Couuuuuuld someone with a nice little octokitty give me a build? I’m able to complete it within the month. If possible, please make the build have 3x shield as i’ve already built everything I need for that. I’m looking for a durable and relatively fast (250m/s+) healing demi-tank. Not designed to go alone for extended durations, but able to deal with a threat if it should occur. Also looking to build around eclipse launchers and attack drones.
Recommendations would be greatly appreciated!
Many thanks,
Star
EDIT:
I will be using armada drones, maximum firepower, maximum shield regen, shortest respawn time
You don’t really needed for a squad healer - for control reduction 2-3 impalnt is good enough, and everything else is hardly outweighs the gains from 2d engine, it is a healer not a DD
You don’t really needed for a squad healer - for control reduction 2-3 impalnt is good enough, and everything else is hardly outweighs the gains from 2d engine, it is a healer not a DD
I was gonna go for an extended scanner in the CPU slot, i find them helpful in general, whilst I can’t shoot the target, I can see it and my drones can harass it while i’m inbound
I was gonna go for an extended scanner in the CPU slot, i find them helpful in general, whilst I can’t shoot the target, I can see it and my drones can harass it while i’m inbound
If you run in such situation while being in a squad than your squad doing something wrong
I’d go with xKostyan’s second option of 2-1-2-3-1 personally. I’ve always wanted to build it that way. Let me know if you want an assault rail mjilonir build, I think I have a pretty decent one.
If you run in such situation while being in a squad than your squad doing something wrong
it’s not always going to be a squad ship, my mino has long range scanner because i fly it on it’s own sometimes
I’d go with xKostyan’s second option of 2-1-2-3-1 personally. I’ve always wanted to build it that way. Let me know if you want an assault rail mjilonir build, I think I have a pretty decent one.
i’ll probably take that tbh. it does leave resources left over and i’m not planning on building anything else for a while because i cannot, but then again it gives me plenty of time and a headstart for building one of the others
I would recommend 2-1-3-2-1. 2 engine slots gives you nice mobility, and you can use triple adaptives with a thermal and kinetic resist for hull. This will give you a nice tank as well as good mobility. However, most teams that use the highly tanky mobile team-healers (like SCORP, SRS, ESB) use 1-1-3-3-1.
i’m not planning on building anything else for a while because i cannot, but then again it gives me plenty of time and a headstart for building one of the others
I’m in the same boat. I’m using my monos now to build mk 5 kits and parts for whenever a craftable cov ops comes out.
I would recommend 2-1-3-2-1. 2 engine slots gives you nice mobility, and you can use triple adaptives with a thermal and kinetic resist for hull. This will give you a nice tank as well as good mobility. However, most teams that use the highly tanky mobile team-healers (like SCORP, SRS, ESB) use 1-1-3-3-1.
I’m in the same boat. I’m using my monos now to build mk 5 kits and parts for whenever a craftable cov ops comes out.
my only issue with adaptive is that they only function at max speed and you’re not always going to be going flat out in combat, especially not in a frigate
my only issue with adaptive is that they only function at max speed and you’re not always going to be going flat out in combat, especially not in a frigate
You would be suprised. When you play in this type of ship, you are always flying full speed. Flying in circles in and around your team, and occasionally sending a torp into the fray of the battle. If you don’t want an adaptive octopus, use 2-1-2-3-1, but triple adaptive and triple hull will be the most tanky by far.
my only issue with adaptive is that they only function at max speed and you’re not always going to be going flat out in combat, especially not in a frigate
Those are my thoughts as well. Having 2 purple adaptives gives you 84 resists points everywhere, which I think is plenty. Having 3 adaptives would be insanely hard to break if you were able to keep your speed up, but all it takes is 1 tackler with slows/gravy beams, or a recon with slowing missiles, or an ecm who can freeze you into a rock/energy drain you and then its ouch-time. Still though… there are implants to negate slows and ways to make it work… having a command with speed boost really helps adaptive fit ships keep their speed up to adaptive level.
Both are good choices if you fly it right, I’d personally like to rely a little more on core stats rather than adaptives.