My poor eyes… That thing has like 0 damage
I have seen bad builds, but man do you keep breaking the record.
Maybe you should get a mod to combine all of these topics. Three separate topics for three terrible builds is enough for one year. At least rethink the capacitor slots and hull regen. Regen coating is only moderately useful on Jericho Interceptors for buffing out scratches. Even then it’s still a waste of a slot, really.
35 minutes ago, TheDarkRedFox said:
Maybe you should get a mod to combine all of these topics. Three separate topics for three terrible builds is enough for one year. At least rethink the capacitor slots and hull regen. Regen coating is only moderately useful on Jericho Interceptors for buffing out scratches. Even then it’s still a waste of a slot, really.
He already has ten topics with his bad builds. He tries to use exactly the same thing on every single ship he flies, no matter the role.
9 minutes ago, millanbel said:
He already has ten topics with his bad builds. He tries to use exactly the same thing on every single ship he flies, no matter the role.
Why???
That’s not the point of different ship roles???
25 minutes ago, TheDarkRedFox said:
Why???
That’s not the point of different ship roles???
He’s obsessed with regen builds
48 minutes ago, millanbel said:
He’s obsessed with regen builds
I like regen as much as the next guy but that’s entirely not how you do anything.
My Octo had a regen of about 1,200pts/s of shield and that was without even trying for a regen build. It could tank better than a guard in most circumstances.
1 hour ago, TheDarkRedFox said:
I like regen as much as the next guy but that’s entirely not how you do anything.
My Octo had a regen of about 1,200pts/s of shield and that was without even trying for a regen build. It could tank better than a guard in most circumstances.
Well an engi is supposed to regen… and all friendly ships! A tackler is supposed to be able to deal damage to interceptors.
Regen can work under some circumstances.
But this one is just a tasty target.
Yum.
Depends. This one is able to regenerate damage quickly. The DPS comes from the target painter alongside the Ion Emitter and the 11A implant. as well as the sentry drone.
The weapon setup is customizable, but this is just my preference. Feel free to use the slow gun however you so desire.
You can also use the quick regeneration of the special module to take advantage of the great regeneration to keep you ready for each fight as they come.
Positioning is everything in battle.
hmm, woops, forgot to take off the shield booster M, that’s for pve. one sec -
Here we go -
This is to ensure that the ship is 100% meant for combat. No wasting active module slots on regeneration tools; The passives have that covered.
omfg I can’t believe my eyes
1 hour ago, WolfKhan said:
This is to ensure that the ship is 100% meant for combat.
Yep, this is the fastest kill out there
It’s a support ship. It fights, but it isn’t meant to be at the front of the line. hence the quick recharge time for the special module.
32 minutes ago, WolfKhan said:
… It fights, but it isn’t meant to be at the front of the line.
Have you seen your effective range on your guns?
48 minutes ago, xKostyan said:
Have you seen your effective range on your guns?
*can only hit enemies that are <2km away*
6 hours ago, millanbel said:
He’s obsessed with regen builds
No doubt, but its sad that regen builds suck in SC, numbers should be really increased in order to make them at least a posibility to consider.
3 hours ago, WolfKhan said:
Depends. This one is able to regenerate damage quickly. The DPS comes from the target painter alongside the Ion Emitter and the 11A implant. as well as the sentry drone.
The weapon setup is customizable, but this is just my preference. Feel free to use the slow gun however you so desire.
You can also use the quick regeneration of the special module to take advantage of the great regeneration to keep you ready for each fight as they come.
Positioning is everything in battle.
hmm, woops, forgot to take off the shield booster M, that’s for pve. one sec -
You are building your ship…"“more or less”" like a jericho tackler, meaning your hull is pretty much paper (shield tanking is worse than hulls due to bigger hitbox); adding hull regeneration mods is the worst idea imo since first you dont tank at all and second you will require 66 seconds to fully heal with 100% cap volume, using 2 resists/volume mods would make your ship way tankier and a repair kit would have a better effect than those 2 regen mods (but applying its total effect in 2 seconds and recharging sooner).
Jaguar aint the tankiest tackler ship, so it relies on mobility, and your ship has 0 engine slots. That combined with the short cloack is a bad option: you wont reach anywhere safe before running out of invisibility. Considering your gun has such low range you will have troubles getting in and out of battle; you may use cloack, but you wont have it ready before your ship gets blown up, cause its paper. Removing the shield booster will mean in practice that you will have close to half shield volume as you would have with it. No CPUs and cap means your dmg will be low, even with curved reflector.
In conclussion: your ship lacks tanking, mobility, range of fire and firepower. Im sry but i dont see any particular strenght in it :/.
EDIT: using middle 7 would have a better outcome for all your regen mods and make you stable when using TP and inhibitor beam. bottom 7 is bad imo since you dont have much shields to generate energy from (and that asyncronous is only reducing your survb at engagements, only usefull when staying out of battle for more than 30 secs).
Now now, the 7b implant is useless. It’s not like I need to use afterburners. The 7c implant will power the modules when needed, or right after their actual use. they really don’t take much energy. Even when I’m using afterburners, the energy sticks to around 80% capacity or more and it hits a constant 100% with just a trickle of enemy damage.
It has just enough time to reach safe places. Again, positioning is everything. Think before you move. Always try to leave an *out*.
You will get close, yes, but you most certainly can still escape. Just depends on your personal abilities. In any case, the gun’s not the discussion as it has plenty of firepower and is trade-able with other guns, it’s the passive modules.
Now, if you really want to make the hull a little tankier, you’ll switch out the asynchronus shield projector with the adaptive shield module, which that will improve shield and hull defense by a decent margin. no need for the extra hull defense modules unless you gain a decent healer on your team.
1 hour ago, TheDarkRedFox said:
*can only hit enemies that are <2km away*
his effective range is below 1500m, that is a pretty much a brawling range.
His passives say “i gotta stay from any possible battle as far as it is possible” and yet his gun setup sais “nope”.