Guide: Hail to the King - T2

This guide is done to shed some more PVP blood (like this [guide](< base_url >/index.php?/topic/19480-guide-how-to-be-a-badass-figher-gunship-game-version-08/)) and show a versatile loadout, which satisfies most needs .

Always remember that the amount of working implants(rank 1, rank 2 , … rank 11) depend on the rank of your ship. So your rank 5 guard frigate won’t benefit from rank 6(and onward) implants.

 

Weapon choice: Hail to the King!(King being “Hail Plasma”) Hail Plasma everywhere

  • high accuracy;

  • high burst dmg

  • high optimal range;

  • high projectile speed;

  • small spread

Note: Hail Plasma is like a semi-automatic gun, you have to press for every single shot (or hold firebutton to charge it).

 

Weapon Mods:

As there are only (really) 2 Mods in T2 you will be going with them:

  • Double Deflector

  • Needle Deflector

 

Since we are using Plasma (EM dmg by default), we want to bring down the shields of our enemies while having “Double Deflector” active and then switch to “Needle Deflector”. Because most ships, unless they stacked it, have:

Kinetic > EM resist on shield

Kinetic < EM resist on hull ,

which is why we want to capitalize on this as much as possible.

 

Implant Breakdown

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Rank 1:

You could go for empire one aswell (i flew with the empire one for a long time), the fed one is just overshadowed by the other 2 in this instance.

 

Rank 2:

Hard to say, all 3 are good.In this case it really depends on your playstlyle. Do you want to spot others? Go fed. Do you want to be disabled for a shorter amount and less spread on your weapon go with fed. Because we wil be fighting a lot and,  most likely, be in a mid to rear position of our team ( not counting beacon hunt 1st beacon encounters), to make good use of our range, we want the empire skill, to be able to change targets faster and also  add some base crit chance for our hail (5 base and 10 from this implant).

 

Rank 3:

You will want the first one, if you fly a lot of intys or fighters, where you gain more from a higher baseregen of your shield, compared to a higher amount (fed) or shield resistances (jericho).

 

Rank 4:

We are not so reliant on missiles, so neither do we need more velocity, nor increased range. Because of that i think it’s best to go for the dmg increase.

 

Rank 5: 

If you want another speedboost, because you are addicted to speed, go with the jericho skill. Fed one is pretty good for going up/down around mountains. I go with the empire one, more rotation speed in all axes, means you’ll turn faster which is very essential when it comes to dogfights. Especially when people get up close to you, which happens more than you think in a frigate, you’ll thank the gods for this.

 

Rank 6:

MOST IMPORTANT IMPLANT

While increased main weapon damage or critical dmg are nice to have, nothing(for our multi ship/versatile loadout , compared to a single Kalah loadout for example) is more valuable for our HAIL than Projectile speed. A few patches ago it already got a 20% proj. speed increase, and added with this, we hit 5k proj. speed, on a max. 4.5k range with the optimum being around 3-3.5 or so.

This basically means that you don’t have to lead much during a fight, due to the “prediction” reticle staying nearly on top of ships and in return  (obviously) making it easier to hit.

 

LOADOUT

 

Engineer : Hydra 2

Fighter: Deimos 2 (or Machete Type S)

Interceptor: Swift MK 3

Hail Plasma on everything

 

Why these?

The main reason to take the Hydra 2 over the only other rank 6 engi frig, Aliigator-M, is that it has actual bonuses and is more tanky. But comes with slightly less pitch&roll compared to the alligator.

 

We take the Swift MK3, as it’s the only rank 6 covert ops. Covert ops is more useful if you fly solo, whereas Recon&ECM rely a bit more on teamwork, because they don’t pack a quick surprise burst. You can carry your team to victory in detonation with Adaptive Camouflage or blow up captains that are non guard frigates.

 

The Deimos 2 is my personal favourite. It has quite a drawback in terms of speed, compared to the other fighters, but comes quite closer to frigates in terms of tankiness, which in my opinion you need. It’s the same reason as for why i don’t like the fed fighters, as they just die way too easily.

With the new special module the Machete Type S fills in a good command role aswell. The new special module, Diffusion Shield (protects you from dmg, costs energy, dependent on the amount of dmg), really made this shield tank viable.

 

Without further ado: Deimos 2

9h4rembg.jpg

 

Ship Mods:

Asynchronus Shield Projector , you have not much shield to begin with so you’ll profit more from shieldregen

Voltage Regulator , apart from ships with diffusion shield, you always benefit more from energy regen, for example: on our Deimos 2  it  enables us to afterburn nearly infintely long.

 

Active Modules:

Engine overdrive , this, together with our special overdrive module, brings us up to 663 speed, for 15 seconds, faster than anything in T2 (apart from warpgating or microwarp). EO on it’s own it enables us to keep up with fighters & intys for a short amount of time, without having to waste our special module.

 

Combat reboot , removes negative effects and grants us 2 sec of invulnerability , it’s just too good to pass up on for our “tanky” fighter build.Only 36 sec cd aswell.

 

Nanocomposite coating , further enhances our tankiness for 8 sec, incase combat reboot, and double overdrive is on cd.

 

Passive modules:

Thermal insulator, there’s alot of thermal damage floating around in T2 so you’ll want this.

Reinforced beams , this one can be switched for reactive armor, however, i think that with the new suicide modules you’ll want more hull, to make more use of our thermal resistance (suicide module, disintegrator, torpedoes and laser are all thermal damag).

Machete Loadout:

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Engineer Hydra 2

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Active Modules:

 

Nanodrone cloud & Shield Booster , to provide the standard regens.

Warpgate , only other module, apart from survival & restoration modules we could choose from, enables us to cross open space without having to expose us, because frigates are sitting ducks with <270 ms.

 

Passive Modules:

Reinforced beams & Reactive armo r for kinetic resistance, because frigates have higher thermal resistance to begin with.

 

 

Interceptor: Swift MK III

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Active Modules:

Orion Targeting complex: 105% more dmg on blue. Intercepters have 2 guns installed on them (fighter & guard frigates 4, frigates 6), so with this we push up our dmg to that of a fighter for a short time.

 

Self-Destruct: Good in combination with orion to finish off captains, or just take everyone down with you :smiley:

 

Adaptive Camouflage : This is the skill we play this class for! Unlike actual “stealth” (which drops the bomb in detonation) it just removes the ability to lock onto you ( the red rectangle around enemies) and removes you from the overview map and because it’s no actual “stealth” it doesn’t make you drop the bomb.

Apart from being the best badass bomb carrier this way, it’s also friggin good to sneak up on people.Unlike “stealth” it’s effect does not stop if you are being hit by the enemy.

 

Passive Modules:

 

Auxiliary Shield Projector , we don’t have much shield, but we should still go for some more than the initial amount.

EM Diffuser , EM is the most common dmg used against shields (hence the -5 on ships for EM shield resistance), so we should try to close the gap a little and not let our shield be gone if an Eletromagnetic breeze comes by.

 

Tactics: to do

 

 

HAIL TO THE KING!!!

 

P.S.

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These builds will not work in t3/t4. Hails are pretty much useless there. I miss my t2 hail :frowning:

Love the hailgun on my machete s, it’s a tossup between that and the stabalized rails, but I like the hail more for how rewarding it is if you can set up behind a rock and pop in and out thanks to Alpha-Inhib Cheetah, timing up those 3 charge railshots against an enemy and you can laugh about the low as hell dps of your weapon as only you get the full benefit.

These builds will not work in t3/t4. Hails are pretty much useless there. I miss my t2 hail :frowning:

 

oO useless on T3/T4 ??? WTF ! May be for you , ok ! But plz dont generalize it.

 

Im running the Hail on a Guard and Engi, and if i wouldnt like diversity i would run them even on a space-rubber-dinghy !

 

Able to load three shots for about 4000 dmg ( without crit hit) , or just as a semi automatic as fast you can click weapon. I love it and its god damn good .

 

My opinion , but i wont say everybody who doesnt take the hail is dumb or if i couldnt use it ,cause of w/e reason, they are useless in certain tiers

xD This topic made me realize you could double up on the passive mods.

 

102 passive EM resistance on shield is hilarious for a Machete Type S.

 no opinions?:S

I fit my Swift Mk.III actives and passives differently. But I guess it comes down to style of play and function.

 

as for Hydra 2 - Engineers are pretty much cookie cutter fits except you go hull on the Empire ship - I use the exact same loadout

I’m ridiculously bad at using hail plasmas; I somehow just can’t get the hang of it and the charged shots. I’m more inclined towards using stabilized rails for similar purposes on my frigate. I’m debating whether or not to put a similar loadout for my Jericho guard frigates (or the long range frigates, when I get them).

I’m ridiculously bad at using hail plasmas; I somehow just can’t get the hang of it and the charged shots. I’m more inclined towards using stabilized rails for similar purposes on my frigate. I’m debating whether or not to put a similar loadout for my Jericho guard frigates (or the long range frigates, when I get them).

Are you using accel coils and the jericho implant?

 

The beauty of the hailgun is that it’s really really hard to dance around if you only use charged shots, I always laugh when my hydra 2 goes up against another one, and I feel that fear from the first charged hailshot to connect because I wasn’t aware of him.

 

 

Then he semi auto fires, makes a predictable shot path, and I smash him with charged shots.

I don’t go with defensive passives on my Hydra 2 because if I one shot [crit] or two shot an intie I’m preventing way more damage than what a few resistances offer, proactive defense is the name of the game, the less targets around for my brood to kill the more they focus fire while piling up on single dudes, and you gotta be some kindof savant to dodge shots from targets you aren’t even facing.

 

Of course all it takes is two dudes blind spotting me and I will die in seconds, that’s why I try and murder everything before that becomes a problem, Pugs usually only turn to protect the engie when targets are scarce it feels like.

Oh yeah, if you wanna dodge this stuff just weave left and right if they’re already facing you, jesus I can’t believe how often I got an intie flying directly at me only to get two shot, but when I hop on my inti because I see some EVO using the Hail Whale I will brutalize him.

Are you using accel coils and the jericho implant?

 

The beauty of the hailgun is that it’s really really hard to dance around if you only use charged shots, I always laugh when my hydra 2 goes up against another one, and I feel that fear from the first charged hailshot to connect because I wasn’t aware of him.

 

 

Then he semi auto fires, makes a predictable shot path, and I smash him with charged shots.

 

I’ve got the Mk3 coils (thanks to my previous Fed contract), but I’m working on the Jericho side. I find the hail plasma shots to be a little slower than what I would have liked. The slower projectile speed makes it harder to aim off.

which is why you should use rank 6 jericho implant :smiley:

I run hail plasma a little differently, but I believe it is just as viable.

 

First thing is that I usually run hails on the Alli-M; I feel the speed helps with evasive maneuvers, and the extra minefield always helps. I have the R5 fed implant, and I can poke out with a charged shot fairly fast and safe. If you are getting focused, your best bet of surviving is breaking LOS, not tanking it (great for PvE too). If single fast ships gets behind me, I do a roll and pitch maneuver, flushing my back/bottom against cover if possible. That usually brings them into range of my hails. I know a lot of my corpmates like the Hydra-2 cause of the pure tankiness though.

 

Second, I actually run the R6 fed implant, and buff the projectile speed using accel coils instead. I lose out on some survivability, but I think the overall increased damage is worth it; it just feels great one-shotting interceptors with a crit. It also allows you to continue using that popular gunship crit build; I think everyone has experienced how powerful those kalahs are. And as an interceptor the crit damage helps much more.

-There is a disadvantage of the lower projectile speed when using a fighter; instead of hails, I often use stab rails. I’ve had a lot of fun running hails on a tackler though: slow down the inty, then boom, no need for increased projectile speed.

 

The last point is minor; I actually think the R1 fed implant is just as good as the others. If you play interceptor, quite a lot of damage you take will be explosive; correct flying should allow you to dodge most main guns. Works wonders when flying interceptor as captain; that minefield or suicide module won’t be the end of you.

I can agree with R2 Fed whole heartedly, I specced into it early into Star Conflict, and haven’t specced out of it since that moment.

 

Hitting wayward inties that -know- you’re targeting them is incredibly hard without the jericho implant + double accel if they’re aware of your incoming fire, but you’ll murder enemy gunships and frigates , and incoming interceptors when they fly straight or towards you or while you reverse. I can’t believe how often I’ve seen strings of crits in a row.

 

With the patch changes I think maybe the Jericho r6 will shine through more though, but in that case you can’t run Kalah or CO at their fullest potential, maybe ECM + Tackler/Command?

Huh. I was thinking of going R2 Empire/R6 Fed (actually doing that right now) for my stab rail gunship. If I did go R2 Fed/R6 Jer, I’d have to worry about survivability less…

SO MANY BLUES…

Hmmmm…

Using Hail

Not even a kill per match. (0.3)

0.60 win lose ratio

What the heck?