Nexus: The Jupiter Incident

Nexus: The Jupiter Incident

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Ship Equipment Statistics
By Shaitan
Looking to min/max your ship build? Wondering how many guns you can fire simultaneously fire before you start to overburden your old weapon generator? Look no further! Pulled data from the game files and put in one place to make everything that much easier...
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Introduction
I made this guide as for an old game I was surprised to find many modders and discussions around this game and its statistics, but no steam guide giving the basics straight to the player. I wanted to know just how many Energy Shell Cannons I could fire off simultaneously before diminishing returns set in, and whether I could really get away with those Sliver Cannons tickling the sides of another unshielded frigate at the same time...

Well now I know.

When deciding on the best weapon load-out please note that in the following tables I have omitted accuracy as they are affected by a wide range of variables including ship speed, positioning, ecm, eccm, etc. Consider this data to be maximum possible damage output given favourable circumstances -- it is up to you to make that happen.

Good luck, Captain!
Light Lasers
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Astronomical Laser
Terran
100
1
0
1
10
weap_oaLaser
SpaceTech Laser Gun
Terran
100
1.2
0
0.8
19.2
weap_oliLaser
Thornbird Light Laser
Human
80
1
1
5
35
weap_liLaser
Crystalpin Light Laser
Human
120
1
1
7
45
weap_liLaser2
Mirroreye Laser
Human
120
1
1
7
55
weap_liLaser3
Heavy / Siege Lasers
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Whitelight Heavy Laser
Human
130
2
0.5
5
30
weap_heLaser
Burningfist Heavy Laser
Human
185
2
0.5
7.5
35
weap_heLaser2
Silverlance laser
Human
185
2
0.5
7.5
45
weap_heLaser3
Siege Laser
Human
600
30
133.3
266.7
5
weap_sigLaser
Gatling Cannons
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Massdriver Gatling Gun
Terran
100
3
0
13.3
16.7
weap_oMassDrv
Uranium Gatling Gun
Terran
100
1.5
0
10
20
weap_omGun
Linear Gatling Gun
Terran
100
2
0
10
25
weap_olGun
Sliver Gatling Gun
Human
80
1
100
125
20
weap_gun
Particle Gatling Gun
Human
120
1
100
140
25
weap_gun2
Anti-G Railgun
Human
140
1
100
160
30
weap_gun3
Plasma Guns
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Magma Plasma Gun
Human
260
5
140
150
4
weap_plasma
Volcano Plasma Gun
Human
380
5.1
204.6
194.9
4.9
weap_plasma2
Nova Plasma Gun
Human
380
5.1
233.8
253.3
3.9
weap_plasma3
Energy Shells
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Energy Shell
Human
130
3
183.3
1.7
0
weap_eShell
Bubble Energy Shell
Human
185
3
266.7
3.3
0
weap_eShell2
Delektron Shell
Human
200
3
333.3
3.3
0
weap_eShell3
Missiles
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Tornado Autolock Missile
Terran
50
20
0
12.5
25
weap_otoMiss
Whirlwind Autolock Missile
Terran
50
20
0
6
17.5
weap_oswMiss
Diffuse Missile
Human
110
10
90
100
10
weap_miss
Pulsar Missile
Human
160
10
135
150
12
weap_miss2
Big Bang missile
Human
200
10
160
200
15
weap_miss3
Torpedoes
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Heavy Torpedo
Terran
250
10
0
20
1
weap_osTorp
Neutron Torpedo
Human
110
3
41.7
216.7
3.3
weap_torp
Eliminator Torpedo
Human
160
3
75
300
5
weap_torp2
Tremor Torpedo
Human
180
3
75
400
5
weap_torp3
Crisis Energy Torpedo
Human
380
10
800
2
0
weap_eTorp
Bombs
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Overload Energy Bomb
Human
380
20
500
1
0
weap_eBomb
Rad Energy Bomb
Human
440
20
600
1
0
weap_eBomb2
Ion Scream Bomb
Human
500
20
650
1
0
weap_eBomb3
Flak Systems
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
SpaceTech Flak System
Terran
50
0.5
0
2
0
weap_oFlak
Kissaki Flak System
Terran
50
0.5
0
2
0
weap_okFlak
Laser Ring Flak System
Human
50
0.5
0
3
0
weap_flak
Laserglobe Flak System
Human
80
0.5
0
4
0
weap_flak2
Lasernet Flak System
Human
80
0.5
0
6
0
weap_flak3
Squadrons
Name
Race
Energy/s
ROF (s)
Shield DPS
Hull DPS
Device DPS
Var
Gemini Fighter (Laser)
Terran
10
0.5
2
2
26
weap_ofiLaser
Gemini Fighter (Flak)
Terran
10
0.5
0
1
0
weap_ofiFlak
Spark Fighter (Laser)
Human
10
0.5
2
2
10
weap_fiLaser
Spark Fighter (Flak)
Human
10
0.5
0
4
0
weap_fiFlak
Flash Fighter (Laser)
Human
10
0.5
2
2
20
weap_afiLaser
Flash Fighter (Flak)
Human
10
0.5
0
8
0
weap_afiFlak
Sickle Gunboat (Primary)
Human
10
0.2
5
5
100
weap_tbTorp
Sickle Gunboat (Flak)
Human
10
0.5
0
3
0
weap_tbFlak
Scythe Gunboat (Primary)
Human
10
0.2
5
5
125
weap_atbTorp
Scythe Gunboat (Flak)
Human
10
0.5
0
6
0
weap_atbFlak
Meteor Bomber
Human
10
2
50
150
0
weap_hbTorp
Weapon Generators
Name
Type
Energy Output (per s)
Var
Weapon Energy Gen. (S)
Small
200
supp_sOWGen
Tactical Firecloud Gen.
Small
200
supp_tWGen
Tactical Firestorm Gen.
Small
300
supp_tWGen2
Tactical Armageddon Gen.
Small
450
supp_tWGen3
Combat Firecloud Gen
Medium
300
supp_cWGen
Combat Firestorm Gen.
Medium
450
supp_cWGen2
Combat Armageddon Gen.
Medium
650
supp_cWGen3
Weapon Energy Gen. (B)
Large
300
supp_bOWGen
Battle Firecloud Gen. (B)
Large
500
supp_bWGen
Battle Firestorm Gen.
Large
750
supp_bWGen2
Battle Armageddon Gen.
Large
1100
supp_bWGen3
Secondary Firecloud Gen.
Secondary
200
supp_secWGen
Secondary Firepower Gen.
Secondary
300
supp_secWGen2
Secondary (Battery) Chargers
Name
Type
Energy Output (per s)
Var
Support Generator
Medium
350
supp_oSGen
L1 Fusion Support Generator (S)
Small
350
supp_sSGen
L2 Fusion Support Generator (M)
Medium
400
supp_mSGen
L3 Fusion Support Generator (B)
Large
500
supp_bSGen
L1 Quark Support Generator (S)
Small
450
supp_sSGen2
L2 Quark Support Generator (M)
Medium
500
supp_mSGen2
L3 Quark Support Generator (B)
Large
550
supp_bSGen2
L1 Antimatter Support Generator (S)
Small
500
supp_sSGen3
L2 Antimatter Support Generator (M)
Medium
550
supp_mSGen3
L3 Antimatter Support Generator (B)
Large
600
supp_bSGen3
Batteries
Name
Max Charge
Var
Electron Cell
8000
supp_res
Plasma Cell
12000
supp_res2
Crystal Cell
20000
supp_res3
Energy Cell
6000
supp_ores
Shields
Name
Recharge/s
Max Charge
Defence
Var
Layer Shield (small)
250
15000
1800
shld_1_s123
Jamming Shield (small)
220
15000
1800
shld_1_s124
Integrity Shield (small)
220
15000
1800
shld_1_s125
Hidron Shield (big)
400
25000
2500
shld_1_b12
Layer Shield (big)
500
30000
3000
shld_1_b123
Jamming Shield (big)
550
36000
3000
shld_1_b124
Integrity Shield (big)
550
36000
3000
shld_1_b125
Fort Shield
1600
215000
6000
shld_f123
Conclusion
I am likely to include the statistics of the enemies as well. Want to know how many seconds your build should strip shields and pop that frigate under ideal circumstances? Sure.

If you find any errors or omissions, or would like something added sooner than later, please let me know.

Happy flying.
12 Comments
Shaitan  [author] 16 Jun @ 6:35pm 
@robertino129 The "basics" referred to is the literal basic data that is omitted from the game and presented as bar graphs only. How to play the game, such as the concept of range, is dealt with in-game within the first 10 minutes of playing.
JmDaFuz 15 Jun @ 11:09am 
@robertino its split up into 3 ranges. CQC (All normal guns) Artilary (Missiles and electron bombs) Fighter launch
robertino129 28 Feb @ 5:40am 
range, the most important stat is missing. Poorly written guide that is useless for what it sets out to be "giving the basics straight to the player"
DrewUniverse 14 Jan @ 9:50am 
@CaLiDiUM - Only one Support Generator can be active. If you have one, it generates battery reserve power which you can drain to boost a power category over 100% temporarily, such as Engines. Two generators will not increase battery regen, unfortunately. The only benefit of a second Support Generator, is that it will activate if the other one is offlined or destroyed in a mission.
CaLiDiUM 7 Jan @ 8:44am 
thanks. does installing more secondary generator improves energy recharge or do they work together to charge up faster. or only one sec generator is in action at given time
Shaitan  [author] 30 Mar, 2024 @ 11:27pm 
I don't have the game currently installed so I can't dig through the data at the moment, however if I'm not mistaken you can go to "...universe/tactics/tacticstypes.ini" and search for a particular weapon using the 'var' I have listed for that weapon. Listed should be a penetration value.

I believe I chose to omit this information initially as to keep this guide clear and concise, with the understanding that each higher tiered laser has a higher penetration ability. However in hindsight I should have included this data figure and included the math calculations along with this guide for clarity of those who wished for it.

It should be something like Penetration(Weapon)/Defense (Shield) expressed as a percentile if you wanted to work it out.

Sorry I can't be of any more help as I collated the data and wrote this guide over two years ago.

Good luck and enjoy the game!
Shiro 30 Mar, 2024 @ 3:50pm 
Interesting, I've always assumed that damage of gatlings/plasmas against shields is negligible, but these tables show its not the case. Now, some info that would also be useful:
1) What is "Defence" stat of shields?
2) How much of lasers dps goes thru shields, and what is hp of devices?
Anyway, thanks for your work so far.
Panorpa 23 Apr, 2022 @ 10:59pm 
Yes advanced sensors do use more power, not sure how much though.
Maniac 6 Feb, 2022 @ 8:50am 
Missing the data on things like sensors and ECM.
My personal experience has shown that the advanced sensors use more power.
Varathius 28 Jan, 2022 @ 5:32am 
Thank you very much for your time and dedication doing this.