The recent [patch 1.4.1](< base_url >/index.php?/topic/32889-star-conflict-141/) brought much fun for the guard class.
Here are some specs in relation to the Guard ship class:
All guard ships are now able to restore hull, if they are not in combat
And also quickly reach the battlefield with proper use of the special module
Special modules now further increases ship speed on activation
The new Proximity Mortar weapons are great and powerful, with explosive projectiles that explode on contact.
The passive module (CPU) Gun Adapter increases the main weapon’s damage depending on the number of enemies in 2000m perimeter
Pulsar active guard module: increases resistance to all damage on activation
Emergency Shield Boost active guard module: reduced cooldown (55%) and ship recovers energy in proportion to the number of opponents in the vicinity
Mass Propulsion Inhibitor active guard module: reduced by 24%cooldown and power consumption reduced by 45%
Signature masking active guard module: reduction of enemy weapon damage, only has one-time energy consumption
Spectre field active guard module: 35 sec reduced recharge time to 35 sec, shield and hull resistance incre (40%), extended range (2000m)
It’s imho a genial patch, it make real fun to play the guards now.The guard can be positioned by its speed gain of 75% for 5s to fight/retreat position more flexible and the weapon is very fun, its like a blueball for guards.
I hope that such a patch will come for engineers also, because they will further be inferior to guards and other classes now and will stay at [low engineer count](< base_url >/index.php?/topic/32075-low-engineer-count/#comment-389695)
Wt… the required amount of voucher is way too damn high  this is not a destroyer gun the heck I don’t get it this time…
Btw do you have to build the gun or you can just buy it?
It does make guards pretty fast, remembering that simply shooting them makes them slow again ;p They’ll adjust it later I’m sure, but it does mean that guards are no longer those things that are always lagging behind taking half the match to get to the beacon ;p
Funy how the slowest of all frigates, which even have a speed malus, is now the fastest frigate by far. 
that feeling, when your Guard overtakes other fighters and ceptors on the way to the beacon xD.With command buff fed guard can reach 700 m/s without too much trouble.
1 hour ago, RennieAshII said:
It does make guards pretty fast, remembering that simply shooting them makes them slow again ;p They’ll adjust it later I’m sure, but it does mean that guards are no longer those things that are always lagging behind taking half the match to get to the beacon ;p
yes, very appreciated, i can fly guard again and be usefull. I can actually fly to active beacon and not head to the third one at match beginning lol. Nonetheless, the buffs might be too strong for federation guards. Then again, Federation is all about speed, my octopus aprox. 550 m/s, so my gut feeling about the buff being too strong might as well be wrong.
There was a screen about the new one, but I don’t know what modification are active so I can only guess:
less cooldown time(indirect better overheatingrate)
less range
a bit more dpm but less dps
less velocity
more spread
bit more explosion radius? or (no) trigger radius?
There was a screen about the new one, but I don’t know what modification are active so I can only guess:
less cooldown time(indirect better overheatingrate)
less range
a bit more dpm but less dps
less velocity
more spread
bit more explosion radius? or (no) trigger radius?
New mortair has more dmg per shot, same ROF (so higher DPS…btw you cant have more DPS and less DPM xD), same proyectile speed, same overheat time, less range, more spread, 50m extra blast radius.
About the speed bonus, special module now takes a lot of energy (300), which is 1/3 for my patriarch, and since the speed bonus drops over time i cant sustain its max bonus. BTW guards dont have hull regen as stated in patches. Emergency barrier takes a tremendous amount of energy (so you either gotta be near 3-4 enemies or be at max cap and with F12 implant active otherwise the heal will stop) without any real bonus. Spectre field cost is really high as well, almost draining a full cap in a jeri guard…not everything is a buff straight foward…
Can one compare the two mortars with each other?..
Mortar Synopsis (base specs)
…
Name Coil Mortar Proximity Mortar
Type kinetic kinetic
Level Mk4 Mk4
Range medium close
Ship type frigate (all) frigate (guard)
Ranks 8-12 8-12
DPS 395 649 dmg/s
Damage (base) 1128 1557 dmg
Crit chance 7 5 %
Crit bonus 50 50 %
Expl. radius 200 250 m
Project. speed 2365 2350 m/s
Range 3650 2750 m
Spread 1.5 1.5-3.5 deg
Overheat/cool 12/4 12/4 s
Coil Mortar description: Railgun with explosive projectiles. Projectiles fire from each weapon barrel in quick succession. The barrel does not fire if it is in the deadzone.
Proximity Mortar description: Fires charges, detonating on impact. Shoots from each barrel in sequence. The weapon does not fire if it is in the dead zone.
The guard-specific shield regen module thing did have its cooldown drastically reduced, so not getting the full benefit is not as big of a deal. One thing I didn’t think to check is whether the range for nearby enemies to provide energy is affected by the guard module range boost some guards have…