Remove the MPI, put an Emergency Shield booster Instead.
Freewin.
Remove the MPI, put an Emergency Shield booster Instead.
Freewin.
Remove the MPI, put an Emergency Shield booster Instead.
Freewin.
^ this.
What, no posis, though? I am disappoint. All my Guards have Posis or Mortars, I friggin love those guns. Depending on the situation, they can be a little op. For the Ana-M, I’d still advise Posis. Full charge of those at top speed, it’s basically fly in, fire that, Pulsar and xxxx around the Beacons at top speed. Multi-purpose module and a Command is a must to keep those pesky Tacklers off your back.
You know how people complain about healers without heals? that is exactly how i feel about tacklers without Slow Beams, with current F8 (5 seconds) and many other ways to avoid getting killed under engine suppressor on interceptors, and even more ways in higher tiers to drop slows, not using beams means that you are building a tackler to pwn Aces. The only exception is a gauss that can get even a “pro” by a surprise combo, but with this you are limiting yourself to much. Fully dmg decked tackler still not going to do as much dmg as a dmg command or a gunship (well maybe sawtooth, but even that have plenty of flaws in dmg build to be more effective than command/gunship)
Tackler pilots are starting to favour Drones over inhibitors. And it’s really terrible watching them do that. But hey, as a Ceptor pilot, I’m not gonna complain.
Tacklers that do that are an annoyance more than anything else.
Admittedly, for pubs, I’ve swapped Target Painter for Sentry Drone, but I’ve kept all my slows.
Tacklers without GraviBeamers isn’t as big of a deal as engies without heals. As long as a tackler keeps their slowing modules in pvp, they still can be an effective tackler. I use both a gauss tackler and a gravibeamer tackler, and I do favor the gravibeams, but they are not essential. I’ve found that in pvp drones on tacklers are very ineffective. Keeping both slows, the target painter, and a multipurpose module is, in my opinion, the best option for tacklers. The drones are easy to destroy, and do not have enough accuracy to be effective against interceptors and most fighters, and against frigates, they do little damage.
Gravibeamer tacklers are the best for taking down interceptors, but gauss tacklers (or other builds) are also effective if you keep the slows.
Also: Thanks residente (and Rakza) for the anaconda-m build.
I am interested in Valor and Grizzly-M builds. Thx in advance.
Why are tackler active modules even a problem? You have teammates. With a maximum of 8 drones…
I am interested in Valor and Grizzly-M builds. Thx in advance.
Grizzly-M: [http://forum.star-conflict.com/index.php?/topic/24853-residentes-standard-ships-build/?p=290588](< base_url >/index.php?/topic/24853-residentes-standard-ships-build/?p=290588)
Valor
It’s pretty much the T3 version of the Grizzly-M, just not as good. 2 Verniers for a really nice rotation, you can swap one of them for a Tetroxide Injector though. Some extra acceleration is good if you crash. Leak Stabilizer/EB for Capacitor. EB will give you some extra seconds of life, Leak Stabilizer will give you a very good energy regen, but considering you have Energy Emitter, is not really necessary. 2 Adaptive shields as the main tanking and 1 Reinforced beams because Valor’s base hull strength is pretty low. You will have good resistances anyway, and if you use Gigas II even more. Proton Wall as always for ECMs, Horizon/Electronic Guidance depending on your weapon of preference.
Weapon is up to you, so are the missiles. Torpedoes will give you a chance against Kite and Eagle-B but you need to be careful to not blow yourself up. For active modules I run 3 auras + hull egg. You can remove the shield aura for a shield egg, or put a shield booster to free yourself from slows and also give you a good shield regen in an emergency case.
My current loadout for my valor is similar. I use 2 verniers, an EB, 2 adaptives, a galvenized armor, and a proton wall. I have found that the voltage regulator is not necessary, since the energy emitter will give you the energy you need. I also find that a galvenized armor provides you with more survivability than reinforced beams, and resistance always trumps hull integrity (to a certain extent). The galvenized armor will make it extremely hard to kill you when you are running, as you have both adaptives running too. Combined with a repair kit (which i use instead of a hull repair station), you can survive for a very long period of time and have plenty of time to fight off attacking intys or lure attacking intys to your team’s guards and tacklers. I also use Beam Cannons with the overheating ammo instead of HB, although HB are still good.
Personally, I find Heavy Blasters hard to use when flying an adaptive build, as they are harder to use when dodging and weaving between rocks flying at max speed. Beams offer a weapon that is easy to use, provides decent dps, and has decent range. But if you are going more for dps, Heavy Blasters are the way to go. Another option for the Valor is using the eclipse launcher, making you a “run-and-gun” medic. If you use the eclipse launcher, replace the hull repair station with a shield repair station, as you can heal your allies hulls with the eclipse launcher.
Valor
It’s pretty much the T3 version of the Grizzly-M, just not as good. 2 Verniers for a really nice rotation, you can swap one of them for a Tetroxide Injector though. Some extra acceleration is good if you crash. Leak Stabilizer/EB for Capacitor. EB will give you some extra seconds of life, Leak Stabilizer will give you a very good energy regen, but considering you have Energy Emitter, is not really necessary. 2 Adaptive shields as the main tanking and 1 Reinforced beams because Valor’s base hull strength is pretty low. You will have good resistances anyway, and if you use Gigas II even more. Proton Wall as always for ECMs, Horizon/Electronic Guidance depending on your weapon of preference.
Weapon is up to you, so are the missiles. Torpedoes will give you a chance against Kite and Eagle-B but you need to be careful to not blow yourself up. For active modules I run 3 auras + hull egg. You can remove the shield aura for a shield egg, or put a shield booster to free yourself from slows and also give you a good shield regen in an emergency case.
As a dedicated Valor pilot, I use a Collision Comp, Vernier, EB, EM Diffuser, Adaptive, Adaptive and a Horizon. Eclipse with range ammo, Drones/Torpedo (depending on whether I want to play defensively or offensively) and those Actives.
You’re pretty much stable 100% of the time, even under a few seconds of an ECM’s drain, so teh Voltage Regulator isn’t doing much to start with… Y U NO ECLIPSE!!! Godamnit, people, the Eclipse is the only weapon you SHOULD have on the Engineers, THEY HEAL FRIENDLY SHIPS!! Stop being selfish people!
you SHOULD have on the Engineers, THEY HEAL FRIENDLY SHIPS!! Stop being selfish people!
95/100 pubbies who need the hull healing of Eclipse are dead anyways, even with the extra heals, just sitting in the open taking fire. And it overheats way too quickly without Supercooled Chargers or a Shared Cooler to be worth using.
As a dedicated Valor pilot, I use a Collision Comp, Vernier, EB, EM Diffuser, Adaptive, Adaptive and a Horizon. Eclipse with range ammo, Drones/Torpedo (depending on whether I want to play defensively or offensively) and those Actives.
You’re pretty much stable 100% of the time, even under a few seconds of an ECM’s drain, so teh Voltage Regulator isn’t doing much to start with… Y U NO ECLIPSE!!! Godamnit, people, the Eclipse is the only weapon you SHOULD have on the Engineers, THEY HEAL FRIENDLY SHIPS!! Stop being selfish people!
I’d only use an engi with eclipse in tournaments, basically because it means using supercooling charges without losing ammo and wasting materials. Without that ammunition the weapon is a pain in the xxxx to use, and even if it heals your allies a bit, it doesn’t compensate how xxxx it is overall.
I’d only use an engi with eclipse in tournaments, basically because it means using supercooling charges without losing ammo and wasting materials. Without that ammunition the weapon is a pain in the xxxx to use, and even if it heals your allies a bit, it doesn’t compensate how xxxx it is overall.
I’d rather be healing than firing any weapon, especially if there’s friendly fire…
As a dedicated Valor pilot, I use a Collision Comp, Vernier, EB, EM Diffuser, Adaptive, Adaptive and a Horizon. Eclipse with range ammo, Drones/Torpedo (depending on whether I want to play defensively or offensively) and those Actives.
You’re pretty much stable 100% of the time, even under a few seconds of an ECM’s drain, so teh Voltage Regulator isn’t doing much to start with… Y U NO ECLIPSE!!! Godamnit, people, the Eclipse is the only weapon you SHOULD have on the Engineers, THEY HEAL FRIENDLY SHIPS!! Stop being selfish people!
How do you run an EM diffuser and 2 adaptives on the Valor? It only has 2 shield slots.
If possible could I see a Phobos build? I just bought and am having a tough time being killy without being dead. Is it more suited long or short range? Play it like a not as tanky command ship?
If possible could I see a Phobos build? I just bought and am having a tough time being killy without being dead. Is it more suited long or short range? Play it like a not as tanky command ship?
Try with a Gauss, like I have. Hellafun.
Try with a Gauss, like I have. Hellafun.
Ions and range does good as well.
Phobos is a long range support ship. You don’t have the speed or maneuverability to face other tier 3 fighters. Stay with the main force in your team, and add your dps with either extended range ions or gauss. Extended range rails are also good, but I remember using ions in mine and doing quite well.
Thanks for the tips, sort of what I was thinking of, so kinda like a glass cannon. So I should I fit for S much firepower as possible or go for longevity?
Thanks for the tips, sort of what I was thinking of, so kinda like a glass cannon. So I should I fit for S much firepower as possible or go for longevity?
If you make a good fit, you will have range to decide when to engage and when not. Make good use of cover and stay close to your team engineer. He will welcome the protection and you will welcome the heals for prolonged firefights.
In the modules, I would recommend to use aiming overcharge - combat reboot and repair kit. If you want to stay mobile, you can switch the aiming overcharge for engine overcharge, but think more about being a turret fighter.
Once you level the Phobos and buy the prometheus fire, you will then have a proper gunship, and you will be able to play it more aggressively.