Just take their shields down and watch them run.
PrM wont run even if his hull is at 10%
Just take their shields down and watch them run.
PrM wont run even if his hull is at 10%
who the hell have you been fighting
This was 6 months ago. A bit of everything, unfortunately.
This was 6 months ago…
:fed014:
Don’t you facepalm me, you were one of them. You learned to do far better, though.
Damn yes, i’ve been a p*ssy, running all the time, everyone hated me for good reasons, but i learned to improve myself and i’m better now i think, and now you come with the 6 months ago story and remind me 
Damn yes, i’ve been a p*ssy, running all the time, everyone hated me for good reasons, but i learned to improve myself and i’m better now i think, and now you come with the 6 months ago story and remind me
I’m sorry. My mind is still stuck back then. Which is a good thing, considering how the game has “developed” since I was gone.
I’m sorry. My mind is still stuck back then. Which is a good thing, considering how the game has “developed” since I was gone.
:fed014:
I’m sorry. My mind is still stuck back then. Which is a good thing, considering how the game has “developed” since I was gone.
Underrated post.
Underrated post.
Me apologizing? Yes it is.
Hi Omega, could you help me with a berserker fitting I have no clue when it comes to Empire ships.
Many thanks.
Berserker - Standard Build

Why i use this?
Because i fly this ship as pure thermal tank damage dealer.
Engine - 2x Verniers, i want maximum maneuverability in dogfight and circle attacking.
1x Collision compensator, i hate 1000 collision damage on a ship with around 5000 hull.
Capacitor - 2x Iridium Heatsink for maximum damage output, the 2nd Heatsink is a little damage boost but i go for each Dps point, when you’re unsure take Heatsink + EB.
Hull - 1x Thermal to resist against the most damage sources.
1x Regeneration to be able to deal without an engineer.
CPU - One Proton Wall is just must have.
More Crit Damage because Lasers have awesome Crit Damage and the Berserker has increased Crit Chance.
Weapon - Easy Choice, PL + Curved for maximum Dps in Dogfight.
Modules - Easy Choice, that’s standard mod setup for any recon, you can take spy drones instead of micro locator if you want.
Missiles - Kinetic, fast. Good to get the hull down.
This is how I fly my Berserker, but that requires a special playstyle, take EB instead of one Heatsink, Passive/Kinetic instead of Regen, and maybe a weapon you like, when it’s Shrapnel take Pulse Discharger & one Passive Armor, the Proton Wall is for all Berserker builds, i take the Scanner for Invasion but in PvP / SQ it’s this. Instead of Crit Damage you can go with whatever you want
/Activate thread again
The Ion Nerf was hitting me hard, but i think i haven’t been the only one, so i was working with my Lightbringer to find a solution, and i’ve made this build… it’s still pretty strong, and it’s pure crit build with medium range, since horizons decrease damage i took them away and replaced them with Infrared Scanners, to compensate the range debuff i took the middle implant at Rank 2, which was the implant above before. This build works pretty well and also for Spark, just add a second Iridium heatsink.
Ammunition: Focusing Lens, to increase critical chance by a decent amount. Curved Reflector steals too much range and Xenon Lamp isn’t that good because critical chance is always better, especially if u r over 100% crit damage.
Engine: This shared cooler adds like 300 dps, i know it’s not increasing the damage by itself, but to make the Lightbringer’s buff more intensive i took a shared cooler which makes me able to shoot for almost 20 seconds, that’s enough to take down any ship except thermal tanked guard.
I have not much rotation, that’s true… but to fight intys it’s still enough, and should it become rly annoying i can use the overdrive.
I have tested this build several times, and i decided that this one is the best one for ions and singularity.
(For Singularity take on R2 Implant the implant above, range with singularity isn’t important except in spec ops.)
To compensate the general damage debuff on the Ions i took the 3rd implant at R13, a permanent 20% damage buff will compensate it for sure, module reloading time is good as well, but i prefer this one.
R7: I don’t afterburn often with my Lightbringer, or any other empire gunship, but when, then i have an engy in my team with energy emitter, another thing is that i don’t have the energy i need if i need to escape, energy drain or whatever, but this implant gives me all energy i need if i’m under attack.
R14: ECMs are not that annoying if u have combat reboot, and the fact that one bubble is enough to take down your shield and activate the implant makes the anti-ECM version almost useless, invisibility is at least sometimes useful, for alpha strike… you go in and you get invisible for 3sec, that’s enough to (almost) kill an enemy. And it prevents successful surprise strikes, what they can’t see, they can’t attack.
So now… here are 3 screens, the ship build itself, the weapon and the implant setup. It’s a pretty easy build and you don’t need to be a pro to be able to play with it, just some aim to handle the Ion Emitter.
_ Lightbringer Build _

Weapon (Ion Emitter Mk5 Critical Build)

Implant setup (made for Empire gunships, Singularity & Ion Emitter)

I’d like to see
the Kris AE
cause I get wrecked
in PVP
I’d like to know
if it’s my build
or if it’s just
that I’m unskilled
Thanks.
If I could see
The Katana S
That would be
The very best.
Thanks.
Okay i’m back from “Being-Too-Lazy-To-Check-His-Thread-Town”.
I bought Spark & Mauler at the “1945-Sale” so i decided to purple both of them out until i post their builds.
In my opinion those builds are very efficient and have strong sides also some weaknesses which i tried to eliminate, the Spark has no real weakness, the Mauler just misses the EB which can be placed if you really need it.
There we go.
Mauler: The insta-pop Master
We all miss the old disintegrator… yepp, but this is stronger!
Mauler: Ship

Mauler: Setup

Mauler: Weapon - Positron Cannon Mk5 (Doesn’t look thaaat strong, but it is. Trust me, this CAN onehit any ship from ceptor to fighter if it’s not well build.
Even well build interceptors without EB are onehit at crit, no matter what it is. Storm Viking is the exception.

Mauler: Implants (R14 + R15 are not used by Mauler, they don’t count.)

_ Why is this good? / Why is it useful? _
_ Build itself: _
Engine : Vernier is easy choice since some rotation is must have against annoying ceptors, if you feel like a strafe-boy take the strafe engine and the strafe implant, isn’t bad.
Capacitor : 3x Acceleration coils, to compensate the slow effect of Supernova and combine Projectile Speed with raw damage. No EB means you have to pay attention especially on Alpha Strike-Capable ships like Covert Opses or Gunship, if you know they are not n00b pilots and they come for you activate your reverse thrust right away, if you don’t have one this build is not recommended. It’s a veteran’s build.
Shield: Thermal to compensate the damage you get by most things in the game like guided torpedoes, plasma arc, disintegrator, heavy blaster, lasers, missiles etc. it’s definetely a must have.
EM: Bubbles or any other EM-Weapon will crush you easily if you don’t have it, if you charge up reverse thrust without having an EM-Diffuser a good bubble build 2-hits you. Take one!
CPU: To maximize the damage output and the critical damage. Since the mauler has basic crit damage increased a 2nd TTC is not required. 2x Infrared Scanners increase the chance to 40% so a fully charged positron gun has a critical chance of 80%. That’s enough combined with 140% extra damage if you crit the enemy.
Weapon: Most damage / shot, good to get down any kind of ship or surprise the enemy with an instakill, even good guards get insane amount of damage by this weapon, also if they put the shield on EM they can still get up to 7000dmg per shot. Without up to 25k.
Active Modules: EM Scattering field, No explaination needed.
Tachyon Charge, finish your enemy before he can react or decrease the torpedo travel time by an insane amount in general. Not must have but strongly recommended.
Reverse Thruster, in trouble? U wot m8? Bye, follow me and you gonna get rekt.
Shield Booster OR Multiphase Shield Adapter. Since you are not close to an engy for usual i recommend the shield booster, it prevents the damage from collisions (R9 3rd) and makes you able to fill up your shield after a reverse thrust before the enemy as at your location, the multiphase shield adapter is needed if you don’t take the EM-Diffuser.
_ Implants: _
R1- Hull resistance increase, standard.
R2- Increases CC + decreases lock on time, must have in this build.
R3- Increases shield resistance, must have.
R4- Take 1st or 2nd, your choice. I prefer the 1st cos of… damage.
R5- Rotation if you have Vernier, Strafe if you have Strafe engines.
R6- Makes Positron way more powerful, must have.
R7- Since i don’t fly around that much i take the 3rd to be able to use my modules even if i’m being energy drained AND i’m under attack.
R8- I don’t move and i don’t have energy trouble, easy choice.
R9- You mainly are in EM field, nobody locks on you, no collsion damage. Logical choice.
R10- Simply must have. Parameters are increasing Tachyon Charge efficiency, Scatter field duration and Reverse Thrust jump range. Reload implant is also fine.
R11- Increases damage by 1 - 7%, fire rate on positron is unimportant. Damage per shot is important.
R12- You rarely move, 7% extra damage is perfect for this!
R13- I kill or assist often, as soon as you reach the 20% + the 7% from R12 + the base damage and maybe some buffs this weapon is getting simply OP.
This is really strong and efficient, i played this ship now 5 days and i got already a lot of synergy on it. It’s really nice to play and also powerful.
____________________________________________________________________________________________________________________________________________________________________
The Spark - The Devastator
I personally prefer the Ion Emitter, sometimes the Bubbles. So at the weapon tab i add additional the singularity how it is without editing anything on the ship’s layout or the implant, it works very well and the increased fire rate is not even bad. In Overdrive it’s really, really strong.
Spark: Ship

Spark: Setup

Spark: Weapon(s) Ion Emitter V + Singularity Cannon V

Without changing anything on setup or implants, you receive this if you take Mk4 Bubbles with Supernova.

Spark: Implants

_ Why is this good? / Why is it useful? _
_ Build itself. _
Engine : Shared cooler to compensate the bubbles low overheat time or to compensate the Heatsinks at the Lasers, can be replaced by Vernier but not recommended.
Capacitor: 2x Heatsink for max damage output with no energy regen loss. Ppl say not good with bubbles, that’s not even true.
Hull : 1x Kinetic, 1x Galv, 1x Armor Plated. Less loss on rotation, almost 100 resistance on all damage types.
CPU : Max damage, take this.
Implants: No discussion, just take it.
You want to rek somebody? Take this!
triple IR will give you more damage than 2 IR 1 TTC
triple IR will give you more damage than 2 IR 1 TTC
If you never fully charge your shots, 3x IR> 2x IR+ 1x TTC DPS wise
If you fully charge your shots: DPS wise 1x IR + 2x TTC > 3x IRC / 2x IRC + 1x TTC
But for consistent Alfa dmg 2x IRC + 1 TTC is most optimal
I would be curious to see a 1 vs 1 omega mauler versus the zenchronos one 
Anyway i’m not really sure about range in both buils you posted Omega. Optimal range for mauler would be only 3500 to get the max damage… and 2200 on spark. Short range on mauler looks very limitating for a lrf imho. I suppose you got to stay under the em scattering field all the time in order to get close enough to your enemies
ZenChronos has 1:1 this build, just a multiphase instead of the booster and a splitter instead of the EM.
Since i’m in EM field i can get into the middle of the enemy team and they don’t recognize it, and kill them 1 by 1.
Range makes me losing weapon strength, i won’t do this. At 4km this weapon gets 12k crits.
And even without scattering field i can deal with 1 - 3 enemys due to the massive damage of the weapon it’s really good to finish a fighting situation fast.
If you never fully charge your shots, 3x IR> 2x IR+ 1x TTC DPS wise
If you fully charge your shots: DPS wise 1x IR + 2x TTC > 3x IRC / 2x IRC + 1x TTC
But for consistent Alfa dmg 2x IRC + 1 TTC is most optimal
yes thats for positrons, but for the Spark it will deal more dmg with tripple IR with out aimimn overcharge(since he has singularity and ions) but with 2 TTC 1 IR you will only do more dmg when on aiming overcharge