Fed fighter how do you play it?

so how post to play it

should build for resist shield or resist hull or speed since well hull and shield are weaker  then other two

hit and run tactics carry lot offensive mod or semi-support with few command mods

and is this right section?

i feeling i should go command fighter

I use the speed an ignore resists totally. Hit & run tactics with heavy weapons and your invisibility.

 

Currently using lasers with long range modules.

As a fighter you have only one real offensive mod (the resist debuff) that can help with hit n run.

With a fed fighter you get the best energy regen (and afterburner energy reduction from implant from rank 7) so i suggest to use at least 1 command module (with a passive armor module you can use 2 modules and afterburner almost nonstop).

If you want to do hit n run than a proton wall module (cpu mod) is a must have or you will get killed a lot because of stuns.

For shield vs hull, res vs extend vs regen, i did not tested them so i can’t tell which is better, but i think the regen+resist is a good choice.

Sadly i think proton wall is a must on every ship :confused:

As a fighter you have only one real offensive mod (the resist debuff) that can help with hit n run.

With a fed fighter you get the best energy regen (and afterburner energy reduction from implant from rank 7) so i suggest to use at least 1 command module (with a passive armor module you can use 2 modules and afterburner almost nonstop).

If you want to do hit n run than a proton wall module (cpu mod) is a must have or you will get killed a lot because of stuns.

For shield vs hull, res vs extend vs regen, i did not tested them so i can’t tell which is better, but i think the regen+resist is a good choice.

 

target painter  is only useful one? which command mod are benefit team more ? 

 

I use the speed an ignore resists totally. Hit & run tactics with heavy weapons and your invisibility.

 

Currently using lasers with long range modules.

so use laser gueses because like hit scan ? an invest into entire speed for faster getway?

I use fed fighter as a median range supporter. I use heavy plasma or heavy railgun at a range about 3.5~4 km, carry 2 command module and one survival modules or target pointer.

My top target will be the front line frigates and low speed fighters. If intercepter get close, stealth to new position.

I fly Fed was first faction I worked on and let me tell you it has been a ride for the ages… My current tactic with T3 ships is to drop in cloaked and drop nuke or mine fields, I use short range high power rapid fire lasers to pop frigates and I use mid range power lasers with rate of fire boosts and projectile acceleration for dog fights.

If you want to get into close combat definitly get the emergency barrier module. It gives you enough time to enable your invisibility in …well… emergencies. And you should try to get a good emergency barrier (at least Military/Mk2.5) since the differences between the different levels are very big.

 

I am not sure if you should choose speed or res as hull module. I chose the speed module Mk1 since it offers a good speed boost, while not descreasing your amount of hitpoints as much as the Mk2-3 modules. So i would either use a Military/Mk2.5 (or better) resistance module if you got one or a Mk1 speed module.