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

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.

i took a very quick and superficial read over your response simply because that build is a joke. Using regeneration over slots means you have much less resistances (what matter healing 200 extra points when you recieve a 40% extra damage? a normal weapon would deal 2k dps, 40% is equal to 800 dps…) and also that you need to have capacitors at 100% to use them at full reneration power, something impossible to do while afterburning or using any active module, specially those emergency heals.

Adaptives have weaknesses yeah, but you have many counters (get a few multipurpose and gain speed inmunity, E14 works too, gravi scanner). Im not the type of guy who uses adaptives on frigates (i did once build my fed engi with 2 adaptives…really cool before energy emitter nerf), so when i talk against regen passive mods i do it from any other resistance/volume hull or shield mod.

Also, those regenerative coatings heal soooo little (even with 100% cap energy)…they are good for interceptors, but NOT for a frigate, specially a guard wich is the one with most hull volume along with emp engi; what do you care to regen 100-200 pts from 20k total? you need at least 100 seconds to regenerate at full, without spending energy. 300 regen pts per sec for shield aint bad, but you still regenerate much more from shield booster and emergency shield (close to 900 per sec) and that still takes some while to get to 100% shields (if you get to it).

Besides, some dmg like iridium heatsink or pulse discharger has a much better result over tanking/dmg than wasting cap slots to regen (if you have proyectile weapons you might want to put some acceleration coils to miss less shots, specially against fast ships)…unless the only thing you know to do in a guard is recieve dmg and not fight back, well, some regeneration would do better there xD.

Quoting you: “Regenerative/Defensive Hybrids are for war.” i disagree: they are for cowards that hide for several minutes after getting shot.

Using regeneration over slots means you have much less resistances (what matter healing 200 extra points when you recieve a 40% extra damage? a normal weapon would deal 2k dps, 40% is equal to 800 dps…) and also that you need to have capacitors at 100% to use them at full reneration power, something impossible to do while afterburning or using any active module, specially those emergency heals.

This comment is void, as I do use resistances; It’s called a hybrid for a reason. The 7c implant ensures that within battle, the

capacitors are always at full when under fire, even if I’m using all of my modules at once alongside the Thrusters. I generally stay slow and take the beating, however, so I can take advantage of the 12c implant. 

The hull means just about nothing to me; It’s the shield that makes the bulk of any guard’s defenses.

 

Adaptives have weaknesses yeah, but you have many counters (get a few multipurpose and gain speed inmunity, E14 works too, gravi scanner). Im not the type of guy who uses adaptives on frigates (i did once build my fed engi with 2 adaptives…really cool before energy emitter nerf), so when i talk against regen passive mods i do it from any other resistance/volume hull or shield mod.

You only need a certain amount of focus fire within the window that you are slowed for the adaptive guard to go *poof*. Counters in favor for the adaptive guards are still limited, and they rely on short windows. If you use them all in one go, you’re a sitting duck. Your comment “so when I talk against regen passive mods, I do it from any other resistance/volume hull or shield mod” is void, as I’ll say again, I do indeed use resists. The regeneration modules are only on the capacitor. 

 

 

Also, those regenerative coatings heal soooo little (even with 100% cap energy)…they are good for interceptors, but NOT for a frigate, specially a guard wich is the one with most hull volume along with emp engi; what do you care to regen 100-200 pts from 20k total? you need at least 100 seconds to regenerate at full, without spending energy. 300 regen pts per sec for shield aint bad, but you still regenerate much more from shield booster and emergency shield (close to 900 per sec) and that still takes some while to get to 100% shields (if you get to it).

The 300+ shield regeneration works as a supplementary boost to the shield’s overall ability to defend the ship; It works alongside the shield booster L, and the emergency shield boost. 

In particular, the shield booster L only needs to be used once to get the shield back to full thanks to the 300+ shield regeneration backing it. The emergency shield boost is reserved for large-scale combat, and won’t be needed in smaller skirmishes. Most Interceptors will not be able to get passed the shield alone. 

As for the regenerative coatings, they’re quite useful, as I rarely travel without a full capacitor. To be honest, I may even just go straight up and use three of them at once. 

 

 

Besides, some dmg like iridium heatsink or pulse discharger has a much better result over tanking/dmg than wasting cap slots to regen (if you have proyectile weapons you might want to put some acceleration coils to miss less shots, specially against fast ships)…unless the only thing you know to do in a guard is recieve dmg and not fight back, well, some regeneration would do better there xD.

 

I compensate the lack of a damage increase by giving the guard a damage increase rarely used by most frigates; Heavy blasters with a curved reflector. Aside from that, guards still get a 25% boost. It’s certainly not lacking in dps. I have a great close-range offensive and some of the best defense and regeneration that guards can offer. 

 

 

Quoting you: “Regenerative/Defensive Hybrids are for war.” i disagree: they are for cowards that hide for several minutes after getting shot.

 

Actually, they’re for people who want to get back into the fight as soon as possible. Who’s going to get to the battlefield first? the one who has to wait for their modules to regenerate, or is it going to be the one who has both his modules and health regenerated back to full by only using the one module that has a low recharge time, and didn’t even really need to use it in the first place but only used it for the sake of convenience? 

 

I prefer to fight the enemy up close and personal, and the longest I’ll ever wait for falling right back into battle again, is 90 seconds. It’ll usually be less than 40 seconds, however.

The shield is all that matters, the hull can be at whatever level it wants, so long as I have a full shield, my defenses are perfect. I treat the hull as an Empire gunship regards its shield to be treated, expendable.

 

Allow me to say this, every source of damage will be reduced by at least 56% and, afterwards, those within the signature masking’s range, another 20.3%.  Someone shoveling out 3k damage per second would be reduced to  1052.04 damage per second under resistance terms. Add in 316 base shield regeneration per second, and that’s further cut to 736.04 per second, a rough 30% deduction. Let’s say I had 26000 shield… It’d take that person 35 seconds to get passed the barrier, and that’s not even counting the Shield Booster L or the Emergency shield boost. Add in a second person, and it won’t matter.

Of course, one damage could be stacked from an already high 110ish+ resistance to 260ish+, thus making that damage run even lower in the downfall of our theoretical enemy. The odds aren’t working in their favor. 

If I so chose, I could even add in the Multiphase shield adapter for a quick resistance upgrade on all fronts, but why stop there? I would simply need a small team of 5 others and I’d gain the same effect, but with more resistance, and more time with it being active. Which begs the question, Why not use both? well, that’s certainly plausible, but it’s likely best that at least one person in a team of guards hold onto a module that protects everyone, but the next few guards? anything you like~     

 

Active modules per guard in a team of 8:

 

Guard no.1: Signature Masking, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.2: Pulsar, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.3: Pulsar, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.4: Missile Shield, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.5: Multiphase Shield Adapter, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.6: Multiphase Shield Adapter, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.7: Multiphase Shield Adapter, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.8: Multiphase Shield Adapter, Spectre Filed, Shield Booster L, Emergency Shield Boost.

 

You could also take out the eighth Guard and simply place a healer there, and that’d work just fine. Each guard already has most of the healing power of an engineer packed within them, so an actual engineer just makes them even harder to kill than a guard that would only have that engineer but without the self regenerative properties that these ones have. 

Of course, if you go all the way to the wing of 12… Anything goes. 

Someone’s got Guardmania syndrome.

Too bad that they are almost useless without a full galvanized and adaptive setup.

I’ll add numbers to your quote to some parragraphs for a better response:

(1) This comment is void, as I do use resistances; It’s called a hybrid for a reason. The 7c implant ensures that within battle, the

capacitors are always at full when under fire, even if I’m using all of my modules at once alongside the Thrusters. I generally stay slow and take the beating, however, so I can take advantage of the 12c implant. 

The hull means just about nothing to me; It’s the shield that makes the bulk of any guard’s defenses.

 

You only need a certain amount of focus fire within the window that you are slowed for the adaptive guard to go *poof*. Counters in favor for the adaptive guards are still limited, and they rely on short windows. If you use them all in one go, you’re a sitting duck. (2) Your comment “so when I talk against regen passive mods, I do it from any other resistance/volume hull or shield mod” is void, as I’ll say again, I do indeed use resists. The regeneration modules are only on the capacitor. 

 

 

(3) The 300+ shield regeneration works as a supplementary boost to the shield’s overall ability to defend the ship; It works alongside the shield booster L, and the emergency shield boost. 

In particular, the shield booster L only needs to be used once to get the shield back to full thanks to the 300+ shield regeneration backing it. The emergency shield boost is reserved for large-scale combat, and won’t be needed in smaller skirmishes. Most Interceptors will not be able to get passed the shield alone. 

(4) As for the regenerative coatings, they’re quite useful, as I rarely travel without a full capacitor. To be honest, I may even just go straight up and use three of them at once. 

 

 

 

(5) I compensate the lack of a damage increase by giving the guard a damage increase rarely used by most frigates; Heavy blasters with a curved reflector. Aside from that, guards still get a 25% boost. It’s certainly not lacking in dps. I have a great close-range offensive and some of the best defense and regeneration that guards can offer. 

 

 

 

(6) Actually, they’re for people who want to get back into the fight as soon as possible. Who’s going to get to the battlefield first? the one who has to wait for their modules to regenerate, or is it going to be the one who has both his modules and health regenerated back to full by only using the one module that has a low recharge time, and didn’t even really need to use it in the first place but only used it for the sake of convenience? 

 

I prefer to fight the enemy up close and personal, and the longest I’ll ever wait for falling right back into battle again, is 90 seconds. It’ll usually be less than 40 seconds, however.

The shield is all that matters, the hull can be at whatever level it wants, so long as I have a full shield, my defenses are perfect. I treat the hull as an Empire gunship regards its shield to be treated, expendable.

 

(7) Allow me to say this, every source of damage will be reduced by at least 56% and, afterwards, those within the signature masking’s range, another 20.3%.  Someone shoveling out 3k damage per second would be reduced to  1052.04 damage per second under resistance terms. Add in 316 base shield regeneration per second, and that’s further cut to 736.04 per second, a rough 30% deduction. Let’s say I had 26000 shield… It’d take that person 35 seconds to get passed the barrier, and that’s not even counting the Shield Booster L or the Emergency shield boost. Add in a second person, and it won’t matter.

Of course, one damage could be stacked from an already high 110ish+ resistance to 260ish+, thus making that damage run even lower in the downfall of our theoretical enemy. The odds aren’t working in their favor. 

If I so chose, I could even add in the Multiphase shield adapter for a quick resistance upgrade on all fronts, but why stop there? I would simply need a small team of 5 others and I’d gain the same effect, but with more resistance, and more time with it being active. Which begs the question, Why not use both? well, that’s certainly plausible, but it’s likely best that at least one person in a team of guards hold onto a module that protects everyone, but the next few guards? anything you like~     

 

Active modules per guard in a team of 8:

 

Guard no.1: Signature Masking, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.2: Pulsar, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.3: Pulsar, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.4: Missile Shield, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.5: Multiphase Shield Adapter, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.6: Multiphase Shield Adapter, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.7: Multiphase Shield Adapter, Spectre Field, Shield Booster L, Emergency Shield Boost.

Guard no.8: Multiphase Shield Adapter, Spectre Filed, Shield Booster L, Emergency Shield Boost.

 

You could also take out the eighth Guard and simply place a healer there, and that’d work just fine. Each guard already has most of the healing power of an engineer packed within them, so an actual engineer just makes them even harder to kill than a guard that would only have that engineer but without the self regenerative properties that these ones have. 

Of course, if you go all the way to the wing of 12… Anything goes. 

  1. Its not void, you loose resistances from hull when equipping regenerative coatings. Also i wonder, how do you manage to be at “full energy” when using 3 power relays and no passive armor? T-rex gets 202 regen from 199 AB consumption (with F7), and as you should know: capacitor works at 90% regeneration power at 50% volume and only at 100% when it reaches about 10% volume, meaning you will run near 50% all the time with AB after 1 module used. Without any cap boosting energy regen you are liying about using regen to full, its not, its not even at 75%. On the other hand F12 is a nice implant, but you have to be at less than 50% speed; how do you get close at less than 2222m to use HB? The regen tactic works ok for mid and long range weapons…short range weapons like HB with curved requires to boost to get in range, and you dont do that getting cover behind rocks unless enemy pushes to you. Also, if you dont mind about hull, equip passive armor, pylons or lightweight, that will work better for you.
     

  2. Missplaced commentary, i meant for hull resists. And you do use regen mods on your hulls (not just shields).

  3. I wonder how you heal 18561 shield points (the lowest a T5 guard can get ever) using just shield booster from active modules (7423 heal mk4); it takes 8 seconds, meaning its 7423+2400 from passive regeneration (IF you have 100% capacitor energy all the time) = 9823 from 18561, you still need to fill 8738 (47%). Any one fits the shield slots for the guard differently, I use 1 projection splitter to further boost thermal and kinetic resists at the same time…that means a lower heal, but its more versatile, specially when attacked from 2 or more dmg sources…1 shield booster will never heal to 100% your shields in a guard. I wonder as well how do you deal with interceptors without any acceleration coils, without mass inhibitor propulsion and the usuall slow turn rate of a guard with the highest turn rate possible; you can use pulsar as he can easily get away and come back…a skilled interceptor will dodge your shots and kill you eventually (and you cant even took out his adaptives).

  4. As stated above theres no way you can go at full capacitor with your build (unless you disable AB, not what you want to do specially with 2,2km weapon range). You also say you dont care about hulls (instead you say you use their regen to support shield regen…better get resistances that will aid much more that shield regen; lets say you have 3 regenerative coatings mk4 and have 100% capacitor energy all the time, that would mean you regen 150 per second, wich would be a 0.76% regen of 19675 (the weakest hull volume a T5 guard can get), when i could easily get instead more than 20% reduction of incomming dps for all dmg type)…

  5. good luck against long range ships…if you manage to chase them (many ships will beat your speed and others will slow you leaving no chance to use your blasters). About the 25% boost, any decent guard player will always have it when getting shot…besides that curved ammo you have nothing increasing your damage nor speed proyectile, not even crit chance/crit dmg (i believe you didnt even bother with reducing spread).

 

  1. A bigger boost in dmg will make you and your team take out enemy ships faster (meaning taking less dmg) and with more range you can easily get more asissts to fuel E13 implant to get your heals back sooner…90 secs is too long, plus, its a lie to say you dont get your shields down often (specially in a fed guard), meaning you need some hull tanking (see the humble point 4) to keep yourself alive in the battle supporting your team. And as replied above in point 3 you dont go full shields with 1 shield booster L. Your hibrid build requires hit and run tactics with rest moments to be more effective than a more offensive build since you take more dmg (considering you regenerate faster). BTW, your guard gets blown up pretty fast against EM (EM torps, positrons, RF blaster or PG, bubble gunship, phaser) since you have no resist nor volume to deal with it (please dont call the 150 pts from phase shields…we all know that).

  2. Nice math there, but you forgot that signature masking has little range and that you are still easy prey for any EM dmg. Also simply having a small team of 5 people aint that small when you need them all constantly inside spectre field range…and its still temporary; fast ships will get away easy since you have no way to tackle if you call that full guard team (wich would get easily melt down vs a similar coordinated team of rushing gunships backed by one engi).

Overall what you say seems great, but you have little to back on (good work on point 7 unlike the rest). Its mostly word against word, wich doesnt help much.

I’ll add numbers to your quote to some parragraphs for a better response:

  1. Its not void, you loose resistances from hull when equipping regenerative coatings. Also i wonder, how do you manage to be at “full energy” when using 3 power relays and no passive armor? T-rex gets 202 regen from 199 AB consumption (with F7), and as you should know: capacitor works at 90% regeneration power at 50% volume and only at 100% when it reaches about 10% volume, meaning you will run near 50% all the time with AB after 1 module used. Without any cap boosting energy regen you are liying about using regen to full, its not, its not even at 75%. On the other hand F12 is a nice implant, but you have to be at less than 50% speed; how do you get close at less than 2222m to use HB? The regen tactic works ok for mid and long range weapons…short range weapons like HB with curved requires to boost to get in range, and you dont do that getting cover behind rocks unless enemy pushes to you. Also, if you dont mind about hull, equip passive armor, pylons or lightweight, that will work better for you.

 

  1. Missplaced commentary, i meant for hull resists. And you do use regen mods on your hulls (not just shields).

  2. I wonder how you heal 18561 shield points (the lowest a T5 guard can get ever) using just shield booster from active modules (7423 heal mk4); it takes 8 seconds, meaning its 7423+2400 from passive regeneration (IF you have 100% capacitor energy all the time) = 9823 from 18561, you still need to fill 8738 (47%). Any one fits the shield slots for the guard differently, I use 1 projection splitter to further boost thermal and kinetic resists at the same time…that means a lower heal, but its more versatile, specially when attacked from 2 or more dmg sources…1 shield booster will never heal to 100% your shields in a guard. I wonder as well how do you deal with interceptors without any acceleration coils, without mass inhibitor propulsion and the usuall slow turn rate of a guard with the highest turn rate possible; you can use pulsar as he can easily get away and come back…a skilled interceptor will dodge your shots and kill you eventually (and you cant even took out his adaptives).

  3. As stated above theres no way you can go at full capacitor with your build (unless you disable AB, not what you want to do specially with 2,2km weapon range). You also say you dont care about hulls (instead you say you use their regen to support shield regen…better get resistances that will aid much more that shield regen; lets say you have 3 regenerative coatings mk4 and have 100% capacitor energy all the time, that would mean you regen 150 per second, wich would be a 0.76% regen of 19675 (the weakest hull volume a T5 guard can get), when i could easily get instead more than 20% reduction of incomming dps for all dmg type)…

  4. good luck against long range ships…if you manage to chase them (many ships will beat your speed and others will slow you leaving no chance to use your blasters). About the 25% boost, any decent guard player will always have it when getting shot…besides that curved ammo you have nothing increasing your damage nor speed proyectile, not even crit chance/crit dmg (i believe you didnt even bother with reducing spread).

 

  1. A bigger boost in dmg will make you and your team take out enemy ships faster (meaning taking less dmg) and with more range you can easily get more asissts to fuel E13 implant to get your heals back sooner…90 secs is too long, plus, its a lie to say you dont get your shields down often (specially in a fed guard), meaning you need some hull tanking (see the humble point 4) to keep yourself alive in the battle supporting your team. And as replied above in point 3 you dont go full shields with 1 shield booster L. Your hibrid build requires hit and run tactics with rest moments to be more effective than a more offensive build since you take more dmg (considering you regenerate faster). BTW, your guard gets blown up pretty fast against EM (EM torps, positrons, RF blaster or PG, bubble gunship, phaser) since you have no resist nor volume to deal with it (please dont call the 150 pts from phase shields…we all know that).

  2. Nice math there, but you forgot that signature masking has little range and that you are still easy prey for any EM dmg. Also simply having a small team of 5 people aint that small when you need them all constantly inside spectre field range…and its still temporary; fast ships will get away easy since you have no way to tackle if you call that full guard team (wich would get easily melt down vs a similar coordinated team of rushing gunships backed by one engi).

Overall what you say seems great, but you have little to back on (good work on point 7 unlike the rest). Its mostly word against word, wich doesnt help much.

 

  1. Enemy Fire brings about my full capacitor. 7c implant = 7J. A=E / B=F / C=J

 

  1. Regen mods on the hull is simply an extra buffer, and its meant for self sufficiency. All of my defensive eggs are in the shield, but that’s not to say that the hull is without defense,

as the shield rarely goes down. The 14c/J implant takes care of it.  

 

  1.  Of course it doesn’t bring the shield back to full instantly, it will still take some time, but it also takes far less time. That being said, with a healer, it doesn’t take much time at all; It’s like having two healers at once.

 

  1. Enemy Fire. The shield regen works together with shield resistances. 300 shield regeneration equals 600+ shield regeneration.  Every bit of shield regeneration, goes straight to more energy while under enemy fire. 

The regenerative coatings are more for after a battle, than within one, but they do help with both.  Again, the hull is covered by the 14c/J implant, the 9a implant, the Spectre Field, and possibly the Multiphase Shield Adapter. 

 

  1.  An increased spread is a wonderful thing on the blaster. it ensures a wide range is getting hit, so it’s easier to hit people. It’s also close range, so you don’t need to reduce the spread, unlike the long range types. 

We charge at the enemy via the use of rocks, invisibility, and we brawl with them. Enemy frigates? we’ll catch them anyways. Fighters? They’ll need to get close for a proper offensive. interceptors? at a long range, they’re just a tickle,

and when they’re close, we have the advantage. 

 

  1. It’s not a lie that the shield doesn’t go down often. Most of any guard’s shield stores comes from the shield booster L and the emergency shield boost.   The shield of a guard equals the hull of an empire ship, and

the hull equals the shield.  I will call the 150+ resists for the defensive against EM type weapons. why do you think the other two damage types are already at 110+ points? I’ll tell you. It’s so I defend against ALL types of damages at once, and I’ll boost one of the two strong types when the third damage is non-existent. Will our hull take more damage? sure, but it’s the shield that’s making the defensive, so stop using the hull as the reference. We take less damage, not more. 

There’s also plenty of shield volume to deal with swift attacks, and aside from 56%+ defense from all damages, that is increased, so even a critical type EM build has a good deal of trouble getting passed a single shield. Now what are they going to do when they’ve wasted all of their damage boosts on one or two of the guards? they’ll die.

 

  1. The signature masking has more range than my guns do. When I’m in range? It’s already active. EM damage is defended against. It’s easy to keep those people balled up. an anti-thruster module can most certainly be added to the 8. 

Good luck rushing against an invisible enemy. 

:fed014:

:fed014:

It’s not my fault that he’s been reading the build and implants wrong.  t8DlWt3.gif

Someone’s got Guardmania syndrome.

Too bad that they are almost useless without a full galvanized and adaptive setup.

A full galva setup does horrendous things to turn speed.

It’s not my fault that he’s been reading the build and implants wrong.  t8DlWt3.gif

:fed014:

pBbTLo7.gif

If you want an adaptive build, here’s one for the T-Rex MK.II and Inquisitor rank 13.

 

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

 

Engine - Vernier Engine

Capacitor - 2 capacitor power relays, so you’ll have 250 shield regeneration when using the 12c implant. -for the sake of when you need to recharge. you’ll be able to use the 200 regeneration while within battle thanks to enemy fire. 

The third capacitor slot is for a damage increase, or another capacitor power relay, if you like the regeneration aspect. 

Shield - Three adaptive shield modules.

Hull - Passive armor, so you can keep the thruster going while not under enemy fire, if you’re still in danger. 

CPU - Proton wall or the Infrared Scanner.

 

Heavy blasters/curved reflector. Torpedo

 

Active Modules - Shield booster L, Emergency shield boost, Repair module L, and the Multiphase Shield Adapter.

If you have a good healer, you can forgo the repair module L, and simply use another guard module type. 

 

If you want a preview of what the secret project ship would be like, try out this build below to see how the shield would work like by using the inquisitor rank 13’s

 

Implants - 1c,2c,3c,4a,5a,6a,7c,8a,9a,10c,11b,12c,13a/c (13a for pvp and pve, 13c for just pvp)

 

Engine - Vernier Engines

Capacitor - Three Capacitor Power Relays.

Shield - Two Thermal Modulators and one Variative Shield Projector.

Hull - Regenerative Coating

CPU - Proton wall

Heavy blasters/curved reflector. Torp.

Active Modules - Shield Booster L, Emergency Shield Boost, Signature Masking, Multiphase Shield Adapter.

 

To see what the hull would do, do the same build, but with one less capacitor, and one more hull on the Inquisitor S, and simply put two Regenerative Coatings on the hull and think of it as a little bit weaker than it will be on the regenerative side.  use the 14c and 15c implants. (or one regenerative coating and one passive armor)

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

 

Is this some kind of Elfic language?

Aye! Left to right 1-15. Top to bottom a

                                                            b

                                                            c

 

 

cxHVydW.jpg

well wolfkhan…its just your word without much background backing it, is that called void comment? Im not gonna reply back because its pointless even im dying to say some counters like recon with microlocator (i sayed it :V)…

WolfKhan: “1. Enemy Fire brings about my full capacitor. 7c implant = 7J. A=E / B=F / C=J” I thought C was for center, A above and B bottom…who uses that?

Thumbs up kost xD

I’m still asking for these synergy upgrades o.o

On 27.07.2015 at 11:49 AM, Error18512 said:

Thanks, we will think about it.

Looks like that was the answer on that time) We don’t have a plans for tweaking frigates right now, and for new modules we’re aimed for more unique, personified maybe, modules for each ship.