if someone could shed some light on these ships…
what are the differences in flying them?
If i enjoy flying a ricasso, which one should i take?
thanks
if someone could shed some light on these ships…
what are the differences in flying them?
If i enjoy flying a ricasso, which one should i take?
thanks
I have a KrissAE…so far i don’t really like it much but that could be because the interceptor role is less pronounced in T3 IMO. Furthermore, i don’t value recon modules much, although spydrones have improved i hear. If i had to choose all over again, i’d take a ECM ship over a recon ship today, because i value the modules more.
Maybe i’ll have a different opinion once i get some quality recon gear on, although i think that 4.5 seconds of invisibility with a phase modulator is going bring me much joy. It just can’t compete with thnigs like the Stasis generator, ion emitter, weapon system inhibitor and energy absorber.
a availability list for your 4 active slots:
Recon modules (recon bonus gear)
-Phase Modulator (has no range, so bonus does not apply)
-Spydrones
-Parasitic remodulator
ECM modules (ecm bonus gear)
-Energy Absorber
-Weapon system inhibitor
-Stasis generator
-Ion emitter
I have a KrissAE…so far i don’t really like it much but that could be because the interceptor role is less pronounced in T3 IMO.
Whooooa, can you explain this to me?
I also immensly engoy flying fighters, i just sometimes prefer the mobility intys give me
If the inty role is not as pronounced, would it be sensible to forego intys and go for a fighter role?
so confused…
The power creep for Inty’s is abysmal.
there isnt’ really any purple loot for T3 which doesn’t help.
but really, T2 Inty’s are where it’s at.
T3 and T4, frigates are more prone to using warpgates. which means they can get to objectives just as fast as inty’s.
Fighters and Frigates gain a lot more DPS, Hull, and shield. Inty DPS goes up. but you can still be 2 or 3 shot by any frigate or good fighter. but it takes you a lot longer. so essentially they high level interceptors do not do damage. If you do want to do damage, you basically have to go Orion, Plasma web, High Crit, and self desctruct. it’s really the only viable way to take out a key target as an inty.
AFter that, you’re a non-damage dealing utility ship. you take objectives, or you supress an enemy ship. there really is not much else for you to do.
Inty’s really need more active modules at higher ranks. and the other ships, IMO, need less. Target Painter makes more sense on an Inty. as do engine supressors. the Utility to DPS of Fighters and Frigates becomes a lot more pronounced in higher tiers.
So essentially, if you like inty’s, don’t go above T2. if you want to fly T2/T3 get a fighter or Frigate.
thanks for this post, mate.
i’m sure you’ve helped many people, beside me
The quick answer is that the Kris Type S is the closest thing to a Ricasso.
With the Federation Rank 9 implant increasing Afterburner speed by 20% the Kris Type S can hit speeds much higher than the AE (because the Type S is a Rank 9 ship and therefore is affected by the implant).
much obliged
with all the info here, I’m not sure i’ll go T3 inty, as much as i enjoy them in T2…
You could take in consideration the research path to T4 quality figher in Jericho can also be shortened by researching the Kriss, Kriss Type S…
good point… haven’t even considered it, to be quite honest with you, i don’t believe i’ll ever get to T4… :-/
Why the sad face ? T4 players complain the MM can’t create them a match in reasonable time. I reached the ability to buy T4 a month ago, but i gave up my Jericho ship ambitions some time ago, so i did not buy into T4 yet. You can do Rank 10 contracts very well with Tier 2 ships, and while playing found that Fed’s are more capable trough the ranks, and Empire gives you the best interceptor. So i do all sorts of contracts to move up those lines as well. More fun, no huge spendings on multimillion ships that are still kinda meh without the millions and the rep to buy qualitiy gear for them.
solid advice, thanks
if you’d be so kind… what’s wrong with jericho? I absolutely love it at T2, ricasso is best inty imho, and i xxxx LOVE my command Machete-S, nice commands and a healthy buffer…
i was told that intys aren’t really the xxxx after T2, but i kind of started loving the fighters…
The power creep for Inty’s is abysmal.
there isnt’ really any purple loot for T3 which doesn’t help.
but really, T2 Inty’s are where it’s at.
T3 and T4, frigates are more prone to using warpgates. which means they can get to objectives just as fast as inty’s.
Fighters and Frigates gain a lot more DPS, Hull, and shield. Inty DPS goes up. but you can still be 2 or 3 shot by any frigate or good fighter. but it takes you a lot longer. so essentially they high level interceptors do not do damage. If you do want to do damage, you basically have to go Orion, Plasma web, High Crit, and self desctruct. it’s really the only viable way to take out a key target as an inty.
AFter that, you’re a non-damage dealing utility ship. you take objectives, or you supress an enemy ship. there really is not much else for you to do.
Inty’s really need more active modules at higher ranks. and the other ships, IMO, need less. Target Painter makes more sense on an Inty. as do engine supressors. the Utility to DPS of Fighters and Frigates becomes a lot more pronounced in higher tiers.
So essentially, if you like inty’s, don’t go above T2. if you want to fly T2/T3 get a fighter or Frigate.
My Elf 2 with 4 Purple Mods tends to disagree.
9.7sec Ion Beam :bomber:
solid advice, thanks
if you’d be so kind… what’s wrong with jericho? I absolutely love it at T2, ricasso is best inty imho, and i xxxx LOVE my command Machete-S, nice commands and a healthy buffer…
i was told that intys aren’t really the xxxx after T2, but i kind of started loving the fighters…
Jerricho is mainly built as ‘support’ and ‘utilty’ due to the special module. not to mention that most of the bonuses they get are related to rail guns, which are the weakest main weapon.
see some of my posts about ship roles for more information on this.
My Elf 2 with 4 Purple Mods tends to disagree.
9.7sec Ion Beam
I stand corrected.
see some of my posts about ship roles for more information on this.
Mate, i really tried, but search is xxxx on this forum…
Mate, i really tried, but search is xxxx on this forum…
[http://forum.star-conflict.com/index.php?/topic/18943-ship-roles/](< base_url >/index.php?/topic/18943-ship-roles/)
NP. this is the main thread. i’ve made a couple other posts, but pretty much everything is there.
TL;DR: special modules dictate the ‘role’ of a ship. Jerricho ships primarily have defensive/utility special modules. ship roles exist currently. they just aren’t well defined. build your ships around your special modules and you’ll notice a huge difference.
Interceptors:
Tachyon Cocoon is great for zone control. you can get to a point, tank a pulsar easily, and then disable an enemy frigate for over 11 seconds at T2. you can get pretty close to 15 if you have purples. Jericho intys have a primary specialization of debuffing. i personally run statsis, ion, and spy drones/flares. great for all arcade games. the ricasso is wicked fast, if you have the Mk. II light hull or better you can get to any point almost as fast as a micro-warp inty. you’ll be behind by a couple seconds but for all intents and purposes its fast enough. the Ricasso, IMO, really is the best interceptor jerricho has to offer. the higher tier ships you have to build tanky so you can get your disables off and keep them on long enough for them to matter. so you’ll have to sacrifice speed. which makes it difficult to actually intercept anything. the lower tier interceptors just suck compared to Ricasso.
Micro-warp is great for taking objectives. you can easily be the first ship on the scene. you can ‘snipe’ out enemy targets by warping into them as well. takes a lot of practice. but i’ve seen some very good pilots rape captains with it. it’s pretty hilarious to see an inty deathwarp into a frigate and blow it up. not really recomended, it’s very difficult to pull off.
plasma web is really an assassin ability. with high crit and an orion you can deal a ton of DPS, and then blow up on a key target with self destruct. this is the primary way for interceptors to take out frigate captains or any other non-interceptor ship. spy drone => plasma web => ram for good measure => self destruct. can easily hit 20k damage in a matter of seconds if you have high enough crit and are shooting rockets. only problem is getting close enough.
spy drones are easily the most under-rated active for interceptors.
Federation ships are ‘alpha-strike’ ships. they are a lot like cavalry they do a lot of damage but you don’t necessarily want them in the first wave, you want them to flank. high upfront DPS abilities. getting up close to a target with chameleon. combat drones are a great frontline ability. I’ve seen some good fed frigates take out 5 or 6 enemy interceptors by warping in, pulsar, and then pick off survivors with drones and close-range lasers/plasma.
Empire ships are more about sustained DPS and are very ‘front line/vanguard’ type ships that do a lot of damage. they can really command the battle field with their specials. Micro-warp => objective taking. Overdrive => face smashing. Disentegrator => Snipe. Empire ships are really about ‘strength’ and ‘damage’
Jerricho are the ‘support/utilty’ ships. torps are really a zone control ability. too slow to snipe with. but great at defending beacons from intys or supporting a front line from mid range. cocoon is another great zone control ability. and phase shields just kinda blow outside of PvE. you can become super tanky if you bring the right passives and an Aegis. so you can bring a Valkyrie and increase your frontline utilty by buffing other ships. Target painter also helps increase your usefulness. but you’ll never do as much damage as overdrive ships. and you’ll never be able to alpha-strike like a chameleon fighter. so might as well make yourself obvious and soak up damage for your front line.
… you can become super tanky if you bring the right passives and an Aegis. so you can bring a Valkyrie and increase your frontline utilty by buffing other ships. Target painter also helps increase your usefulness. but you’ll never do as much damage as overdrive ships. and you’ll never be able to alpha-strike like a chameleon fighter. so might as well make yourself obvious and soak up damage for your front line…
I have become even more sceptical on Jericho Phase shields since someone told me the resist abilities are softcapped to 100 points. Every resist you gain above 100 barely makes a difference. Makes you wonder if Aegis actually does much in combat for your teammates if they have sufficient resist themselves.
yes
there is a formula floating around, and i just can’t be arsed to find it, but in a nutshell: at 50 resistance cca 37.5% of the damage is mitigated, while at 100 resistance 50% of damage is mitigated.
After that … it’s diminishing returns.
Although, shields have negative resistance, which means you actually take more damage then it was shot at you. Meaning, it’s good to plug that EM hole
My personal feel regarding t2 jericho fighters is that they. are. awesome. put a passive EM and THERM resist mods, use special to plug the EM hole and you can have aroun 80 omni resistance. With some nice shield mods my MAchete S hovers little over 11k shield HP.
That’s one hell of a buffer. And all that is without any active mods (use those for command).
Which makes me sad as xxxx that thing won’t be as awesome at T3…
As far as i know, the formula is
Res / Res + 100
so 50/150 = 33.33%
100/200 = 50%
150/250 = 60%
so after 100 DR hits pretty hard. i’ve seen this formula several other places.
All Jericho Ships typically have better shields than other ships. it doesn’t help that implants are a bit imba. Jerricho Implants are based around res (30 to hull, and 32 to shield and rank 9). and empire/fed get some nice % (25 to hull, 20 to shield) increases to shields and hull. at the higher tiers, this % is huge. at lower tiers the res is better. but at higher tiers the % increase is way, way, way better.
Comparing base stats + implants:
the King Nibelung 4080+2535 hull/shield with 0/60/30 res on hull and 30/-30/0 on shield
to the Arigato AE 1815+4885 hull/shield and -15/45/15 on hull and 30/-30/0 on shield.
To the Eagle-M 2565+2678 -15/45/15 hull and 30/-30/0 shield.
So the math here gets a little complex looking. when broken down it’s not that bad. but throwing it all out there at once may be confusing. so i’ll explain what i’m doing as I do it.
Your effective health (eHP) will be the amount of damage you can take from a given source. because we have 3 different damage types, we can receive damage from 3 different sources, so we have 3 different ‘true’ values for eHP. However when comparing, you need a more applicable number. so we’ll make a couple of assumptions. they may or may not be good. but we’re assuming the same thing for each ship, so the values are ‘normalized’ to those assumptions. you’re welcome to make your own assumptions and change the formulae as you see fit.
#1) there is equal probability of receiving damage from any of the 3 sources at any given time.
#2) over a long period of time, the total damage you receive from each type of source is roughly equal
Essentially what this allows me to do, is add up each ‘true’ eHP value and average them to get the eHP for any given craft. I will use interceptors as an example, because that’s what the thread started with.
so our eHP formula for either shield or hull is:
|HP * {1+[kinetic res/(kinetic res+100)]} + HP * {1+[EM res/(EM res+100)]} + HP * {1+[thermal res/(thermal res+100)]}| / 3
we can do this calculation twice for each value of shield and hull, add them together, and this will be the eHP for a craft.
So King Nibelung’s Hull is:
4080*(1+0/100)+4080*(1+(60/160)+4080*1+(30/130) => 4080*1+4080*1.375+4080*1.231 = 4080+5610+5022=14715 => 14715/3 = 4904 eHP for hull.
Repeating the same for shield we get a value of 2535 (we get an equal average across all damage types due to our assumptions)
So King Nibelung’s total eHP is 7439.
For the Arigato AE we get a total value of 7263
for the Eagle-M we get a total value of 6038
to calculate the effect implants we simply add in the additional value. this is easiest for the Fed/Emp vessels. it’s a percentage so we can add it anywhere in the formula. easiest to do it at the end.
With implants:
King Nebelung (Additional 25% Hull): 8665, an increase of 16.5% in eHP. from
Eagle-M (Additional 20% Shield):6574, an increase of 9% in eHP
For the Arigato, it gets a little more complex. because we have to add the additional res in at the beginning of the formulae, so we need to re-do our math.
Arigato AE’s new resitances: 15/75/45 for hull and 62/2/32 for shield. you get an additional 30 res from rank 1 implant, 25 shield for rank 3 implant, and then 7 shield for the rank 9 implant.
Arigato AE: 8268, an increase of 13.8%
you can do your own math for the other classes. but the Hull increase is the best over time with our given assumptions.
However it’s important to point out that this doesn’t account for Regen of Hull and/or Shield. good use of phase shield, and shield boosters/aegis can trump the above statement easily. As always: Skill>gear>race
It also doesn’t account for that the majority of available weapons do thermal damage, as opposed to kinetic or EM. Ideally my calculations would account for this, but this is really only important in PvE. in PvP pilots often switch between damage types frequently, which is why i used the assumptions i did.
Hope that helps.
…increases to shields and hull. at the higher tiers, this % is huge. at lower tiers the res is better. but at higher tiers the % increase is way, way, way better…
I did not do the math on it, but already drawed the same conclusion.