Requesting Two Synergy Upgrades for the Jericho Secret Project Guard, for when it's made.

I would like to ask for these two particular synergy upgrades.

 

Rotation speed increased by 25%

Effective range of Guard modules increased by 25%

 

 

 

Lastly, please do not use a synergy upgrade that increases a particular gun’s stats! Those types of upgrades are useless, and they try to push forward a particular fight style.

Guards won’t have any rotation bonuses.

I can dream >.,>

There’s always a first time for everything, probably.

 

For instance, Guards have only ever had one special module type. They will now be gaining two more. 

Most likely less energy used and bigger damage bonus, more resist with longer damage bonus, or normal phase shield

I’d definitely go for one with more resists, haha. For instance, +200-250-300, but with no damage increase.

Or even one that adds a certain percentage of shield regeneration, instead of dps; 25% more shield regeneration while under the coinciding type of fire, etc. 

Back on to the subject -

 

If I had the 25% increase to turn speed, I would go from 1 engine, 3 capacitors, 3 shield and 2 hull To 3 caps, 3 shield, and 3 hull, instead.

The first one with the engine would have a vernier engine, but with the synergy upgrade, I’d be free to go without it, if I so chose. 

 

The build with the synergy upgrade would be this -

 

Implants - 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13a/c,14c,15c

( left to right 1-15. top to bottom a-b-c. or = / )

 

capacitor - three Capacitor Power Relays.

shield - two Thermal Modulators and one Variative Shield Projector.

Hull - Either two Regenerative Coatings and one Thermal Insulator or One Regenerative Coating, one Reactive Armor, and one Thermal Insulator will be used.

active modules - Pulsar, Signature masking, shield booster L, and the emergency shield boost. 

Gun/Ammunition - Heavy blasters/Curved Reflector

Booster - +10 shield defense. 

 

 

The other one is simply 2 regenerative coatings on the hull, and one vernier engine on the engine, if there is no boost to turn speed. 

Of course, depending on the special modules available, these builds can change a little. 

 

With the +25% increase to the guard’s module range, I would be able to properly use the signature masking. If it does not appear, I will use the Spectre field.

Of course, I can use either build if I want, no matter what synergy upgrades they choose for the guard, but these two are my icing upon the cake. 

I got a reply that they may introduce this, along with different suggestions I proposed. Hopefully, they will do it.

 

[http://forum.star-conflict.com/index.php?/topic/27038-complete-control-of-secret-project-ship-customizable-synergy-ranks/](< base_url >/index.php?/topic/27038-complete-control-of-secret-project-ship-customizable-synergy-ranks/)

 

Your thread is no longer essential in such case.

 

If you need any more info about this or similar subject, you can check here.

I got a reply that they may introduce this, along with different suggestions I proposed. Hopefully, they will do it.

 

[http://forum.star-conflict.com/index.php?/topic/27038-complete-control-of-secret-project-ship-customizable-synergy-ranks/](< base_url >/index.php?/topic/27038-complete-control-of-secret-project-ship-customizable-synergy-ranks/)

 

Your thread is no longer essential in such case.

 

If you need any more info about this or similar subject, you can check here.

Now that would be nice.

Koro why do you keep dropping your threads all over other people’s threads. It’s weird, invasive and leechy.

LRF

Damage increased by 25%

Critical Chance increased by 25%

Critical Damage increased by 20%

Time to weapon heat increased by 50%

Rotation increased by 25%

Want.

LRF

Damage increased by 55%

Critical Chance increased by 55%

Critical Damage increased by 120%

Time to weapon heat increased by 150%

Rotation increased by 200%

Hull repair +9999pts/sec

Want.

fify

Koro why do you keep dropping your threads all over other people’s threads. It’s weird, invasive and leechy.

Because talking about the same subject is the same. Already existing threads or similar threads are sometimes really not needed, especially if you use search function to check, if some idea is already similar or the same.

Besides, you know how it goes. Lending a hand is not a crime.

“Similar” is not the same, mind you. If someone has an idea they want to push separately from one of yours, they can.

I understand your efforts, it’s just a bit weird. ^^;

Regarding the OP, I doubt either one will happen for a secret project guard. 2 guards in T5 already have the effective range boost (Inquisitor and T-Rex Mk II). And I don’t think any guards get a rotation speed increase, as nice as it would be.

 

I think the two I would like to see for a secret project guard would be:

-Effects of Guard Modules increased by 20% (for more damaging pulsar, and more effective sig masking and emergency shield boost)

-Shield resistance to EM damage increased by 27 points (or w/e the number normally is for increasing 1 resistance).

Consider the following:

  • Afterburner energy draw reduced by 23.1%
  • Reloading rate OR energy consumption of Guard Modules decreased by 20%

1x engine, 1x capacitor, 3x shields, 3x hull, 1x cpu.

 

Adaptive hull tanking Jericho guard with a proton wall.

 

WHERE IS YOUR GOD.

Consider the following:

  • Afterburner energy draw reduced by 23.1%
  • Reloading rate OR energy consumption of Guard Modules decreased by 20%

1x engine, 1x capacitor, 3x shields, 3x hull, 1x cpu.

 

Adaptive hull tanking Jericho guard with a proton wall.

 

WHERE IS YOUR GOD.

Yes.

Consider the following:

  • Afterburner energy draw reduced by 23.1%
  • Reloading rate OR energy consumption of Guard Modules decreased by 20%

1x engine, 1x capacitor, 3x shields, 3x hull, 1x cpu.

 

Adaptive hull tanking Jericho guard with a proton wall.

 

WHERE IS YOUR GOD.

thats a way more tanky build than wolfkan with his…regeneration mods xD (even without knowing the hull mods)

Consider the following:

  • Afterburner energy draw reduced by 23.1%
  • Reloading rate OR energy consumption of Guard Modules decreased by 20%

1x engine, 1x capacitor, 3x shields, 3x hull, 1x cpu.

 

Adaptive hull tanking Jericho guard with a proton wall.

 

WHERE IS YOUR GOD.

give it a cruise engine.

thats a way more tanky build than wolfkan with his…regeneration mods xD (even without knowing the hull mods)

Tanky? yes. Full of more weaknesses? Oh yes. 

In a 1 vs 1 battle, the Regeneration Defensive hybrid will always come out on top for two reasons. 

One: It can stay still while its adaptive cousin is forced to simply encircle the regenerative type, thus it would only use half or less of its firepower, while the

regenerative/defensive hybrid would always have full firepower at its disposal. 

Two: Adaptives have a very large flaw when it comes to being slowed, rammed, or being hit with random objects. 

 

Adaptive builds have more tank when they’re active, to be sure, but they’re far less practical in full combat.  

 

The non-adaptive types can use large asteroids to their disposal, while the adaptives are forced to go around, or turn around. 

The Regenerative Hybrids exceed far better in long, drawn-out, battles than their adaptive cousins. 

 

Of course in team battles it depends on the team composition, but the flaw remains glaringly true.

 

Adaptive guards are for ‘hit and run’ skirmishes. 

Regenerative/Defensive Hybrids are for war.

 

Something like that.

 

 

 

The basic shield regeneration will reach 316+  p/s when using the 12c implant, thus supplying constant energy regeneration to the 7c implant, even

without the shield booster L, and the Emergency Shield Boost counted.

It is also a possibility to use the 7 seconds of extra defense gained via the Spectre Field to become more powerful than an adaptive guard. 

The 14c implant is more likely to be used when it’s needed by the non-adaptive guard than by the adaptive type, which may have already lost it until its recharge time before the main event began.

 

Adaptive Guards have a need for an engineer to be self-sustainable, while the Hybrids are already self-sustainable, and the addition of an engineer on the hybrid’s side simply makes them more powerful.

Thanks, we will think about it.