How do I Federation Guards

Guize halp how do I Anaconda-M this is nothing like my Crus S.

 

pic related, this is my experience with Jeri guards

 

post-255098-0-76005900-1429420065.jpg

>Adaptive Shields
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>Federation-8/Armadillo II
>Winning

>Adaptive Shields

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>Federation-8/Armadillo II

>Winning

+Curved Reflector 'eavy blasta

  • EM torps to da face

My advice would be don’t to use energy draining modules, so just take modules which take the energy they need at once, so shield booster, repair kit, missile shield, pulsar, multiphased shield adapter, nanocomposite coating.

Otherwise you get energy problems if you run emergency shield boost etc. and without afterburners you are easy prey.

  • EM torps to da face

and MPI for 1 shot kill addaptive inties with torp :wink:

My advice would be don’t to use energy draining modules, so just take modules which take the energy they need at once, so shield booster, repair kit, missile shield, pulsar, multiphased shield adapter, nanocomposite coating.

Otherwise you get energy problems if you run emergency shield boost etc. and without afterburners you are easy prey.

yes but 1 passive armor fixes all you’r energy problems you can also put energy regen on capacitor if you want to afterburn while using emergency shield boost.

you dont need repair kit on anaconda m sheild booster/emergency shield boost are enough for healing  on the other 2 spots Pulsar and MPI.

My advice would be don’t to use energy draining modules, so just take modules which take the energy they need at once, so shield booster, repair kit, missile shield, pulsar, multiphased shield adapter, nanocomposite coating.

Otherwise you get energy problems if you run emergency shield boost etc. and without afterburners you are easy prey.

Pffft, passive armor plus voltage regulator. Using guard heals while afterburning? Using guard heals while afterburning.

 

(only do this if everybody else sucks)

avoid ecms like the plague

Implants - Left to Right 1-9. Top to Bottom A-B-C. 

 

1c,2c,3c,4b,5a,6a,7c,8a,9a.

 

Engine - verneir engines. Capacitor - Pulse Discharger. shield - Two anti EM, one anti kinetic. hull - regenerative coating. CPU - Proton Wall.

Active modules - Pulsar, Signature Masking, Shield Booster L, and the emergency shield boost.

Heavy Blasters - Curved reflector. Missile - Torpedo

 

Note, if you’re in a team of guards with this build, only one really needs the signature masking. The others can hold a missile shield, anti thrusters, and so on, instead.

The 7c implant will take care of the ship’s energy for you. 

 

The setups change a bit once you hit T5, while T4 can go both ways.

Build the Crus S more or less the same way, but with no cpu slot, and a second Pulse Discharger on the the capacitor.

 

With that said, Behemoth is recruiting guard pilots. 

Implants - Left to Right 1-9. Top to Bottom A-B-C. 

 

1c,2c,3c,4b,5a,6a,7c,8a,9a.

 

Pls stop no one but you is going to use this “system” ever.

 

 

Engine - verneir engines. Capacitor - Pulse Discharger. shield - Two anti EM, one anti kinetic. hull - regenerative coating. CPU - Proton Wall.

 

He asked for Fed Guard advise, why are you doing this? Dischargers will destroy your energy regeneration, and that will reduce the usefulness of Regen Coating (which is nule already since you’re flying a xxxx Guard not a CO. When your shield is out, thing that will happen pretty quickly, you wont regen your energy anymore, and that Regen Coating will heal almost zero. Where are the hull resistances? who needs hull regeneration if one your shield is gone you’re dead? Why trying to be a hipster when it has been proven dozen of times that such builds just don’t work?

 

I know its your build and your  play style  But this user is asking for advice in the guide subsection of the forum, what you’re doing right now is just wron, if he follows your advice he’s going to have a bad time in the game and probably will get wrong impression about Guard frigates…

 

 

Active modules - Pulsar, Signature Masking, Shield Booster L, and the emergency shield boost.

 

You’re missing the best Guard module there, the aura slow.

 

 

Heavy Blasters - Curved reflector. Missile - Torpedo

 

Wich your build can you even get close enough to your enemy to use this weapon? I would understand it on an Adaptive one but here… I just can’t even.

Pls stop no one but you is going to use this “system” ever.

 

 

 

He asked for Fed Guard advise, why are you doing this? Dischargers will destroy your energy regeneration, and that will reduce the usefulness of Regen Coating (which is nule already since you’re flying a xxxx Guard not a CO. When your shield is out, thing that will happen pretty quickly, you wont regen your energy anymore, and that Regen Coating will heal almost zero. Where are the hull resistances? who needs hull regeneration if one your shield is gone you’re dead? Why trying to be a hipster when it has been proven dozen of times that such builds just don’t work?

 

I know its your build and your  play style  But this user is asking for advice in the guide subsection of the forum, what you’re doing right now is just wron, if he follows your advice he’s going to have a bad time in the game and probably will get wrong impression about Guard frigates…

 

 

 

You’re missing the best Guard module there, the aura slow.

 

 

 

Wich your build can you even get close enough to your enemy to use this weapon? I would understand it on an Adaptive one but here… I just can’t even.

 

  1. There really is no system you’re not going to have to teach anyone. this is simply the system I use on my corp members, it works.

Stop whining that I’m not teaching them a system you already use.

 

  1. 7c implant takes care of the energy when within battle. when outside of battle, you don’t really need energy regeneration.

(you already have enough of it)

 

  1. It’s my style, yes, but it’s certainly not as bad as you’re making it out to be. 

It’s a guard. unless you’re running adaptives, the shield is the most important part of it.

The shield is kept steady by high shield resists, the Shield Booster L, and, when being focused on, the Emergency Shield Boost.

All of which brings the overall shield worth to at least 71892. the shield booster will likely be used twice per long engagement, so 84420. (on the Anaconda MK.II, (on the Jericho’s Crus s, it’s understandably a bit larger) and Speed is another factor, since it’s a federation guard, it can get in and out faster than any Jericho guard, which is, to say the least, useful. Of course, if the third damage type is not present, you can boost that number’s worth a nice and large considerable deal. Even more if the enemy is only using one of the two damage types you can stack against. It’s an art in of itself at changing where the guard’s special module is placed, and how quickly you do it. 

 

  1. Yes, the aura slow. in a group of guards, only one person need have the signature masking. feel free to trade it out for the slow, or missile shield or what-not.

 

  1. It’s a federation ship, and, aside from that, positioning goes a long way. (same applies to the Jericho guards for positioning) Use structures, asteroids, and generally when maps simply put you right next to the enemy, your team on one side, the enemy on the other. This is a brawler, meant to take down those built for long range, and to take down those with weak to moderately good defenses with ease. It also gives you a great fighting chance against those with great defenses, where as certain other weapons just wouldn’t cut it. Yes, it has its weaknesses, but it has a lot of strengths too. 

 

  1. He’s asking for a complete build. I’m just giving him one. He also put it open to a large variety of suggestions to be given to him so as for tactical movement, and the like. it’s good to just put in everything. Now, hurry up and put in your build so he has more to choose from; this is only my contribution to him, that is all.

 

  1. And again, the 7c implant for all of your guard’s general energy needs. It’s a nice counter to the ecm’s energy drain, too.

 

  1. The regenerative coating is normally for spydrones; people won’t normally be getting past your shield unless they have a lot of dps going for them.

Aside from that, it does help (the regenerative coating) when you don’t have any healers. it’s not uncommon that at the end of a large battle you’ll want to have all the regenerated shield and hull that you can get your hands on before your regeneration modules are active in full again.

It’s also nice for helping the healer out with healing your own hull. It’s all about being self sufficient.

 

Remember, you have to reverse your state of mind for ships that rely on shield. Shield = hull. you should run before it goes down.

be7.jpg

regen FTW

3Mvxpw7.jpg

Now, now tilly, you’ll be wanting to put on at least a single anti kinetic module for the shield on that one. :smiley:

  1. There really is no system you’re not going to have to teach anyone. this is simply the system I use on my corp members, it works.

Stop whining that I’m not teaching them a system you already use.

 

The global system works, stop trying to fix something is not broken.

 

  1. 7c implant takes care of the energy when within battle. when outside of battle, you don’t really need energy regeneration.

(you already have enough of it)

 

Because going from Beacon A to B is not important

 

  1. The regenerative coating is normally for spydrones; people won’t normally be getting past your shield unless they have a lot of dps going for them.

 

Oh come on, you’ve said that dozens of times and it has been proven with videos that your Guards aren’t the mobile bastions you think they’re…

 

Sorry for quoting-answering this way, too lazy.

Np :slight_smile:

 

  1. I know it works, (the global chat systems) but it wouldn’t make any difference if I chose to use the 1-15 E-F-J / E-F-J 1-15 systems. I just can’t seem to find a reason to do so…

 

  1. It has enough energy regen and speed to make it from A-C in around One full thrust. From respawn to a beacon, depending on the map, 2.

 

  1. I also said that anything, (I’ll say this part now, don’t use galva) is usable on the hull slot. It may even be better to switch it out for thermal, or kinetic defense to round it out. This is me simply going through each option. You can even fit it for unlimited afterburner outside of battle by using the passive hull armor, but I honestly believe it doesn’t need that much boosting power. just turn off any module that’s sapping you, unless you’re being powered by the enemy, and you’ll have more than enough energy to make it from point a to b, or a to c, and so on.

 

 

Slightly off-topic -> I’ve found a fondness for the regenerative coating, (hull heal) which is why I suggest it.

It will also always be active so long as you don’t have any modules with large energy sapage (for instance, a hull healing module, which takes away energy used for regenerating shield and, in this case, the base hull regeneration from the regenerative coating) or if you’re not using afterburners recklessly. It works because there isn’t anything that wants to sap up the energy it needs because everything is used for the shield, aside from the minor energy needs of the signature masking.

Now I’m no nublett to Guards, but I’m just inexperienced with the Fed side of things…

 

That being said…

 

Ew, regen. I mean, if they work, sure, but I’m almost guranteed to go with ANYTHING that uses resists instead. I mean, unless the regen is so caddywonkous absurd that I can out-rep the incomming damage (which I am aware some builds can, but not many, and not often)

 

 

 

But, I’m curious about the ever-revered triple Adaptive build. Those resists are only in play when you’re using your afterburner–does that pply do strafing with it on as well, or pure forward speed only? I can’t imagine a guard surviving while barreling into the fight guns blazing, afterburner blaring.

But, I’m curious about the ever-revered triple Adaptive build. Those resists are only in play when you’re using your afterburner–does that pply do strafing with it on as well, or pure forward speed only? I can’t imagine a guard surviving while barreling into the fight guns blazing, afterburner blaring.

Adaptives kick in when you’re flying at 110% of your regualr max speed.

They work if you press strafe keys while afterburning forward

 

You can roll around and engage in combat and still get resistances from adaptive shields. Adaptive shield icon show up with effects on top of HUD giving a clear indicator of when they are and are not working

Yes, adaptives work on strafe speed too. I think as long as your vector is greater than 110% of your “forward speed without afterburners”, i.e. max speed…

 

So you can have adaptives with 0 forward velocity and all strafe XD.

 

I remember it used to turn off if you tried to strafe while going forward, as holding w while strafing reduces your forward speed such that your velocity vector is equal to afterburner speed.