>Wolf – second of 2 most common frigates, if you don’t give it flux-hungry weapons it is reliable in AI’s hands. >Gremlin – prototype phase ship, lacks in durability, phasing, mobility and offensive departments. >Kite - small, nimble ship which is best used for missile ambushes, but has nil staying power. (S) version does NOT have any weapons. >Lasher – one of 2 most common frigates, fairly reliable in AI’s hands and rewarding in player’s, especially with SO and many dual machine guns. It’s better as a freighter than as a combat ship. >Cerberus – combat freighter, has no shields and has to kite or dies otherwise. Mounts: 6x small hyb, 1x small System: flares. If you need to make it System: damper field. >Hound – less armed, shieldless >Centurion – has decent mounts, flux combat freighter, but one of the and is built like a brick shithouse. Mounts: 2x med bal, 2x small uni (normal and LP) OR 2x med eng, 2x small syn (TT). System: damper field (normal), plasma jets (TT), accelerated ammo feeder (LP). Pather version can bring more gun, while Tri-tachyon’s is faster (both because of systems). >Brawler – half of hammerhead, without overwhelming firepower, but with added tankiness even without PD. No, seriously, it’s a really bad ship used only to farm big weapons. II – big gun with engines, really isn’t a good frigate because it has very bad flux stats and no shield. All shuttles are redundant, but useful to scavenge if you need more cargo space. Shepherd is the most economical frigate freighter/scavenger and has fighter-like drones that are useful for fighter distraction and missile elimination. ![]() Kite (S) is a collector’s trophy. Ox is a tug (drinks lots of fuel and is loud as hell, but raises fleet burn by 1). Mudskipper is crew liner with a surprising amount of cargo space. Shortcuts big = large bal = ballistic eng = energy mis = missile hyb = hybrid (energy + ballistic) com = composite (ballistic + missile) syn = synergy (missile + energy) uni = universal SO = safety override bays = short for “fighter bays”įrigates: Civilians: Dram is a tanker, absolutely necessary for any sort of survey work. Temporal Shell – speeds up the flow of time on a ship by 3x, effectively slowing down everything else for user. Targeting Feed – increases damage dealt by fighters by 50%. Reserve Deployment – temporarily increases number of fighters per wing by 2/3rds, rounding up. Extremely effective with bombers (so they don’t have to fly back to the carrier after bombing run). Recall Device – teleports all carrier’s fighters back to its hangar bays. Quantum Disrupter – briefly overloads target ship. Plasma burn – short, extreme burst of speed, only forward. Plasma Jets – maneuvering jets on steroids, increases top speed by 100, but gives less maneuverability than it. Phase teleporter – teleports a ship towards mouse position, has large range, but generates flux. Phase skimmer – teleports a ship in the direction it’s moving by a length of roughly two times the length of the ship. Missile Autoforge – uses a lot of flux, but instantly refills every missile mount on ship. Maneuvering Jets – increase top speed by 50 as well as maneuverability (turn time, acceleration etc.). Mine Strike – Teleports a heavy proximity mine to the target area. Interdictor Array – disables just under half the engines of the target ship, will not cause a flameout by itself. Unused in 0.9.1a. High Energy Focus – has 3 regenerating charges, each lasts a short time and increases all energy weapons damage by 50%, which increases both DPS and improves armour penetration. Fortress Shield – reduces incoming damage to shields by 90%, but shield generates hard flux while it’s active. Flares (short for “Flare Launcher”) – sends flares that distract incoming missiles. Fast Missile Racks – reduces cooldown of missiles to 1s for some flux. Entropy Amplifier – increases damage received by the target by 50%. ![]() EMP Emitter – arc emitter that deals respectable amount of normal damage and lots of EMP damage. Damper Field – temporarily decreases damage received by 1/2 and disables weapon and shield, but not flux dissipation. Additionally, any big collision will cause flameout, disabling engines for a short duration. Burn Drive – propels your ship forward at high speed for several seconds, but you can’t steer, stop it manually, or use shields. Active Flares (short for “Active Flare Launcher”) – sends flares that distract and intercept missiles. Īccelerated Ammo Feeder – doubles the rate of fire of ballistic weapons while halving their flux use, effectively doubling amount of guns you fire without raising the flux per second.
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