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3 MORE broken builds with Thunda!

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-Well,I guess it was about time,got some more ships level'd and some more modules Mk4d(is Mk4ing even an action?i dunno)and now i came up with 3 more broken builds to help out the game die faster!I guess...

 

 

 

 

-Now without any further ado and reclamations we can get right into the new 3 builds i got for you,but before that,lets make a recap of what we did before!

 

 

 

 

 

1.Strafeceptors

 

 

 

 

 

2.VELOCITIES

 

 

 

 

 

3.Firerate and stuff

 

 

 

 

 

4.One does not simply frigate

 

 

 

 

 

-Here is the link for these builds: Click this,now.

 

 

 

 

 

-Now for the new stuff,here we got a list of some other builds,probably known by most of you,but maybe not broke down to more detailed info on what they focus and how is that affected compared to the base stats,or at least an way to access them easier!

 

 

Now let's get started!

 

 

 

 

 

1.Firerate Gunships

 

 

 

 

 

-Personally my favourite type,some weapons are getting significant changes,while others are just slightly modified,Im talking about the weapons with high firerates of course.

 

 

 

 

 

post-255735-0-17740000-1463910605.jpg Assault Railgun: -The base firerate of the assault railgun is 200 Rounds/minute or 3.333333333333 rounds/second,with a DPS of ~2039.

 

 

 

 

 

-But with 2 Iridium Heatsinks post-255735-0-34942300-1463911274.jpg ,Vanadium Ammo post-255735-0-25624000-1463911275.jpg ,and the post-255735-0-20804800-1463910556.jpg11b implant we can get to 280 rounds/minute which is about 4.66666666667 rounds/second which can grow up to ~3064 DPS,and with the overdrive we can get 4306 DPS without considering the critical hits!

 

 

 

 

 

-Using 3 capacitor slots works only on Mjolnir,which allows you to get up to 292 rounds/minute or 4.86666666667 rounds/second,when overdrived it allows you to get up to 392 rounds/minute or 6.53333333333 shots/second resulting in 4442 DPS,again,without crits.

 

 

post-255735-0-25346300-1463910590.jpg Ion Emitter:Not too much of a difference as you practically deal damage constantly(as much as you are hitting the enemy)so the ticking will just occur faster than the base firerate,building on 2 capacitor and 3 capacitors respectively,from 60

 

 

to 90 when overdrived,from 75 to 105,and from 79 to 109. 

 

 

 

 

 

post-255735-0-66520200-1463910606.jpg Singularity Cannon:Here we have our lovely EM weapon,this one can be pretty fun particularly as you can storm you enemies with balls,lets review the stats:

 

 

With the base firerate of 42,when overdrived is 63,with the firerate of 53 from 2 capacitors,when overdrived is 74,with the firerate of 55 from 3 capacitors,when overdrived is 77.

 

 

 

 

 

post-255735-0-12920600-1463910589.jpg Gauss Cannon:It can work out,somehow...

 

 

 

 

 

-Basic:68,overdrived:102

 

 

 

 

 

-With 2 cap:94,overdrived:128

 

 

 

 

 

-With 3 cap:98,overdrived:132

 

 

 

 

 

post-255735-0-38641300-1463910588.jpg Flux Phaser:

 

 

 

 

 

 

 

-Basic:28,overdrived:42

 

 

 

 

 

-With 2 cap:35.2,overdrived:49.2

 

 

 

 

 

-With 3 cap:36.9,overdrived:50.9

 

 

 

 

 

-Implants: post-255735-0-73191100-1463913318_thumb.

 

 

 

 

 

2.Anomaly Generator spammer:

 

 

 

 

 

-Also known as the "Deathray",the post-255735-0-71068600-1463910558.jpg Anomaly Generator(AG),is a missile slot weapon only usable by guards and the only one of its kind in the game(so far),it deals huge amounts of EM damage in a highlighted area of 270m radius,the explosion preparation time is 1.3 seconds long,now i guess it can do some good,either against destroyers or against the cruiser,the base stats of the AG are these:post-255735-0-83500600-1463911819_thumb.

 

 

And the stats of the buffed one are these:post-255735-0-81451600-1463910557_thumb.

 

 

 

 

 

-The total cooldown reduced is by 52.5%,so its pretty much double the firerate of this,you can use implant post-255735-0-71201700-1463910554.jpg 4a to boost its damage by 10%,or you can choose to get extra 4200m of range instead by using implant post-255735-0-70402700-1463910555.jpg 4c to boost its range by 75%,you can also decrease the time it takes for the explosion to take place by 0.3 seconds with the post-255735-0-28465900-1463910555.jpg 4b implant.

 

 

The only ship you can do this is Inquisitor S post-255735-0-92832800-1463910589_thumb. as it has 2 hull slots and the lvl 8 upgrade which reduces the reloading time by 20%.

 

 

 

 

 

-Implants: post-255735-0-41301700-1463910558_thumb.

 

 

 

 

 

3.Missile spam strafe-ceptor.

 

 

 

 

 

-I also like to call it "The Attack Helicopter".(dont ask)

 

 

 

 

 

-This has to be the apex of interceptor annoyance,did I also mention it has some extra firerate too?(I really need to stop doing this kind of stuff)

 

 

 

 

 

-First things first,the main weapon,a nice firerate post-255735-0-88280800-1463910590.jpg Kinetic Supercharger: post-255735-0-69094900-1463910608_thumb.

 

 

 

 

 

-Then,some nice post-255735-0-96891900-1463910574.jpg Plasma missile spamming: post-255735-0-32672000-1463910587_thumb.

 

 

 

 

 

-And lastly,the post-255735-0-17932500-1463910608.jpg strafe: post-255735-0-16182300-1463910606.jpg

 

 

 

 

 

-All of these combined in one ship piloted by the right player can be a deadly tool,stacked with the fact that this is an ECM we are talking about,

 

 

this thing can be a true killing machine at both T4 and T5.(The ship is a Nodachi EW post-255735-0-67193200-1463910604_thumb. btw,now have fun)

 

 

 

 

 

-But before you build the ship,there are 2 ways this can work,you can try implant post-255735-0-20804800-1463910556.jpg11b or post-255735-0-71542000-1463910556.jpg11c,post-255735-0-20804800-1463910556.jpg11b gives you a bit more firerate but post-255735-0-71542000-1463910556.jpg11c reduces more of the cooldown,that is your choice but to make sure here are the comparations:-

 

 

 

 

 

-The base stats of the Kinetic Supercharger: post-255735-0-19533500-1463910609_thumb. 

 

 

 

 

 

-With firerate implant:post-255735-0-69094900-1463910608_thumb.

 

 

 

 

 

-The base stats of the Plasma missiles: post-255735-0-22108100-1463910574_thumb.

 

 

 

 

 

-Without the cooldown implant: post-255735-0-38690300-1463913845_thumb.

 

 

 

 

 

-With the cooldown implant: post-255735-0-32672000-1463910587_thumb.

 

 

 

 

 

-In my opinion post-255735-0-71542000-1463910556.jpg 11c is better since the difference is on a higher scale,at least for the cartridge reload time.

 

 

 

 

 

-Also,the rank 4 implants can have a effect on the build,here are some examples:

 

 

 

 

 

-Implant post-255735-0-71201700-1463910554.jpg 4a gives you more damage so you can hit harder: post-255735-0-63603300-1463910574_thumb.

 

 

 

 

 

-Implant post-255735-0-28465900-1463910555.jpg 4b gives you more velocity so you can hit your targets easier(somewhat): post-255735-0-83683800-1463910587_thumb.

 

 

 

 

 

-Implant post-255735-0-70402700-1463910555.jpg 4c gives you more range so you can noscope the haterz from longer ranges: post-255735-0-32672000-1463910587_thumb.

 

 

 

 

 

-Implants: post-255735-0-04664500-1463913318_thumb.

 

 

 

 

 

-Here are 2 more builds I am working on right now!

 

 

 

 

 

[WIP] 4:Scatter spread Cyning:(gotta grind for that after I will finish the R14 destryoer so it will take a while)

 

 

 

 

 

[WIP] 5:Destroyer hardcore-regen:(waiting for the R14s...)

 

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Forgot about that,I dont usually talk about SPs that may have slipped by,will get fixed shortly.

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Your numbers on "Fire rate gunships" are from other game or something, that is not how it works in Star Conflict.

 

Some of the implants make no sense in conjunctions with weapon/ship class. Like 9-3 on Empire gunships, or 2-2 with singularity.

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Your numbers on "Fire rate gunships" are from other game or something, that is not how it works in Star Conflict.

 

Some of the implants make no sense in conjunctions with weapon/ship class. Like 9-3 on Empire gunships, or 2-2 with singularity.

They are just examples,i said we are focusing on the firerates,the other were just implants i didnt take off.

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They are just examples,i said we are focusing on the firerates,the other were just implants i didnt take off.

overdrive gives you 50% of the base ROF and not the modified ROF, so with rails you get ALWAYS 3⅓r/sec more

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Anomaly spam with Mk4 reloading thingies you can get all three out in a matter of a few seconds, and then reload the cartridge in 50 seconds. X3

Super fun with torpedoes too.

Get a speedy Federation frigate with Torps and with the right builds you can use your speed to stack up all three torps on top of each other and deal 287372827 damage a hit. XD

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