Tarkov ammo vs armour class: the 1.1.0 cost matrix
PASS, RACE or FAIL for 34 rounds against class 3 to 6, plus the cost-per-penetration arithmetic that 1.1.0 changed underneath every older ammo chart.
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PASS, RACE or FAIL for 34 rounds against class 3 to 6, plus the cost-per-penetration arithmetic that 1.1.0 changed underneath every older ammo chart.
Work backwards from a hull-parts target to module counts, feeder modules, ore and methane draw, and storage sizing — with the per-hour coefficients precomputed.
All 77 production buildings and 30 unlockable buildings joined into one cost-and-output matrix, ranked by how many other buildings depend on each one's output.
Notoriety, Empire, Seafaring and Wealth normalized into one comparison table, showing identical point costs but different unlock mixes and wiki gaps.
Every Corsair Cove resource scored by how many production tiers sit under it, with total-input counts computed from the wiki's raw ingredient table.
Every producible resource's revenue minus its own input cost, set against its cohesion value, to show which goods pay in coin and which pay in crew morale.
What to bring into your first raids, how much kit to risk, and the five questions to ask after every death — one routine for prep, movement and review.
Insurance is not a refund, it is a chance of return on items nobody took. A matrix of what survives death by slot, and how to price a kit before you queue.
Trading, mining and combat are not ranked in X4 — they fail differently. Compare them on setup cost, attention cost and how badly each one breaks when ignored.
Logistics setup is not one decision, it is four, and the right order depends on your credits and sector security, not on a universal ranking.
Market prices tell you nothing until you convert them into worker-days. Price any good against your own industry and see which side of the trade you belong on.