Great guard, I totally love it. However, there are some issues that need to be fixed with it.
Aim-Cannon
Adaptive projectile speed??
Its actually a little low, maybe buff by 15% untill the first hit? I tried hitting a few fast guys in a low ping server and was unable a few times, after that maybe lower it by 20% but I like the concept.
Damage buff
Oh boy is it bad, maybe a buff to damage too? Even at the aimbot state, its quite bad.
The only real talk that needs to be had till the masses get Boremys is the Spec module grind. The devs are putting all this effort to make these cool modules but only a hand full of people will ever commit to the grind to actually get them.
So? Anyone already found out how to effectively play this bad boy? I am generally not the Guard player, but this one just looks too cool, to not use.
You came to the right place.
First up is build
This ship has a balanced shield/hull with one Mk4 splitter and some crew
27,000 both at all times
With the lack of the normal guard bonus ‘10/20’ pts to all types it has -25 EM at base, and 1 EM diffuse gets to 30s, thermal is fine, kinetic is always buffed.
I went for a speedish build, so 300ms afterburners with phase is not bad, rotation build because its Archelon 2.0.
Module wise
Magnetic Charge
Must have…
Lock on the target(must be lockon) and fire this in a 200m zone near them and it yanks them back through space 2750m(max) back. I time with torpedos for a great kill.
Anything else is personal preference, guards have 200/s passive hull boost after being static, but regen coating is okay ish now so you could use that.
Gun Wise
The cannon is okay… if you can get that first shot it behaves like Dag’nith launcher, dont aim too far off the reticle and it wont miss.
Damage can be buffed to 2100/shot at 3k range if you want curved, but you sack some crew and cpu for that.
Spread is constant 0.3, dont try to change it.
Special Module
Upon taking 2000 damage, you fire a shockwave(sphere really) at the crosshair, moving 1500ms you’d average about 3000 damage before it moves past, if you time right with Mag Charge you can get some deadly combos, because while they are being shoved back you can tank, crosshair, and fire these badboys at the charge, since the charge holds them there for ~5 seconds after its moved and fired so total 10, it makes for a good combo.
THIS IS NOTHING LIKE ENERGY CONVERTER
2000 DAMAGE>SPHERE
INFINITE AMMOUNT OF SPHERES IN THE ACTIVE TIME
I am for a sphere buff to 20,000dps simply because they move too fast and cant be blocked by structures, either that or nerf sphere speed to 750ms instead of 1500ms
I unlocked the boremys through the event, but due to my ship’s dependence, my CEO wanted to compare the same ship himself, my survivability
95030 with crew 145-156k . my ceo’s survivability 79925 with crew 110k-* is there a reason why I get a buf or is something wrong? note: the energy converter makes no difference and crew setup are exact the same *
I unlocked the boremys through the event, but due to my ship’s dependence, my CEO wanted to compare the same ship himself, my survivability
95030 with crew 145-156k . my ceo’s survivability 79925 with crew 110k-* is there a reason why I get a buf or is something wrong? note: the energy converter makes no difference and crew setup are exact the same *