Since i recently got this fine ship thanks to the 50% deal, very much eager to fly it. I found myself struggling with this ship, really felt there was no information out there i could look up to help myself either. So here is my meager attempt to put some information out there. Despite how complex this game is, not a lot of information is out there for public use.
Preface:
Anyone not in possession of the ship might want to know a few things about it. Myself i am very much new to the game, i was unsure how alien ships worked and really didn’t know how much credits and xeno you need after the ship is first built. The upgrade tree has the nodes and to unlock them you need to spend credits, experience and Xenocrystal. The cost of the nodes goes up as you unlock more. Currently i can take the ship to unlock up to rank 9. The current cost of my next node is: 22 xeno, 2.3mil credits and 71.8k exp. You can deselect nodes to reduce you ships rank, so you can play rank 15 one day and rank 6 another.
Each node has different perks, either passive bonuses to the ship like +15% critical chance or adds module slots for engines or active modules. The Special module can also be changed, those are the 5 highlighted nodes in the tree.
As it stands my ship is not yet developed: missing engine modules and not fully upgraded modules etc… I still write this to show the point i thought this ship felt good, the turning point in the tide.
Looking at the ship:
Weapons i currently prefer the T’Har’OK’Beamer. A bit odd to use at first and took me a few games to figure out how to configure it and play it. Not as strong in dog fights as the Pulse Laser or the Shrapnel Cannon, but it can still hold its own in such fights. The main boon to the weapon is what is most fun about recon, killing whales. We’re harpoon-men not pilots, this weapons quick fire feature is built for that. Strafe running along side destroyers and letting the bubble gun do its work.
Two ship modules i found most important for living are: Static Shield Generator and Combat Shield Generator. These modules give you the staying power you need in a fight and the ability to pause between strafe runs to make sure shields are 100%.
The modules that broke the tide: Ok so, i was flying with the ship at this point with the equipment stated already, but i really didn’t have a ‘Big Play’. This changed with my active modules being improved. Mainly Crystal Destabilization, this improved my play with strafe runs and gave me zone control against dog fights. Hold down a beacon, just cover it with crystal clouds, EZ.
To end this post, i want to say that this is not the best way to build, hell its not even finished as you can see in the screenshots. I was doing well in PVP with two empty engine module slots, i only got one 15min before writing this. Finally something dropped that i needed. But if you were like me trying to find a direction with the ship i hope this helps. What i really would like to see is an experienced pilot showing us how they build and play this ship.