Behemoth Advice Thread for building ships and setting Crews/Implants.

Latest Update/s: Caltrop updated - 05/02/16

 

To those of you just starting out on these forums: Make sure you have at least ten (10) approved posts within the non-off-topic sections, so your account will be allowed to post here.

You must make sure that the forum account is linked directly to the star conflict account with at least 2 games under your belt; Afterwards, you should be able to post within the off-topic sections, where, of which, this thread resides. To those of you who are just joining us, the thread will appear to be locked if you have not met these requirements; Rest assured that it is not.

 

 

I’m setting up this thread so I can have an open area to talk to corporation mates I may or may not know within the time I’m gone.

feel free to ask build advice on ECMs, Guards, Engineers, and any ship in the other types of roles. 

CEO position is currently in the hands of Kinslayer, or anyone he wishes to place into power until I return; That time, of which, I will either remain behind the scenes, or, if the person in power

desires to push the position back to me, I will accept the position back. Either way, I wish my Corporation the best, and I hope those who are currently grinding their ships out into T3-5 will do well in my absence.

 

Never the less! To reiterate the basis of this thread, Ask me for builds, and implant/crew setup advice on any ship you desire, and I will do my utmost to help. 

This thread is open to the general public, if they wish to help, or argue. Constructive criticism is welcome, and the more builds the better.

I will post 3 or more times to reserve spots, in case things get a little off-topic, and, mainly, for the reason when I add existing advice from myself, or others, in bulk that would serve better

on the front page, rather than on a later page. For obvious reasons, I will post builds via text, rather than pictures.

 

Implants will be referred to in this manner: Left to right 1-15. Top to bottom A-B-C. When one implant can also be used instead of another, or = /  (example: 1c,2c,3c,4a/b/c,5a/b,6a,7b/c,8a,9a,10c,11b,12c,13a,14c,15a.) 

 

Nothing is considered actually off-topic, so bring about a general conversation on anything you desire within the confines of the forum’s rules.

In other words, while this is a Corporation’s/guide thread, it will also be used as a star conflict off-topic thread.

Admins, I request that there be very minimal deleting of user posts for this reason.

In this post I will write updated ship builds of my own, as well as other builds that are recognizably well-built from others around the forums. 

As a reminder - Implants will be referred to in this manner: Left to right 1-15. Top to bottom A-B-C. When one implant can also be used instead of another, or = /  

(example: 1c,2c,3c,4a/b/c,5a/b,6a,7b/c,8a,9a,10c,11b,12c,13a,14c,15a.) As a further note, those with the / mark will be ordered from the poster’s perspective of which implant they like better comes first. 

ex - if the best implant is ‘C’, and the secondary implant is ‘A’, then it will be ordered like this - 1c/a

 Please post your own builds and I will add each version into this post under the poster’s name. (So long as it’s a well-built ship, mind.) Pictures are allowed.

 

New/existing ship builds

Use the +10 shield defense booster module when you select a ship. 

 

Destroyers

Sybyl

Implants/Crew - 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b

 

Ship build -

 

Special Module - Jericho Energy Router (Make sure to use the +400 shield regeneration option while in battle!)

Synergy level 4 - +27 anti EM shield resists.

Synergy level 8 - Power of support class modules Increase by 10%

3 capacitors

3 shields

2 hull

 

Capacitor - 3 capacitor power relays.

Shield - One anti EM Module, one anti thermal, and one asynchronous shield projector. 

hull - 2 passive armors for energy regeneration to keep the caps at full to keep shield regen at maximum. 

 

Active Modules - Multiphase Shield, Wormhole Projector, Gravitational Lens.

The fourth module is up to your tastes. 

Gun- personally, I’d go with the meson cannon, but I haven’t experienced using the dessie guns yet, so it’s up to you. 

Missile slot - Static Shield

 

Ensure that you keep your capacitor power levels near the full mark, else-wise you will lose your shield’s high regeneration ability.

 

Frigates

Long Range Frigates (LRF)

To be created

Engineers

Naga Rank 14: Empire Engineer

Implants 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c,14c

 

Modules:

Engine - Two Vernier Engine

Capacitor - Three Capacitor Power Relays

Shield - One Thermal Modulator or Em Diffuser 

Hull - One Thermal Insulator and one Reactive Armor or One thermal Insulator and one EM Insulation

CPU - Proton Wall

 

Active Modules: Mass Shield Generator, Nanodrone Cloud, Autonomous Charging Station, and the Warp Gate.

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo/Attack Drones/Minelayers

 

Booster slot: +10 shield defense. 

Guards

Inquisitor - Rank 13: Jericho Guard

Inquisitor - WolfKhan Variations

Build 1 - Variation 1

 

Implants 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c

 

Modules:

Engine - Vernier Engine

Capacitor - Three Capacitor Power Relays

Shield - 1 Variative Shield Projector and 2 Thermal Modulators

Hull - Regenerative Coating/Thermal Insulator/Reactive Armor, or Passive Armor

CPU - Proton Wall

 

Active Modules:

Pulsar, Signature Masking, Shield Booster L, and the Emergency shield boost.

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo

 

Build 1 - Variation 2

Implants 1c,2a,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c

 

Modules:

Engine - Vernier Engine

Capacitor - Three Capacitor Power Relays

Shield - 1 Variative Shield Projector, and 2 Thermal Modulators.

Hull - Regenerative Coating/Thermal Insulator/Reactive Armor, or Passive Armor

CPU - Infrared Scanner

 

Active Modules:

Pulsar, Signature Masking, Shield Booster L, and the Emergency shield boost.

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo

Ronin - Rank 15 Jericho Secret Project Guard

WolfKhan - Build 1

 

Implants 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c,14c,15c

 

 

Special module - Raid Phase Shield (+150 to shield defense)

Synergy Level 4 - Main Weapon +10% damage increase.

Synergy Level 8 - +10 shield defense points to all damages. 

1 engine slot

3 capacitor slots

3 shield slots

2 hull slots

 

Modules:

 

Engine - One Vernier Engine - For extra turn speed. 

 

Capacitor - Three Capacitor Power Relays - To increase shield regeneration alongside the 12c implant. 

 

Shield - One Variative Shield Projector and one Thermal Modulator, and one asynchronous shield projector  - These three modules cover kinetic and thermal damage, and push up the shield regen to decent levels. Use the special module to cover EM damage and to buff either kinetic or thermal when EM damage isn’t present. 

 

Hull - Two Regenerative Coatings - These two modules will ensure that you will not always need a healer to back you up when the enemy starts chewing at your hull, and it makes you self efficient. This helps the healer get your hull to full, faster.  

 

Active Modules:

Set 1: Pulsar, Signature Masking, Shield Booster L, and the Emergency Shield Boost.       - A basic offensive and defensive setup.

Set 2: Spectre Field, Multiphase shield adapter, Shield Booster L, and the Emergency Shield Boost.     - A particularly Useful build for tanking the enemy for 12 seconds with increased defenses from modules 1 and 2. 

Set 3: Pulsar, Multiphase Shield Adapter, Shield Booster L, and the Emergency Shield boost.   - A variation of set 2, but reducing the defensive time to 5 seconds, and adding the pulsar.

Set 4: Pulsar, Spectre Field, Shield Booster L, and the Emergency Shield Boost. - An alteration of set 3, which it adds the specter field for the sake of team support, instead of set 3’s module 2, and uses 7 seconds.

Set 5:  Spectre Field, Signature Masking, Shield booster L, and the Emergency Shield Boost. - Support your team by reducing enemy damage and giving them a cloaking ability. 

Set 6: Mass Propulsion Inhibitor, Pulsar, Shield Booster L, and the Emergency Shield Boost - This one is for those times you’re getting hit by a few

adaptive interceptors and frigates, or you just want to make an enemy easier to hit for your allies. 

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo/minelayers

 

T-Rex MK.II - Rank 14 Federation Guard

T-Rex Mk.II - WolfKhan Variations

Build 1 - Variation 1

 

Implants 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c,14c

 

Modules:

Engine - Vernier Engine

Capacitor - Three Capacitor Power Relays

Shield - 1 Variative Shield Projector, and either 2 Thermal Modulators, or 2 EM Diffusers

Hull - Regenerative Coating/Thermal Insulator/Reactive Armor, or Passive Armor

CPU - Proton Wall

 

Active Modules:

Pulsar, Signature Masking, Shield Booster L, and the Emergency shield boost.

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo

 

Build 1 - Variation 2

Implants 1c,2a,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c,14c

 

Modules:

Engine - Vernier Engine

Capacitor - Three Capacitor Power Relays

Shield - 1 Variative Shield Projector, and either 2 Thermal Modulators, or 2 EM Diffusers

Hull - Regenerative Coating/Thermal Insulator/Reactive Armor, or Passive Armor

CPU - Infrared Scanner

 

Active Modules:

Pulsar, Signature Masking, Shield Booster L, and the Emergency shield boost.

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo

Inquisitor S Rank 15: Jericho

Build 1: Variations

Build 1 - Variation 1

 

Implants 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c,14c,15c

 

Modules:

Engine - Vernier Engine

Capacitor - Two Capacitor Power Relays

Shield - 1 Variative Shield Projector, and 2 Thermal Modulators.

Hull - This one has three possibilities. 1: Two Regenerative coatings. 2: 1 Regenerative coating, and one thermal insulator or Reactive armor, and lastly 3: One thermal Insulator, and one Reactive armor.

CPU - Proton Wall

 

Active Modules:

Pulsar, Specter Field, Shield Booster L, and the Emergency shield boost.

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo

 

Build 1 - Variation 2

Implants 1c,2a,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13c,14c,15c/a

 

Modules:

Engine - Vernier Engine

Capacitor - Two Capacitor Power Relays

Shield - 1 Variative Shield Projector and 2 Thermal Modulators

Hull - This one has three possibilities. 1: Two Regenerative coatings. 2: 1 Regenerative coating, and one thermal insulator or Reactive armor, and lastly 3: One thermal Insulator, and one Reactive armor.

CPU - Infrared scanner

 

Active Modules:

Pulsar, Specter Field, Shield Booster L, and the Emergency shield boost.

 

Weapon: Heavy blaster

Ammunition: Curved Reflector

Missile Slot: Torpedo

Interceptors

Covert OPs

Wakizashi R

Implants - 1c,2a,3c,4a,5a,6b,7b,8b,9c,10c,11c,12c,13c,14c

 

Engine - Two Inertia Stabilizers and one Vernier Engine

Capacitor - Voltage Regulator

Shield - One EM Diffuser and one Thermal Modulator

Hull - Regenerative Coating

CPU - One Target Tracking Coprocessor and one Infrared Scanner

Active Modules - Orion Targeting Complex, Adaptive Camo, Shield Booster S and the Plasma Arc, or the White Noise Jammer

Gun/Ammunition - Pulse Lasers/Curved Reflector 

Missile - Plasma Missile or the Nuke

Booster - +10 Shield Defense

Recon

Spectre Falcon - Rank 14: Federation

Implants - 1c,2c,3c,4a,5a,6a,7b,8a,9c,10c,11c,12c,13c,14b

 

Engine - Two Inertial Stabilizers

Capacitor - Two Capacitor Power relays and one Emergency Barrier

Shield - Two Asynchronous Shield Projectors

Hull - Passive Armor

CPU - Proton Wall

Gun/Ammunition - Pulse Lasers/Curved Reflector

Missile - Proximity Mine (One use is within dog-fighting, and the other is right in the middle of a warp when passing right above the enemy.)

 

Active Modules - Spydrones, Repair Kit, Parasitic Remodulator and the Phase Remodulator

Booster - +10 shield defense

 

 

ECM

Storm Viking - Rank 14: Empire

Storm Viking - WolfKhan

Variation 1

Implants - 1c,2c,3c,4a,5a,6a,7b,8a,9a,10c,11c,12c,13c,14c, 

 

engine -> Two inertial stabilizers (+strafe speed and strafe acceleration).

Capacitors -> Three capacitor power relays.

shield ->  One Asynchronous Shield Projector for maximum shield regeneration.

hull -> One passive hull and one Regenerative coating.

CPU -> Proton Wall

 

Active modules-  Weapon system inhibitor, System Hack, Energy Absorber and the Repair Kit. 

 

Weapon - Pulse lasers (for close ranged fighting) Or Rapid Fire Blasters for medium range. 

ammunition - curved Reflector for Pulsar, or Something to your taste on the Rapid Fire Blasters. 

Missle - EM unguided missles/Attack Drones

 

Booster - +10 shield defense

 

Variation 2

Implants - 1c,2c,3c,4a,5a,6a,7b,8a,9a,10c,11c,12c,13c,14c, 

 

engine -> Two inertial stabilizers (+strafe speed and strafe acceleration).

Capacitors -> Two capacitor power relays and one Voltage Regulator

shield ->  One Asynchronous Shield Projector

hull -> Two Regenerative coatings

CPU -> Proton Wall

 

Active modules-  Stasis Generator, Ion Emitter, Energy Absorber and the Weapon System inhibitor. 

(The Weapon System Inhibitor is for emergency uses only, and with very short bursts on the thrusters while strafing. You must keep your energy at the high point in the capacitor, or you will lose your shield and hull regeneration, so master short burst thruster strafing. This build will have a limited amount of energy to spare.

If you are unable to use the Weapon system inhibitor, use the System Hack.)

 

Weapon - Pulse lasers (for close ranged fighting) Or Rapid Fire Blasters for medium range. 

ammunition - curved Reflector for Pulsar, or Something to your taste on the Rapid Fire Blasters. 

Missle - EM unguided missles/Attack Drones

 

Booster - +10 shield defense

 

Wakizashi AE - Rank 15: Jericho

Wakizashi AE - WolfKhan

Variations

Variation 1

 

Implants - 1c,2c,3c,4a,5a,6a,7b,8a,9c/a,10c,11b/c,12c,13c,14a,15c/a/b

 

engine -> Two inertial stabilizers (+strafe speed and strafe acceleration).

Capacitors -> Two capacitor power relays.

shield -> Two Asynchronous Shield Projectors and one Thermal Modulator.

hull -> Passive Hull.

CPU -> Proton Wall

 

Active modules-  Weapon system inhibitor, System Hack, Energy Absorber and the shield booster s.

 

Weapon - Pulse lasers.

ammunition - curved Reflector.

Missle - EM unguided missles/Attack Drones

 

Booster - +10 shield defense

 

Variation 2

Implants - 1c,2c,3c,4a,5a,6a,7b,8a,9c/a,10c,11b/c,12c,13c,14a,15c/a/b

 

engine -> Two inertial stabilizers (+strafe speed and strafe acceleration).

Capacitors -> Two capacitor power relays.

shield -> one Thermal Modulator, and two EM Diffusers.

hull -> Passive Hull.

CPU -> Proton Wall

 

Active modules-  Weapon System Inhibitor, Energy Absorber/Ion Emitter, System Hack and the Shield Booster s.

 

Weapon - Pulse lasers.

ammunition - curved Reflector.

Missle - EM unguided missles/Attack Drones

 

Booster - +10 shield defense

Caltrop - Rank 15 Secret Project: Jericho

Caltrop Build Variations - WolfKhan

Build 1: Variation 1 (Main Variation)

 

Implants - 1c,2c,3c,4a,5a/b,6a,7b,8a,9c/a,10c,11c,12c,13c/a,14c,15c/a

 

Caltrop setup - 1 engine, 3 capacitors, 3 shield and 2 hull slots. Use the 45 second cool down special module (the one on the far right) to build a highly regenerative shield type with a nice cool down on the module that’ll let you rest for the few seconds needed to restore your shield to acceptable levels.

Synergy level 4 +turn speed. Level 8 - 20% heating. (these synergy upgrades go with all versions)

 

Modules:

engine -> Two inertial stabilizers (+strafe speed and acceleration).

Capacitors -> Three capacitor power relays.

shield -> One Asynchronous Shield Projector and one Thermal Modulator, and one EM Diffuser.

hull -> passive hull, Regenerative coating, or two regenerative coatings, depending on how good you are with burst strafing, of course.  

 

Active modules-  Weapon system inhibitor, System Hack, stasis generator and the shield booster s.

 

Weapon - Pulse lasers.

ammunition - curved Reflector.

Missle - EM unguided missles/Attack Drones

 

Booster - +10 shield defense

 

 

Build 1: Variation 2

Implants - 1c,2c,3c,4a,5a/b,6a,7b,8a,9c/a,10c,11c,12c,13c/a,14c,15c/a

 

Caltrop setup - 2 engines, 3 capacitors, 3 shield and 1 hull slots. Use the 45 second cool down special module (the one on the far right) to build a highly regenerative shield type with a nice cool down on the module that’ll let you rest for the few seconds needed to restore your shield to acceptable levels.

 

Modules: 

engine -> Two inertial stabilizers.

Capacitors -> Three capacitor power relays.

shield -> One Asynchronous Shield Projector, one Thermal Modulator and one EM Diffuser. 

hull -> Passive Armor.

 

Active modules-  Weapon system inhibitor, System Hack, stasis generator and the shield booster s.

 

Weapon - Pulse lasers.

ammunition - curved Reflector.

Missle - EM unguided missles/Attack Drones

 

Booster - +10 shield defense

 

Build 2: Variation 1

Implants - 1c,2c,3c,4a,5a/b,6a,7b,8a,9c/a,10c,11c,12c,13c/a,14c,15c/a

 

Caltrop setup - 2 engines, 2 capacitors, 3 shield and 2 hull slots. Use the 45 second cool down special module. 

 

Modules: 

engine -> 2 inertial stabilizers.

Capacitors -> 2 capacitor power relays.

shield -> 2 Asynchronous Shield Projector and one Thermal Modulator. (It’s also possible to switch the thermal modulator out for an EM Diffuser, mind)

hull -> 1 Passive Armor, one regenerative coating.

 

Active modules-  Weapon system inhibitor, System Hack, energy absorber and the shield booster s.

 

Weapon - Pulse lasers.

ammunition - curved Reflector.

Missle - EM unguided missles/Attack Drones

 

Booster - +10 shield defense

 

Fighters

Command

Sword S - Rank 15: Jericho

Implants 1c,2a,3c,4a,5a,6a,7c,8a,9c,10c,11c,12b,13c,14c,15c

Make sure to take advantage of the 12b implant’s energy boost when using the command’s special module, and stay below 50% speed without using the thruster.

Don’t let the shield regeneration go to waste, either. The 7c implant will help to reacquire your energy back to full once it’s depleted by the use of the special module, alongside the passive armor.  

 

Modules:

Engine - Vernier Engine

Capacitor - Three Capacitor Power Relays

Shield - One Compact Shield Generator and one EM diffuser

Hull - Passive Armor

CPU - One Proton Wall and one Horizon Module 

 

Active Modules: Aegis System, Valkyrie System, Gravi-scanner and the Shield Booster M. 

 

Weapon: 

Ammunition: Curved Reflector

Missile Slot: EM Missile

 

Booster - +10 shield defense

Tackler

Jaguar

Implants - 1c.2b.3c.4b.5a.6a.7c.8a.9a,10c,11a,12c,13c,14c,15c

 

Build - Special Module: Armada’s ODG “Chameleon” (15 sec recharge)

Synergy level 4 bonus - Main weapon damage + 10%

Synergy level 8 Bonus - Effects of Tackler Modules are increased by 25%

 

3 capacitors, 3 shields, 3 hull.

 

Capacitor - 3 capacitor power relays

shield - One anti thermal, Two anti EM, or one anti thermal, one anti EM, and one adaptive shield. 

Hull - Two Regenerative Coatings, one passive hull.

 

Active modules - Inhibitor Beam, Engine Suppressor, Target Painter and the Shield booster M.

Gun - Ion Emitter, Curved Reflector.

Missile slot - EM Missiles.

 

 

Sword AE - Rank 14: Jericho

Implants - 1c,2c/a/b,3c,4a,5a,6a,7c,8a,9c,10c,11c,12c,13c,14b

 

Engine - One Vernier Engine

Capacitor - Two Capacitor Power Relays

Shield - One Asynchronous Shield Projector, one EM Diffuser and one Thermal Modulator

Hull - Passive Armor

CPU - One Proton Wall and one Horizon Module or Infrared Scanner

 

Active Modules - Engine Suppressor, Inhibitor Beam, Shield Booster M and the Repair Kit M

Gun/Ammunition - Gravi-Beamer/Curved Reflector 

Missile - EM Missile

Booster - +10 shield defense

Gunship

To be created

Deleted and saved to be used for future content*

Guide on Module/weapon names, Implants/Crew, Ammunition and effects.

For those of you that’d rather not just open up the game for the sake of checking on what a module does.

 

(If you see anything missing, feel free to tell me about it below.)

 

 

Passive Modules

Engine

Collision Compensator T1+

 

Description

Additional engine controller that reduces collision damage by __%, Increases rotation by __% and maneuvering speed by __%

 

Inertia Stabilizer T4+

 

Description

Increases the ship’s strafe speed and strafe acceleration.

 

Vernier Engines T2+

 

Description

Increases the ship’s rotation speed by __%

 

Catalyst Injector T2+

 

Description

Increases maximum speed by ___%

 

Tetroxide Injector T3+

 

Description

Increases ship acceleration by __%

 

Auxiliary Generator T1+

 

Description

Increases maximum speed by __% by increasing afterburner energy consumption by __%

 

Cruise Engine

 

Description

Increases maximum speed by ___% at the cost of handling and energy consumption. Afterburners increases speed by ___%, yet they make handling significantly worse. 

 

Capacitor

Iridium Heatsink T3+

 

Description

Additional energy conduit cooling. Increases rate of fire by __%. Reduces time to weapon overheat. 

 

Emergency Barrier T2+

 

Description

When hull strength reaches critical levels ( <15% ), reserve power is diverted to an emergency shield, protecting the ship for 1 second. It is activated 

with at least __ second intervals.

 

Acceleration Coils T2+

 

Description

Raises energy charger voltage and increases projectile speed by __%

 

Leak Stabilizer T1+

 

Description

Increases maximum capacitor volume by __%

 

Voltage Regulator T1+

 

Description

Increases energy regeneration speed by __%

 

Pulse Discharger T2+

 

Description

Increases main weapon damage by __%, but it reduces energy regeneration speed by __%.

 

Multiphase Generator T4+

 

Description

Increases maximum capacitor volume by __% and energy regeneration speed by __%

 

Capacitor Power Relay T4+

 

Description

Increases shield regeneration speed by __%, but reduces energy regeneration speed by __%.

 

Power Unit Conduit T3+

 

Description

Increases maximum speed by __%, but it reduces maximum capacitor volume by __%

Shield

Energy Recuperation System T3+

 

Description

This module converts ___% of damage taken into energy; however, it does not reduce the damage taken. 

 

Thermal Modulator T2+

 

Description

Increases shield resistance to thermal damage by __ points. 

 

EM Diffuser T2+

 

Description

Increases shield resistance to EM damage by __ points.

 

Variative Shield Projector T2+

 

Description

Increases shield resistance to kinetic damage by __ points. 

 

Auxilliary Shield Projector T1+

 

Description

Increases maximum shield volume by __ points.

 

Asynchronous Shield Projector T1+

 

Description

Increases shield regeneration speed by ___%

 

Shield Projection Splitter T2+

 

Description

Increases maximum shield volume by ___% but reduces ship acceleration by __%

 

Adaptive Shield T3+

 

Description

Increases hull and shield resistance to all damage types by __ points, when the ship is flying at ___% of its maximum speed.

 

Compact Shield Generator T3+

 

Description

Increases maximum capacitor volume by ___% but reduces shield volume by __%.

 

Submatter Shield T4+

 

Description

Increases maximum speed by __% but reduces the shield’s resistance to all damage types by __ points.

Hull

thermal Insulator T2+

 

Description

Increases hull resistance to thermal damage by __ points.

 

EM Insulation T2+

 

Description

Increases hull resistance to EM damage by ___ points.

 

Reactive Armor T2+

 

Description

Increases hull resistance to kinetic damage by ___ points. 

 

Improved Missile Pylons T3+

 

Description

Improves missile and missile cassette reloading speed by __%.

 

Reinforced Beams T1+

 

Description

Increases hull strength by __% but reduces maximum speed by __%.

 

Armor-Plated Hull T2+

 

Description

Increases hull strength by ___% but reduces maximum speed by __%.

 

Regenerative Coating T3+

 

Description

When capacitor charge is above 50%, transfers surplus energy to hull repair. Repair rate depends on available energy

and reaches ___ points per second at a full charge.

 

Lightweight Hull T4+

 

Description

Increases maximum speed by __%, but it reduces hull strength by ___%.

 

Galvanized Armor T3+

 

Description

Increases resistance to all damage types by __ points by reducing rotation speed by __%.

 

Passive Armor T3+

 

Description

Increases energy regeneration speed by __ points, but it reduces hull resistance to all damage types by __ points.

 

Extended Hull (Premium GS Item, price varies going from tier to tier)

 

Description

Increases hull durability by __%. Increases cargo-bay by three spaces, but it won’t exceed sixteen spaces on a single ship.

CPU

Electronic Guidance T1+

 

Description

Reduces main weapon damage by ___%.

 

Horizon Module T3+

 

Description

Increases optimal firing range by __%, but it Reduces damage by __%.

 

Proton Wall System T2+

 

Description

Reduces controlling effects duration by __%.

 

Enhanced Scanner T1+

 

Description

Increases sensor range by ___% and critical hit chance by ___%.

 

Overclocked CPU T1+

 

Description

Reduces target locking time by __%.

 

Target Tracking Coprocessor T4+

 

Description

Increases critical damage bonus by __%.

 

Infrared Scanner T3+

 

Description

Increases critical hit chance by __%.

 

Spatial Scanner (Premium GS Item, price varies going from tier to tier)

 

Description

Increases critical hit chance by __%. Equips your ship with a radar that searches for items. ( Defaul activation key: x )

 

Activate-able modules

Modules that can be upgraded into ‘Pirate’ modules.

 

Description

Shield Booster S/M/L - Multi-Purpose Module 

Multiphase Shield Adapter - Multi-Purpose module 

“Orion” Targeting Complex - Covert OPS module.

Engine Overcharge - Gunship module

Mass Shield Generator - Engineer module.

 

Multipurpose Active Modules (For all classes)

IR Flares T1+

 

Description

Deflects guided missiles with a probability of one hundred percent. 

 

Multiphase Shield Adapter T2+

 

Description

Increases resistance to all damage types by ___ points for __ seconds. If there is more energy than the module needs, the surplus increases

the over-all resistance by ___ points per energy unit.

 

NanoComposite Coating T2+

 

Description

Increases hull resistance to all damage types by ___ points for __ seconds. 

 

Shield Booster T1+ (S,M, and L variants for Interceptors, Fighters, and Frigates respectively.)

 

Description

Repairs your interceptor/fighter/frigate’s shield by ___ points over __ seconds. 

 

Repair Kit S/M/L T1+ (same as the shield booster with S,M and L variants)

 

Description

Repairs your interceptor/fighter/frigate’s hull by ___ points over __ second/s. 

 

A1MA

 

Description

Deals ___ EM damage per second for ___ seconds. Affects the locked target in a ____m. radius. 

 

ECM

Energy Absorber T2+

 

Description

Drains ___ energy from an enemy ship over __ seconds and transfers it to your ship. Active range ____m.

 

Weapon System Inhibitor T2+

 

Description

Reduces all damage taken by ___% from a single target. Effective range ____m

 

Stasis Generator T3+

 

Description

Prevents the target from moving, using active modules, shooting and launching missiles for __ seconds. Optimal module range ___m. 

 

Ion Diffuser T1+

 

Description

Prevents target from using active modules, shooting and launching missiles for __ seconds. Optimal module range ___m. 

 

System Hack T3+

 

Description

Hacks into the enemy stationary device, or drone, and takes control of it. Range ____m. Use permitted in each device ___ seconds.

The object or drone will self-destruct after use.  

 

Covert Ops

Reactor Overload T2+

 

Description

Deals ___ damage to all ships within a ___m. radius for __ seconds. If it explodes, a ___m. cloud of radioactive debris is formed, dealing ___ damage per second to all ships for __ seconds. 

 

Orion Targeting Complex T1+

 

Description

Increases the main weapon’s damage by __% for __ seconds. 

 

White Noise Jammer T2+

 

Description

Blocks a targeted enemy ship that is within lock from locking and following targets within ___m range for ___ seconds. 

 

Adaptive Camo T2+

 

Description

Protects the ship from enemy radars, targeting systems and negative effects for __ seconds. The use of modules, firing of the main weapon or the launching of missiles

will disrupt the effect. 

 

Plasma Arc T2+

 

Description

Generates a powerful arc that deals ___ thermal damage per second to all enemies within the ___m range in front of the user’s ship for __ seconds. 

 

Recon

Spy Drones T1+

 

Description

Makes your target visible to anyone from any distance, and it reduces the enemy’s hull and shield regeneration by 50% from all sources for __ seconds. It has an active range of ___m. 

If the enemy rams their hull into an object, the drone will be destroyed and, the effect, nullified.

 

Micro-locator T2+

 

Description

Deploys a locator that uncovers any and all enemy ships within a ___m. radius, including invisible ships, for ___ seconds. 

 

Phase Remodulator T2+

 

Description

Removes your ship from the visible spectrum for __ seconds. Firing weapons, the use of modules and launching missiles will deactivate the effect. 

 

Parasitic Remodulator T2+

 

Description

Transfers ___ shield volume from your target to your ship over ___ seconds.  Active range ___m. 

Command

“Aegis” System

 

Description

Increases the shield resistances of your allies to all damage types, as well as your own ship, within a ___m. radius by ___ points. 

 

“Valkyrie” System

 

Description

Increases damage dealt by all friendly ships within a ___m. radius by __% for __ seconds. Increases damage dealt by the player by __% for __ seconds. 

 

Coating Polarizer

 

Description

Increases the shield resistances of your allies to all damage types, as well as your own ship, within a ___m. radius by ___ points. 

 

Gravi-Scanner

 

Description

Increases the speed of all allied ships, including the user’s ship, within a ___m. radius by ___%. Duration __ seconds.  

Gunship

Aiming Overcharge

 

Description

Increases the main weapon’s critical hit chance by ___% for __ seconds. 

 

Engine Overcharge

 

Description

Increases maximum speed by __% for __ seconds. Using weapons or missiles disables the module. 

 

Combat Reboot

 

Description

Interrupts all negative effects and prevents new ones from occurring. The ship is also invulnerable from damage, and said negative effects, for __ seconds.  

 

Particle Purge

 

Description

Instantly depletes all of the user’s shield supply, dealing EM damage to all enemies within ___m range that is proportional to the shield’s size. 

 

Tackler 

Target Painter T1+

 

Description

Reduces the target’s shield and hull resistances to all damage types by __ points. Active range ___m. 

 

Engine Suppressor T1+

 

Description

Reduces the target’s speed by ___% for ___ seconds. Active range ___m.  

 

Inhibitor Beam T2+

 

Description

Stops the enemy, within a clear line of sight, from using afterburners. Active range ____m. 

 

Sentry Drone T2+

 

Description

A light modification of the stationary drone. Deals thermal damage to targets within range. High projectile velocity ensures that most targets can and will be hit. 

 

Heavy Guard Drone

 

Description

A heavy modification of the stationary drone. Deals EM damage to targets in range. Low projectile speed prevents it from hitting fast targets often. 

 

Engineer 

Mass Shield Generator T1+

 

Description

Passively charges allies’ shields in a ___m. radius at ___ points per second. Activation charges shields within ___m. for ____ points in _ second/s,

Charges are more proportionate to the amount of energy used.

 

Nanodrone Cloud T2+

 

Description

Passively repairs ally hulls within a __m. radius at ___ points per second. Activation repairs hulls within ___m. for ___ points  in __ second/s. 

Charges are more proportionate to the amount of energy used. 

 

Energy Emitter T2+

 

Description

Passively restores ally energy within a ___m. radius at __ points per second. Actively restores energy within ___m. for ___ points.

 

Autonomous Charging Station T3+

 

Description

Deploys a static automated shield generator that recharges the shield of the most damaged ship in a ___m. radius by ___ points each second for __ seconds. 

 

Autonomous Repair Station T3+

 

Description

Deploys a static, autonomous repair drone that repairs the hull of the most damaged ship in a ____m. radius by ___ points each second for ___ seconds. 

 

Warp Gate T2+

 

Description

Places a mobile warp-gate with ___ hull strength for __ seconds. The gate warps friendly ships ____m. forward. 

 

Static Barrier T3+

 

Description

Deploys a static barrier in the ship’s aim direction that absorbs all incoming damage for __ seconds. The barrier has limited durability. 

 

Guard

Mass Propulsion Inhibitor T1+

 

Description

Blocks enemy thrusters and afterburners within a ___m. radius for __ seconds.

 

Signature Masking T3+

 

Description

Reduces all damage taken from enemy ships in a ____m. radius by ___%. This effect helps both you and your allies, so long as the enemy is in range of the module. 

 

Missile Shield T2+

 

Description

Takes down an enemy missile in a ___m. range once every _ second.

 

Emergency Shield Boost T3+

 

Description

Repairs your ship’s shield by ___ points over __ seconds. 

 

Liquid Metal Injector T3+

 

Description

Restores hull strength by ___ points over ___ seconds.

 

Pulsar T2+

 

Description

Deals ____ thermal damage over ___ seconds to all enemy ships within a ___m. range. 

 

Specter Field T4+

 

Description

Creates an invisibility field for allied ships within a ____m. radius for ___ seconds. 

The effect increases the host’s shield and hull resistances by ___ points per ally within range for __ seconds. 

 

Long Range 

IR Pulsar T3+

 

Description

Prevents all enemy ships that have locked onto you from locking any targets for __ seconds. 

 

EM Scattering Field T2+

 

Description

Protects the ship from enemy radars, targeting systems and negative effects for __ seconds. Moving disrupts the effect; However, you may pick up full speed and then

activate the module right after you stop pushing forward at maximum speed to ‘drift’ towards your enemy with the module intact and online. 

 

Weapon Overcharge T1+

 

Description

Increases disintegrator and guided torpedo damage by __% on the next shot  within ___ seconds. Disables ‘Tachyon Charge’. 

 

Tachyon Charge T2+

 

Description

Accelerates the next volley or guided torpedo damage by ___% on the next shot within __ seconds. Disables ‘Weapon Overcharge’

 

Reverse Thruster

 

Description

The ship prepares for __ seconds and jumps back ___m. At the same time of preparation, resistances to all damage types are reduced by __ points.  

Weapons

Interceptor Guns

 

Pulse Laser

 

Description

This is a powerful close-range thermal weapon. It rapidly loses effectiveness when used at medium and long distances. 

 

Shrapnel Cannon

 

Description

A deadly kinetic weapon. High spread, and a low rate of fire, prevent it from being effective at long ranges.

 

RF Blaster

 

Description

Rapid-fire EM weapon for close ranges. Accuracy decreases with prolonged firing. 

 

Plasma Gun

 

Description

A Balanced EM weapon for medium ranges. 

 

Kinetic Super charger - ECM Exclusive

 

Description

A projectile is formed with instantly pressurized gas. Upon collision with the target, it explodes, creating a ___m. shrapnel cloud that deals ___ kinetic damage for __ seconds.  

 

Scatter gun - Recon Exclusive

 

Description

A plasma weapon with high spread that launches twelve homing charges per volley. 

 

Fighter Guns

 

Assault Railgun

 

Description

A balanced kinetic weapon for medium ranges. 

 

Phaser - Command Exclusive

 

Description

Hold the trigger to form an energy sphere that flies at ___m per second that deals ____ damage. simply tap the trigger for a fast charge that launches at _____m per second and deals ____ damage. 

Hitting the sphere with a fast charge will create an explosion with ____ damage points within ____m. 

 

Gauss Cannon

 

Description

A long-range rail gun with high damage. It is capable of accumulating charges before an attack.  

 

Singularity Cannon

 

Description

A, medium range, high damage cannon with slow, yet deadly, singularity spheres that destroy everything in their path. 

 

Ion Emitter

 

Description

Extremely powerful at medium range, this weapon has a deadly ion emission that gradually reduces the target’s hull and shield resistances. 

 

Gravi-Beamer - Tackler exclusive gun

 

Description

Thermal weapon. It gradually slows the enemy to the maximum effect of ___%

 

Frigate Weapons

 

Beam Cannon

 

Description

Versatile thermal weapon for medium ranges. It has average damage. 

 

Coil Mortar

 

Description

Railgun with explosive projectiles. The projectiles are fired from each weapon barrel in quick succession. The barrel does not fire if it is within the ‘dead-zone’. 

Furthermore, it will fire very slowly if you shoot it behind you.  

 

Positron Cannon

 

Description

Long range EM weapon with average damage. 

 

Heavy Blaster

 

Description

This is a thermal weapon that uses lasers on high velocity charges. It is optimal for repelling attackers at medium ranges. 

 

Eclipse Launcher - Engineer exclusive

 

Description

Deals EM damage Projectile impact releases nanodrones that attack enemies. Drones restore ____ hull points to all allies within a ____m. radius. 

 

Destructor - Guard Exclusive

 

Description

This is a laser that deals additional damage to all enemies within ____m.  from the ship. If the beam is kept on the target, additional damage grows from 

____ to ____ points. If it misses, the thermal damage will persist for ____ seconds. 

 

Ammunitions

Thermal

Xenon Lamp - You may create an upgraded version within the Workshop.

 

Description

Gives a 4.2% increase to damage. \

The Workshop version gives a 7.4% damage increase. 

 

High Frequency Oscillator

 

Description

Weapon heating rate reduced by 25.9%

 

Flat Reflector

 

Description

Increases the maximum and optimal range by 15%

 

Curved Reflector

 

Description

Increases damage by 33.6%

 

Focusing Lens - Can only be obtained from the Workshop.

 

Description

Increases critical hit chance by 12%

 

EM

Double Deflector - You may create an upgraded version within the Workshop.

 

Description

Damage increases by 4.2%.

The Workshop version gives a 7.4% damage increase.

 

Booster Circuit

 

Description

Projectile speed increased by 20%

 

“Supernova” Deflector

 

Description

Increases damage by 27.3%

 

Super-cooled Charges - Can only be obtained from the Workshop.

 

Description

Reduces the main cannon’s heat rate by 60%

Kinetic

Explosive Shells - You may create an upgraded version within the Workshop.

 

Description

Damage increased by 4.2%

The Workshop version adds a 7.4% damage increase to main weapon damage. 

 

Vanadium Shells

 

Description

Increases rate of fire by 14%, but it increases weapon-spread by 33%.

Reduces time to overheat.

 

Shaped Charge Shells

 

Description

Raises critical hit chance by 10%.

 

Uranium Shells - 

 

Description

Projectile speed increased by 35%, but it reduces damage by 10%

 

Iridium Slugs - Can only be obtained from the Workshop.

 

Description

Reduces weapon spread by 50%

 

Missile slot

Interceptor Missiles

Small Missle: T1+

 

Description

Small homing missiles that deal medium thermal damage.

 

Piercing Missile T2+

 

Description

Unguided missile that deals Kinetic damage. Particularly effective against hull.

 

Plasma Missile T2+ (EM, unguided)

 

Description

Standard missile that deals heavy EM damage. Particularly effective against shields. Unguided.

 

Proximity Mines T2+ - Recon exclusive

 

Description

Sets up a mine in space that sticks to the target within trigger range. Only enemy ships receive damage from the mine, unless they are close to the enemy that triggers it. (Only in realistic modes. In arcade modes, friendly-fire is disabled. You yourself can still receive damage from your mine if you get too close to the enemy at the time of triggering the explosion in either mode type. 

 

Slowing Missiles T3+ - Recon exclusive 

 

Description

Reduces enemy ships speed in a ___ m. blast by ____% for ___ seconds. 

 

Tactical Nuke T3+ - Covert Ops exclusive

 

Description

A small nuclear bomb. High damage in a small radius. It generates a radioactive cloud that deals ____ damage per second within a ___ m. radius for ___ seconds.

Explosion delay - ___ seconds. 

 

Energy Neutralizing Missile T3+ - ECM exclusive

 

Description

Mssile explosion generates a field that burns ___ points of energy per second for all ships in a ___ m. radius for ___ seconds. 

Fighter Missiles

Standard Missile T1+ 

 

Description

Guided medium-range missiles that deal medium thermal damage. 

 

Piercing Missiles T3+

 

Description

Guided medium-range missiles that deal medium kinetic damage.

 

EM Missile T2+ 

 

Description

Guided medium-ranged missiles that deal medium EM damage.

 

Slowing field Missile T2+ - Tackler exclusive

 

Description

Missile explosion reduces movement speed by ___% for all ships in a ___ m. radius for ___ seconds.

 

Ion- beam Warhead Missiles T2+ - Command exclusive

 

Description

Stops the enemy ships in the ___ m. explosion radius from using active modules and weapons for ___ seconds. 

 

Firestorm T3+ - Gunship exclusive 

 

Description

Launches a volley of five unguided missiles. 

Frigate Missiles

Cruise Missile T1+

 

Description

Guided long-range missile. Heavy thermal damage. 

 

Torpedo T2+ 

 

Description

Unguided missile that deals heavy EM damage.

 

Octopus T3+

 

Description

Launches a volley of five unguided missiles. 

 

Minelayer T2+

 

Description

Deploys a minefield with a ____ m. sensitivity radius for __ seconds. 

Only enemy ships receive damage, but no more than eight times. 

Beware that you will receive damage if you are too close to an explosion triggered by an enemy. Your allies will only receive damage in realistic mode types, while you will in both arcade and realistic modes.

Again, you’ll only receive damage if you’re too close to the explosion. 

 

Attack Drone T2+ - Engineer exclusive (except when created in the workshop)

 

Description

Launches a drone with ____ hull strength that pursues and attacks your current target within a ___ m. radius.

 

Anomaly Generator T3+ - Guard exclusive

 

Description

Highlights the target for ___ seconds, then the highlighted area explodes.

The highlighting is reset if the beam changes direction. Active range - ____ m. 

Workshop Missiles - All classes

Attack Drones: T5 

 

Description

Launches a drone with ____ hull strength that pursues and attacks your current target in a ___ m. range.

 

Doomsday Missile: T5  

Description

 

A powerful missile that crushes all in its path. It holds the ability to avoid obstacles while within flight. 

 

Booster slots: Both GS and Credit-based.

Credit-based (Booster slot on the right)

Shield Tuning: Shield resistance increased by ten points.

Diamond Coating: Hull resistance increased by ten points. 

Thrusters Overdrive: Ship speed increased by seven percent. 

Battle Microchip: Main weapon damage increased by five percent. 

Integrated Processing: Hull and shield resistances increased by five percent.

Military CPU: Main weapon damage increased by four percent, and the maximum speed is increased by five percent. 

GS-based (Booster slot on the left)

Autonomous Probe: Guaranteed looting attempt (Only within Skirmish)

Prospector Probe: Plus two loot attempts after a victory. (Only within Skirmish)

Research Probe: Guaranteed looting attempts plus an additional attempt. (Only within Skirmish)

Tactical Software: Allied ships synergy and loyalty voucher gain is increased by one hundred percent. 

Battle Firmware: Synergy and loyalty voucher gain increased by two hundred percent. (Only within Skirmish and PvE missions)

Hacked Firmware: Synergy and loyalty voucher gain is increased by two hundred percent. (Only within Skirmish and PvE missions)

 

Implants/crew

Top row: This row is referred to with A or E.  Left to right is counted from one to fifteen. “/” equals “or”  

( Examples: 1c,2c,3c,4a/b,5a,6a,7b,8a,9c,10c,11b,12a,13a,14c,15a/c ; 1J,2J,3J,4E/J,5E,6E,7F,8E,9J,10J,11F,12E,13E,14J,15E/J )

1a/1E: Neurocontroller “Gigas”

 

Description

Hull strength increased by 25%.

 

2a/2E: Neurocontroller “Oculus”

 

Description

Reduces target locking time by 43%. Increases critical hit chance by 10%

 

3a/3E: Neurocontroller “Doctus”

 

Description

Shield regeneration speed increased by 40%

 

4a/4E: Alpha-Inhibitor “Malleus”

 

Description

Increases damage dealt by missiles, mines, and missile-slot drones by 10%.

 

5a/5E: Alpha-Inhibitor “Velox”

 

Description

Increases ship rotation speed by 30% in all axes.

 

6a/6E: Alpha-Inhibitor “Gladius”

 

Description

Main weapon damage increased by 7%.

 

7a/7E: Beta-Accelerator “Fortis”

 

Description

Increases capacitor volume by 40%.

 

8a/8E: Beta-Accelerator “Rapidus”

 

Description

Reduces recharge time by 17% for Multipurpose modules.

 

9a/9E: Beta-Accelerator “Gigas II”

 

Description

Increases hull and shield resistance to all types of damage by 12 points for each enemy locking onto you at once. 

 

10a/10E: Neuroaccelerator “Rapidus II”

 

Description

Reduces module recharge time by 20%. Does not affect Multipurpose modules.

 

11a/11E: Neuroaccelerator “Oculus II”

 

Description

Reduces enemy ship’s hull and shield resistance to all types of damage by 8 points. For main weapons only. 

 

12a/12E: Neuroaccelerator “Gladius II”

 

Description

If the ship’s speed is below 50% from maximum, (not including afterburners) its main weapon deals 7% more damage. 

 

13a/13E: Neuroconnector “Rapidus III”

 

Description

Reduces cooldown times for modules by 15% upon destroying an enemy ship or assisting the destruction with damage.

 

14a/14E: Neuroconnector “Gigas III”

 

Description

Neutralizes all negative effects and grants 7 seconds of immunity to them when the ship’s shield is first lost.

 

15a/15E: Neuroconnector “Gladius III”

 

Description

Increases synergy gain by 5% and main weapon damage by 3%. Synergy and credits increase is active on ships of all ranks.

Middle row: This row is referred to with B or F. ^

1b/1F: Neurocontroller “Armadillo”

 

Description

Incoming explosion damage to hull reduced by 15%.

Incoming critical hit damage to hull reduced by 15%.

 

2b/2F: Neurocontroller “Albatross”

 

Description

Increases sensor range by 75%. Increases maximum and optimal weapon range by 20%.

 

3b/3F: Neurocontroller “Owl”

 

Description

Increases maximum shield volume by 35%.

 

4b/4F: Alpha-Inhibitor “Sting”

 

Description

Increases missile and drone velocity and turn speed by 20%. Mine-field radius increased by 10%. Tactical warhead time to activate decreased by 1 second. 

 

5b/5F: Alpha-Inhibitor “Cheetah”

 

Description

Increases strafe speed by 75%.

 

6b/6F: Alpha-Inhibitor “Ox”

 

Description

Increases critical damage by 30%.

 

7b/7F: Beta-Accelerator “Predator”

 

Description

Afterburners energy use reduced by 17%.

 

8b/8F: Beta-Accelerator “Armadillo II”

 

Description

Upon activating Multipurpose modules, the ship becomes immune to all engine-inhibiting effects for 5 seconds.

 

9b/9F: Beta-Accelerator “Cheetah II”

 

Description

Increases maximum afterburner speed by 7%.

 

10b/10F: Neuroaccelerator “String II”

 

Description

Reduces active module energy consumption by 29%. Does not affect Multipurpose modules.

 

11b/11F: Neuroaccelerator “Ant”

 

Description

Increases rate of fire by 8%. Reduces time to overheat.

 

12b/12F: Neuroaccelerator “Predator II”

 

Description

If the ship’s speed is less than 50% of maximum, (not including afterburners) its energy reserves regenerate 50% faster. 

 

13b/13F: Neuroconnector “Ant II”

 

Description

Increases main weapon damage by 20% for 10 seconds upon destroying an enemy shio or assisting the destruction with damage.

 

14b/14F: Neuroconnector “Albatross II”

 

Description

Activates a emergency stealth field generator for 3 seconds when the ship’s shield is first lost. 

 

15b/15F: Neuroconnector “Owl II”

 

Description

Improves credit gain by 10% and hull and shield strength by 5%. Credits increase active on ships of all ranks.

Bottom row: This row is referred to with C or J. ^

1c/1J: Neurocontroller “HR1 - SE”

 

Description

Increases hull resistance to all types of damage by 20 points.

 

2c/2J: Neurocontroller “FCS - M1”

 

Description

Reduces incoming control-inhibiting effects durations by 23%.

Reduces main weapon spread by 20%.

 

3c/3J: Neurocontroller “SR Mark 2”

 

Description

Increases shield resistance to all types of damage by 30 points.

 

4c/4J: Alpha-Inhibitor “RR-25”

 

Description

Maximum missile range, mine active time and drone durability increased by 75%.

Increases blast radius and cloud radius for tactical warhead by 75%.

 

5c/5J: Alpha-Inhibitor “SP-25”

 

Description

Maximum speed increased by 3%.

 

6c/6J: Alpha-Inhibitor “WPN-FS2”

 

Description

Improves main weapon parameters:

Kinetic projectile speed increased by 30%.

EM projectile speed increased by 30%.

Maximum thermal weapon beam temperature increased by 10%. (means you can fire longer.)

 

7c/7J: Beta-Accelerator “CU - Type B”

 

Description

Part of damage received by your shield (15%) restores your energy reserves. Does not reduce incoming damage.

 

8c/8J: Beta-Accelerator “CU-25b”

 

Description

Upon Activation of a Multipurpose module, the ship becomes immune to all energy siphoning effects for 15 seconds. 

 

9c/9J: Beta-Accelerator “SR Mark 3”

 

Description

Increases shield resistance to all types of damage by 10 points. 

The shield can now absorb damage from collisions.

 

10c/10J: Neuroaccelerator “WPN-FS3”

 

Description

Improves active modules parameters by 20%. Does not effect Multipurpose modules.

 

11c/11J: Neuroaccelerator “RR-50”

 

Description

Missile and missile cassette loading time reduced by 20%.

 

12c/12J: Neuroaccelerator “SR - PRO”

 

Description

If the ship’s speed is below 50% of maximum, (not including afterburners) its shield regenerates 25% faster. (that’s 25% of the maximum regeneration while in battle.

If you have your shield increased to 200 shield regeneration per second, it will increase it by 25% of that to 250 per second, etc…)

 

13c/13J: Neuroconnector “WPN-F70”

 

Description

Increases main weapon damage by 2% upon destroying an enemy ship or assisting the destruction with damage. 

This effect stacks with each ship destroyed by up to 20%.

 

14c/14J: Neuroconnector “SR-X”

 

Description

Increases hull damage resistances by 75 points for 7 seconds when the ship’s shield is first lost.

 

15c/15J: Neuroconnector “RB-X”

 

Description

Improves synergy gains by 10% and missile slot weapon damage by 5%. 

The synergy increase is active on all ships of every rank. 

/Moved to proper section, this belong in the guide section of the forum

Reservation 4.

 

I intend to manually transfer the interceptor guide into this section, update it, and I will be taking from each post within the thread before deleting it

and adding in fighters, frigates as well as fight styles per mode, per ship and per team setup.

Reservation 5 - Just in case.

Please use the offtopic section for everything that is not related to Sc.

 

Admins, I request that there be very minimal deleting of user posts for this reason.

 

Please use the offtopic section for everything that is not related to Sc.

 

If it becomes too much of a problem, please just switch the thread to the star off-topic section.

 

u13iYjz.jpg

 

 

/moved to off topic.

/moved to off topic.

Thanks :slight_smile:

If possible, please post your favorite complete builds for any ship you desire, if it’s good, I’ll add it, or them, under your name.

 

 

Who else has been enjoying this anime?

 

If possible, please post your favorite complete builds for any ship you desire, if it’s good, I’ll add it, or them, under your name.

 

Define “good” please :slight_smile:  All my builds are good! But for my personal use, since I tailor them to my own gameplay.

 

The problem with general threads like these is people post their builds without explaining how to use them.  I prefer threads where people post their own builds and then respond to people asking for questions or specific builds for a certain type of gameplay.

 

Your objective to collect as many builds as possible is a worthy one, but I think ultimately it will not work.

Well, if you’d like, I could ask of it as a requirement to describe their general uses, and I’ll start putting up descriptions within my own builds as well. As for ‘good’ builds, Perhaps the best you have within your own game-play value per ship. 

Of course a description of what the game-play type you use would be nice, so as to prove its existence to anyone reading the thread.

 

Something like that. Of course, variations of said builds are allowed, so you’re not limited to a single build. 

This thread is open to any, and all, discussion, so questions on ship builds themselves are most certainly included.

well I do wonder when you will upload the builds, unless you are too occupied with other things.

In case of the latter, I can wait.

I have a few in text format on the post right below the original, above the old one with pictures. 

Of course, I’m still pushing more out. The current ones are under the spoilers. 

The Guide on Module/weapon names, Implants/Crew, Ammunition and effects has now been finished, and it is within the fourth post. 

Enjoy~

 

The next project, aside from ship builds, will likely be gathering all of the ship names, synergy upgrades, and ship-type/rank, “F”-key special module names,effects, module composition, etc, into one guide. 

My build of the Ronin is released.

Feel free to give it a go! 

I’ve built the Ronin, and I’ve edited one module for the sake of the new patch; instead of 2 anti thermal modules on the shield, I’ve gone with 1 thermal, 1 asynchronous shield projector, and one anti kinetic. 

Everything else has remained the same post-patch. 

 

 

At synergy level 7, the base shield regeneration is at 271, which will reach 338.75 per second while the 12c implant is in use.

The defenses are better than my previous guard builds thanks to the 30% passive decrease in all damages for it being a secret project frigate. thermal is at 80, em at -10 (140 using the special module)

and kinetic is well off into the 100’s. That being said, it should be obvious that all damages will be defended against beyond the 50% mark, perhaps into the 60% area, near, but not quite, 70%.

(Yeah, I haven’t run the numbers yet)

To note, since the patch, some builds will need checking upon and updating. I’ll note down here when everything is back up to par.