.

Imo actives because you get improved effects but most important, shorter cooldowns. 

Weapons first then actives.

1 >> pewpew actives

2 >> weapons

3 >> other actives

4 >> pasives

       4a >> pewpew

       4b >> resist

       4c >> other

1 >> pewpew actives

2 >> weapons

3 >> other actives

4 >> pasives

       4a >> pewpew

       4b >> resist

       4c >> other

Most pew pew actives scale with the pew pew power of your weapons, so I think weapons first is almost mandatory.

R4+

Modifications

actives -multies first for the resistance to engine inhititors-

Weapons

I like to upgrade everything to Tier 2 as quickly as possible (usually all at once) regardless if I have a voucher or upgrade kit or not.

 

After that, I like to go with the weapon first because I value damage over everything else. Even if I die a lot, I want to be able to at least get the satisfaction of taking somebody with me when that happens.

 

Next, I prioritize anything that either removes resists from the enemy or gives me more resists, really more dependent on what faction vouchers are needed. In this sense I don’t discriminate against it being a passive or active module, just as long as it either allows me to kill faster or live longer… I prefer the killing part first, though.

 

I am literally grinding every ship in the game, so I don’t have a lot of specialized builds. Damage > survivability > everything else is my rule of thumb.

Vernies » combat active modules » weapons » adaptives » multipurpose actives » passives.

Weapons

Engines

Class modules

Passive/multipurpose modules

Vernies

 

actually this comes before resistance for me now that i think about it, its awesome:D gunship with 2 verniers oh baby

  1. Weapon
  2. Hull/Shield
  3. Other passive modules
  4. Active modules

actually this comes before resistance for me now that i think about it, its awesome:D gunship with 2 verniers oh baby

 

 

2 Vernier? Interesting… I’m using the rotation implant + vernier + shared cooler, but I should try your idea as well.

Role specific actives, multipurpose, verniers, rest of passive modules, weapons.

Depends on the situation. With 6M total vouchers and no storage room to spend for more equipment, I am forced to quit the game, until they increase the cargo hold, so I can get more of the stuff.

…I am forced to quit the game, until they increase the cargo hold…

:01414:

Depends on the situation. With 6M total vouchers and no storage room to spend for more equipment, I am forced to quit the game, until they increase the cargo hold, so I can get more of the stuff.

 

or you could just play pvp and enjoy having everything maxed out …