Decisions...

Hi. Well I’ve come to a stand off with my ships. I’ve hit Tier 3 with jericho in guards and ECM, aswell as my engineers in the federation, but I don’t know who to go with till the end now. I know that reaching Tier 5 in the guards is super rewarding but I’ve hit Tier 4 with the Jericho guard lineup and found that things become brutal up there. I’ve rarely carried out work with the Empire (I don’t even have the hydra 2) because I have no clue on a useful build with them on any ship.

 

Any words of advice?

Hi. Well I’ve come to a stand off with my ships. I’ve hit Tier 3 with jericho in guards and ECM, aswell as my engineers in the federation, but I don’t know who to go with till the end now. I know that reaching Tier 5 in the guards is super rewarding but I’ve hit Tier 4 with the Jericho guard lineup and found that things become brutal up there. I’ve rarely carried out work with the Empire (I don’t even have the hydra 2) because I have no clue on a useful build with them on any ship.

 

Any words of advice?

The logical choice would be following with your already developed lines. I suppose that you chose that because there are the lines you are more comfortable playing with.

 

T4 guards are the same than T3 ones, the only problem is that the hit box is a bit bigger, so you are a bigger target. But other han that, you have better stats all around, and more passive modules. And they are quite good for PvE. In fact my PvE setup is the Tormentor S and the Chiron.

 

Jerry ECMs are brutal in T4, both of them. Nodachi is a pure ECM while Nodachi E is more of a dogfighter. Also, Nodachi bonus to Speed is so big, you can run faster than fed ceptors and still be competitive.

 

It is up to you, but I don’t see anything wrong with continuing the lines you already know.

Well my blood runs true with the Jericho… but is carrying on with the feds worth it?

Making line up to T-rex is quite easy. With adaptive shields you can build nice ceptorineers.

Well my blood runs true with the Jericho… but is carrying on with the feds worth it?

Only you can answer that. Personally I don’t enjoy Jericho ships much at all with a few exceptions (I like their LRFs better than Empire ones and tacklers are OP no matter the race), but I’ve yet to fly a federation ship I didn’t enjoy.

This is quite hard to give advice on,  I would say go with whatever you like the most.

 

I personally like the empire ships the most, for obvious reasons - they are just more durable. This includes gunships, ecm, recon, engineer, lrf and command, across all tiers.

In Feds I only like the tacklers and covops. But their fast engineers are good too. 

In Jericho i only like the ecm.

 

What I would not recommend flying is Jericho commands, Jericho tacklers, Jericho lrf and any kind of guard. I don’t think you can grasp the mastery of the game with flying a very slow ship, if you do not know how to make great use of your modules, proper guard fittings and advantage of terrain, position and tactical movement as a new pilot yet. There is no room for correction, and games are short. I’ve seen too many guards fly out of the objectives on the new iridium map chasing I don’t know what, being absolutely useless, which is  mindbogglingly frustrating for the rest of the team. If you are flying the slowest ship in the game, you better know very well what are you doing with it. 

This is quite hard to give advice on,  I would say go with whatever you like the most.

 

I personally like the empire ships the most, for obvious reasons - they are just more durable. This includes gunships, ecm, recon, engineer, lrf and command, across all tiers.

In Feds I only like the tacklers and covops. But their fast engineers are good too. 

In Jericho i only like the ecm.

 

What I would not recommend flying is Jericho commands, Jericho tacklers, Jericho lrf and any kind of guard. I don’t think you can grasp the mastery of the game with flying a very slow ship, if you do not know how to make great use of terrain, position and tactical movement as a new pilot yet. If you are flying the slowest ship in the game, you better know very well what are you doing with it. 

 

 I’m lucky that I’ve had a year to practice with the terrain. And also another quick question: How are the Empires engineers? I mean I have tried them before but it’s hard for me to make use of the special module as imperial ships focus on hull, and coming from a lineup that was previously all about shields, my thinking will have to change to adapt.

 I’m lucky that I’ve had a year to practice with the terrain. And also another quick question: How are the Empires engineers? I mean I have tried them before but it’s hard for me to make use of the special module as imperial ships focus on hull, and coming from a lineup that was previously all about shields, my thinking will have to change to adapt.

Imperial engineers are flying bricks with heals. Good for frigballing and to escort other guards and slow fighters. But are useless in mobile warfare.

 

Concerning the hull tanking, galvanized armor all the way, and some armored plates here and there.

 

Fed ones can be faster than fighters (and even than some tanked interceptors!) and their tank usually relies in speed (adaptative shields) so tackling them is a death sentence. The are better suited for fast paced game, but are not that durable. In fact their durability is on par with fighters, since their hit box is bigger.

So so far with Firgates there is:

a)Empire Healers (Tanky, great for escorting slower fighters or frigates,slower than the federations engys)

b)Fed healers (fast but less durable, great with adaptive)

c)Jerry guards (massive shields but slow)

And don’t forget some rotation upgrades on your frigates, they make a big impact on overall maneuverability.

 

Flying frigates is just not easy job, carrying the most important role on the team, and always being a focus for the enemy, an unexperienced pilot in a fed engie might just make an easy target for anyone. Both empire and fed require different skill and gameplay approach, but at least empire is more survivable even if you missposition yourself, it still takes longer to take you down (as long as you have a good fit), and if you don’t know how to dodge and exploit terrain/ally positioning with a fast frigate (also requires very good sense of coordination, where everybody is at), I think it is better off for starters to start with the slower one, because tankiness gives more advantage over speed, if you don’t know how to use that speed properly (even I had trouble moving around with fed engineers).

So so far with Firgates there is:

a)Empire Healers (Tanky, great for escorting slower fighters or frigates,slower than the federations engys)

b)Fed healers (fast but less durable, great with adaptive)

c)Jerry guards (massive shields but slow)

d) Empire LRF: (Tanky, great for first line heavy gunship duty. Desintegrator has a delay and it is difficult to use in combat aside from sniping.)

e) Jerry LRF: (Less tanky, a bit faster (not that much) great for second line heavy gunship duty. Guided torpedo + tachyon charge is an impressive boost to DPS in short and medium ranges. Bad for long range fighting)

f) Fed Guards: (Faster, and with good speed tank, even better at tanking that jerry ones. Pulsar + engine inhibitors are a deadly combo, since you can pursue your enemy all the pulsar cycle)

Personally, I would choose the ships you like but keep in mind of being in sector Conquest. Build a line up that would best help a team. 

if you still are undecided, bring empire to t3 with engineers and ceptors, depending on whether you want to move on or not. would not hurt and in your position that is a matter of days or weeks i guess.

the styx, the swarm and the black swarm are very important ships in that tier imho. also, later on, their fighters are pretty important, so get over the deimos, some people actually even like it.

 

i myself also like fed and jeri more, since the kris is still one of my favourite ships, and i can’t live without my fed speed. if you plan to move as fast as possible to T5, go on with your jeri+fed layout, grizzly and grizzly-m won’t disappoint as engineers, and jeri gets better ceptors too in the end.

 

it also depends on how you farm. i work mostly with having at least 2 ships i can play (to actually try to win), and 2 ships i synergize, but also switch to a completely golden set if i want to farm credits or free synergy. as a free player this isn’t an option, so it depends if you have golden ones.

I would recommend to synergize all ships in all factions in T1 and T2 that should give you an idea how different the same ship role works at different factions. In addition to learn the ship you increase your fleet strength and with every fully synergized ship you get 1% more synergy from battles. That sounds like a lot of work and boring but it will help in the long run.

 

As already suggested I recommend continuing progression of at least two factions. What you may think is good/like in T2 may not work as good in T3 so trying out the same ship in T3 (rank8 if possible) will help you finding the ships you like the most.

Even though you may not continue one faction you should have at least one ship line you think you may have some use to go to the end of T5, this is just to unlock contracts

 

Fitting ships is a whole science in it self because it depends on many factors: what Tier you are playing, in squad, what other ships are in squad/team, ships bonus, game mode, map, your playstyle, playstyle/strategy of your squad/team, implants, what the enemy is doing

I lost track on how many times I change the fit of a ship I use very often…

PvP solo build vs PvP squad build vs PvE solo/squad build

Nothing wrong with going engineer. We need more people playing engineers.

I say ECM. As for the guards, two choices, Fed’s or Jericho’s.

For Jericho, use the LRF line so you can kill two birds with one stone by the end of T4 and have it ready to flesh out the LRF and guard’s in T5 already. It makes it that much faster.

In Fed, just keep up with the guard’s and you’ll have healers as well in T5.

 

Here’s the page with my T5 fed and Jericho guard builds. (T-Rex MK.II + Inquisitor (rank 13))

 

[http://forum.star-conflict.com/index.php?/topic/21967-inquisitor-build/page-5](< base_url >/index.php?/topic/21967-inquisitor-build/page-5)

 

To make sure you get up to T5 faster, thus giving you faster credits in the end, just focus on one until the end. Then, and only then, will you be able to flesh out the rest of one faction’s line in less than a year to T5.

Also, after you unlock the next ship and buy it, sell the previous one. Keep the best one in each tier. Do not focus on synergizing to max. You can do that when you are getting credits via T5 like a black hole. I don’t suggest selling the ships in T4, though (unless they’re not the good ones (If you don’t think you’ll be wanting to fly them later, sell them), And do not sell the ones in T5. 

Bottom line, keep the best ones per tier, and sell the rest. This will give you the credit boost you need to accelerate your growth to T5.

Once in T5, you will be able to quickly rebuy the other ships while synergizing the T5’s. From here on out, farm in T5, and get all the credits you’ll ever need, and then buy the weapons and modules in the other tiers once

you’ve fitted the T5 using the T5 credit farms.

 

My guard builds can solo the Pirate Base on its hardest mode. Don’t take them lightly. (First round) (second and third round require other players with allot of dps)

You get more credits using the guards, mind. so work on these first.

I would recommend to synergize all ships in all factions in T1 and T2 that should give you an idea how different the same ship role works at different factions. In addition to learn the ship you increase your fleet strength and with every fully synergized ship you get 1% more synergy from battles. That sounds like a lot of work and boring but it will help in the long run.

 

Besides, there’s a sale now for lower tier ships, right? Good time to try them out. Empire’s engies are sturdy, but they get punished a lot more for bad positioning. They’re tanky and tend to attract aggro, which is mainly the reason why I dropped guards from my lineup after I got my Styx. 

Besides, there’s a sale now for lower tier ships, right? Good time to try them out. Empire’s engies are sturdy, but they get punished a lot more for bad positioning. They’re tanky and tend to attract aggro, which is mainly the reason why I dropped guards from my lineup after I got my Styx.

at least try the upper tier fed guards, they can be extremely tanky, while having absurd speed for their size class.

Hmm… I’ll go with WolfKhans technique to max out my LRF and Guards with Jericho then perhaps switch to Enny’s technique via maxing out all Tier 1-2 ships. this could work very well!

 

:012j: