They’re also good when making a b-line out of an area when under fire, hit and asteroid and the field will barely affect you, but it will slow down everyone behind you. Since they’re probably fighters you get an even better lead. They’re not ideal for kills, but it can be done. I do have to restrain myself sometimes. Even though I get a full set, I almost never fire them all off in a match. Many matches I don’t fire any at all. But if I see an engineer hiding behind an asteroid, I’m hitting the asteroid to stop his heals.
Yes, they can be evil sometimes but they generally hit the person firing as much as everyone, and an ECM without energy is just a little fighter.
I see xKostyan, I was just wondering that, by the way nice colours on that ships. I will take advantage of the situation and ask you for your builds for the Deimon, I have it too (awesome ship and my build is pretty poor due to the lack of blues (leveling up wardens to 9).
Any tips for that ship? I would appreciate them a lot.
Here how i ended up running it:
The hardest part was to get accustomed to 420 speed, i use to fly all my intys at 600+, so took some time and almost gave up on it at some point Now it is a matter of being in a right moment in a right place, or better say warp to the right place in a right time Of Course there are maps/mods that would benefit more from different ship class. Oh and big part is using mines and lure/force enemies to blow up on those mines, due to not having any spread reductions your shrapnel is extremely close range and you dont have that much speed/agility to get an upper hand over federation interceptors, but they blow up in single mine so you have to play to your advantages.
Here is an example how does it look with this range (on that picture we just spawned, 13 seconds into the game) and my team can see the whole blob of enemies. Those 5 enemy LRFs got taken down very quickly by our Snipers due to the vision (i droned them as well just in case)
i had some (cheap) T2 premiums which got converted into T3 premiums back then, u the same?
I don’t see some golden modules as such a bad investment at start if you want to skip T1 or T2, better investment than lottery or colors on early ships, and once u reach blue tec, it is kinda hard to throw something like that away
i had some (cheap) T2 premiums which got converted into T3 premiums back then, u the same?
I don’t see some golden modules as such a bad investment at start if you want to skip T1 or T2, better investment than lottery or colors on early ships, and once u reach blue tec, it is kinda hard to throw something like that away
No, they didn’t get pushed up tier, i actually bought some prem t3 modules, but i bought only those that drastically reduce cooldown on activation or with considerable range increase. It was back then when i just reached T3 on implant side (loyalty was quite low yet) and i already had DLC ships so i figured i make some of them fly.
So couple months and patches later, as of 0.9.9 here is evolved version:
It is a little weird to get use to constant movement for tanking and you have to kinda know routes around most common maps for those circles, but this is surprisingly a lot of fun after adopting for that.
for those that love Surv number rating, it is possible to push 43k with some MK4 gear but its gonna be horrible counter intuitive ship :)))
Yeah the build looks abit different:
Positorons+horizons-> No adaptive shield-> 2 auras
But that change make a whole lot more affect on a game play it is like flying 2 different ship al together :)))
BTW i don’t understand your capacitor choice, what is your reason? I mean, you run 3 auras and have only 1 energy hog (rep station)
Because that rep Station needs more than half of my energy if I don’t use that capacitor, I just make sure i have enough energy to use it even if I’m at 50%
Using MK4 Voltage Regulator will give me 236 regen, so I prefer 400 energy instead of 36 extra regen.
And yeah I could hit 45200 with other modules, but I don’t want to see my speed, acceleration and/or maneuver affected.
Because that rep Station needs more than half of my energy if I don’t use that capacitor, I just make sure i have enough energy to use it even if I’m at 50%
Using MK4 Voltage Regulator will give me 236 regen, so I prefer 400 energy instead of 36 extra regen.
And yeah I could hit 45200 with other modules, but I don’t want to see my speed, acceleration and/or maneuver affected.
I see, maybe it is just i am more biased towards regen over energy pool on all my ships (except commands where it is a mix) i find myself never at full energy pool, no matter what ship i fly, and if i am not at full i am not using that extended energy pool (yes it will push maximum energy regen level a little bit higher, but it is ignorable imho) so if i am constantly using my energy it make more sense to make it regen faster to sustain prolonged usage.
I can’t say what is better for your build 200 energy regen +battery makes it (270? or is it 290? cant remember the value from my head), your Ab usage is 170 + 42 from 2 auras, so you are in positive 60/70 energy and you have only one active module that requires energy pool. I fly 2 rep stations that combined consume 130% of my energy pool to activate and my regen is less positive than yours and i have to constantly AB to tank. I just let Ab go and shut off my aura for a second and i can deploy 1 station after another with next to no delay)
I believe you can afford to even fit Acceleration coils, to make positrons that much deadlier. It is just requires a little bit more energy management with shutting auras on and off if required, but might worth it in along run
I see, maybe it is just i am more biased towards regen over energy pool on all my ships (except commands where it is a mix) i find myself never at full energy pool, no matter what ship i fly, and if i am not at full i am not using that extended energy pool (yes it will push maximum energy regen level a little bit higher, but it is ignorable imho) so if i am constantly using my energy it make more sense to make it regen faster to sustain prolonged usage.
I can’t say what is better for your build 200 energy regen +battery makes it (270? or is it 290? cant remember the value from my head), your Ab usage is 170 + 42 from 2 auras, so you are in positive 60/70 energy and you have only one active module that requires energy pool. I fly 2 rep stations that combined consume 130% of my energy pool to activate and my regen is less positive than yours and i have to constantly AB to tank. I just let Ab go and shut off my aura for a second and i can deploy 1 station after another with next to no delay)
I believe you can afford to even fit Acceleration coils, to make positrons that much deadlier. It is just requires a little bit more energy management with shutting auras on and off if required, but might worth it in along run
its 290, EM gives 89 regen. I think it’s playstyle what matters, I’ve tried both energy and energy pool, and even the mix of them with that other module, and I always find myself more confortable with a higher energy pool instead of a lower one but with better regens.
On commands I prefer x2 regen and 1 energyl, and then 1 to that shield who gives more energy.