A Question

Let’s say i want to play Covert Ops Interceptor, but i want to play that in the Jericho faction, i noticed that for each tier in the interceptor line (Jericho), the Covert Ops interceptors are never in the top rank of that tier, for example, the first covert ops ship is at tier 2 rank 5, but there isn’t any rank 6 one.

 

So far from what i played, advancing ranks within the same tier somehow unlocks additional modification/module slots, so does that mean that playing a role outside its specialized faction results in less performance / customization / module slots ?

the only difference between highest rank in a tier and 1 below is an access to 1 more implant, otherwise module slots are the same.

For the most part (except for T3 that is an exception of all the rules and logics) Every faction has a Main Role and Secondary role for Each ship class:

Jericho:

M: ECM | Command | Guard

S: CovOp | Tackler | LongRange Torpfrig

Federation:

M: CovOp | Tackler | Engineer

S: Recon | GunShip | Guard

Empire:

M: Recon | GunShip | LongRange Desintegrator

S: ECM | Command | Engineer

So supposedly every Main role is available at highest rank in a tier and secondary would be at 1 rank below.

For example Ricasso is very viable in tier 3, even knowing it has less rank than the Kite.

Still, there are messed up ships like the federation and empire T3 figthers.

Middle or lower ranked ships in a tier usually specialize in team-sided ship bonuses, while the higher ranked more for solo purposes.

so essentially if i want to play covert operations i should go for federation? (i’m a solo player)

That’s what i’d say. Note that in T3 you might start having flight precision problems since the speed and agility ramps up aggressively. Because of this i fly Fed CO in T2 (Swift Mk3) and Jeri CO in T3 (Ricasso) which feels more stable. But it’s up to you; flight skill, reaction speed, coping with events around you etc.

One other tip i would give (but not force upon) is not to use the Self Destruct module. There are many times when you can escape and turn a battle around in your favor and you will also get better at maneuvering. SD for lone players just looks stupid imo, doesn’t even work all the time. IE i had a T3 game yesterday as combat recon captain in Katana S and 2 enemy COs kept suiciding and wasting nukes to try and kill me, i think they died about 10+ times each with no success, so the SD is more suited for tactical team use or just vengeance if you’re one of them.

 

Here’s the results of that battle:

post-241500-0-81272200-1377080875.jpg

 

Was funny that in the last 15-20 seconds i dashed in for the enemy cap (high chances of losing due to pretty equal kill ratios), reduced him to 0 shields and half hull in a single sweep flight and buggered off to get safe; my teammates went crazy like ‘WTF IS HE DOING??’ and chased after me and ended up killing him. It was memorable :slight_smile:

One other tip i would give (but not force upon) is not to use the Self Destruct module.

Combat recon aside, SD is mainly a last resort kind of mod. If you’re in a situation where you cannot escape might as well take them with you.

Not using it myself as I tend not to die. And in T2 I’m using White Noise over Orion, to me it’s a must have mod.

so essentially if i want to play covert operations i should go for federation? (i’m a solo player)

i would not say that, for example in T3 many player prefer Jericho’s CovOp due to its bonuses BUT federation does have the main implants that you would use on Interceptors

The Kite has some pretty severe energy issues, imho. Unless mitigated specifically by either impants or fittings, you afterburner to a target ony to find that you have no energy to use any of your actives. Also, the T3 fed inties are incredibly feeble compared to the Ricasso. Not a fan…

Rank 7 Federation implant overshadows other r7 implants in total effect on energy management, period.

Rank 7 Federation implant overshadows other r7 implants in total effect on energy management, period.

For inties and stuff based on speed. Mainly specialized in commands in T3 so using Jeri 7 which works under diffusion shield.

what’s the best overall faction to reach t3 with first?

what’s the best overall faction to reach t3 with first?

That’s something impossible to answer. Look at all T3 ships, decide which one you want, go for that faction.

To better answer your question: better to get FULL T2 first (meaning all subfactions in contracts reaching Rank 6), then start getting T3.

For inties and stuff based on speed. Mainly specialized in commands in T3 so using Jeri 7 which works under diffusion shield.

If i recall it correctly jericho r7 implant is Dmg to energy conversion 15%

that implant does NOT work under fusion shield, if it does it is a bug and has to be recorded:

Ok, so it is designed to be like this:

  1. Passive modules/implant effects do not stack with this Fusion Shield.

  2. Debuffs do not work on this module either.

  3. Shield Does not have any resists.

If i recall it correctly jericho r7 implant is Dmg to energy conversion 15%

that implant does NOT work under fusion shield, if it does it is a bug and has to be recorded:

So they changed that too?.. Goddamned invisible patch notes which never get written. Gotta test it. If it’s true Fed R7 implant all the way.

So they changed that too?.. Goddamned invisible patch notes which never get written. Gotta test it. If it’s true Fed R7 implant all the way.

They never changed it, it never worked to begin with (i heard rumors that it worked for couple hours on implementation day, but was hot-fixed within hours.

Same with passive module with similar mechanic, it never worked and i saw people posting builds of dragonfly with r7 jericho implant +2 passives energy regens, never actually testing it out and claiming that to be OP  :facepalm:

mmm gonna say it doesn’t work like how people wanted it to but that passive is still valuable to Command ships. Not compulsory but still useful.

 

it depends much on your activation sequence - and active fits obviously

mmm gonna say it doesn’t work like how people wanted it to but that passive is still valuable to Command ships. Not compulsory but still useful.

 

it depends much on your activation sequence - and active fits obviously

I myself have 1 of those on my prometheusX build solely to counter energy drain from ECM to be able to activate one of surv modules to cancel it altogether.

But these builds i mentioned were claimed to be invincible (theorycrafted) fusion shield.