Maxing synergy on Katana

So i finally forced myself to level Katana (it has no synergy and i had no t3 "free jericho ships), it is r7 plus i find commands to be very weak in current meta game, slapped together a build:

Game 1:

Picture is taken after the game was over, thats why i was able to level up

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This is a first game, and i was plying feds gunships/interceptors (rarely engi) exclusively for last couple of weeks

Game results (no deaths):

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Game 2

I changed weapon mods, for projectile speed, while it was easier to hit interceptors, i felt a dmg drop vs empire fighters

We lost this one, (still i had no deaths)

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Game 1 was a Realistic and second was a capture the beacon

In before Gauss are for Aces, stay back and Kill steal, if you look closely i did participate in beacon captures so i was there

Point of all of this for new players, do not be discouraged by playing low level ships, if you evaluate all of your strengths and weakness and act accordingly you will be as efficient as r9 ships, its just each r9 ship has a wider field of tasks on a battlefield, while r7s have no room for flexibility, you have to fit for that task and stick with it.

Working on Katana myself. 1 of 3 ship paths left before unlocking all the ones I fly to T4

 

Here’s my fittings for comparison in case you might be interested

 

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I rarely use Gauss outside of gunship trollin or tackling inties. I normally captain in commands or when playing frig bodyguard. Multi-purpose Assrail functions better in those cases.

Working on Katana myself. 1 of 3 ship paths left before unlocking all the ones I fly to T4

 

Here’s my fittings for comparison in case you might be interested

 

pbZay3l.jpg

 

I rarely use Gauss outside of gunship trollin or tackling inties. I normally captain in commands or when playing frig bodyguard. Multi-purpose Assrail functions better in those cases.

 

Solid build, but i would reevaluate Hull resist aura:

Command is relatively common ship, i see Empire commands just as often as Jerichos so there is very good chance that hull aura is already in the battle and one of you is wasting it. Instead of it you basically have 3 choices - Self Shield regen Self Shield resists or Aoe Speed Buffs, Regen would heal about 20% of your total HP (heals under resists worth much more, and you have plenty of resists), 8 sec buff for resists would make your shield almost like 2d Fusion Shield, Speed buff, i rarely see speed buff in the game, it is extremely useful and won me a game many times (Use it on your bomb carrier/When your team is relocating to 1st/next beacon/ in Realistic mode clush speed buff will get you a beacon or save yours etc) especially considering that your speed is 295.

hmmm… I should switch that around shouldn’t I – will try and swap it out for speed buff see how it changes things. I’m a stickler for team modules for some reason.

 

But on a 4 active slots command ship I do indeed rely heavily on God Mode survival module … lets not talk about that lest it be nerfed come 0.9.3 … that other thread mistakenly assumed it was Diffusion Shield hahaha.

 

I sacrifice my speed for more Res because I mostly play frigate bodyguard. Speed buff when on team, Damage buff when Pugging - more assists if anything :slight_smile:

also why you chose thermal res over boost on passive ? is there a specific reason ?

also why you chose thermal res over boost on passive ? is there a specific reason ?

Its mostly a personal preference to be honest, since my build (see gauss) is not much of “in your face” front line build, i tend to be covered by heals more often, and due to mechanics resists>total hp under healing. But my selling point was that my main ship is recon and i know how much hurt proximity mine delivers, that thermal was mainly vs proxy mines (and occasional jericho toprs or lazors)