Selection of modules in Wolf-M

Hello Sorry for my bad English. I ask for your help in choosing the modules in my Wolf-M. At the moment, there are modules for resistance hul and shield (no +% increase), but I still feel like cardboard. Maybe we should concentrate on one thing? Hul, or shield? Maybe the owners of the ship will give a couple of tips for choosing the components …

Hello Sorry for my bad English. I ask for your help in choosing the modules in my Wolf-M. At the moment, there are modules for resistance hul and shield (no +% increase), but I still feel like cardboard. Maybe we should concentrate on one thing? Hul, or shield? Maybe the owners of the ship will give a couple of tips for choosing the components …

You have to keep in mind that WolfM is a cardboard, but it is very mobile cardboard, most of your tank shall come form mobility and dodging fire/not being in wrong place in a wrong time. Even if you use all possible slots+passives for tanking it will make things worse, because you will reduce his mobility to non existent and not gaining sufficient tank after all. Wolf M is more of an oversized interceptor with 4 guns and huge dmg boosts.

I will be able to post some screens in about 10-12 hours, not earlier.

The way i fit it atm is:

Passives:

  • I use armor plating (reduce speed, but buff hull)

  • Shield mod that gives you speed in exchange for shield resistances

  • Kinetic hull Passive

  • Emergency shield

  • Collision compensator

Actives:

  • Crit buff

  • speed buff

  • combat reboot

  • flares

(gotta get use to rely on last 3 active modules to get out/avoid dmg)

Implants:

Federation r1 (Armadillo) patch 0.9.x ->“i put that xxx on everything”

Jericho r3 (Shield resists)

Federation ?r4? 30% rotation speed i have not changed this implant for past 2-3 months, i am so adopted my fly patterns to that implant+compensators together, that anything else gets me killed 2x more.

Federation r7 Afterburner energy consumption reduction

Jericho r8 - energy drain immune upon activation restoration/survival module

(if you have any experience flying ECMs you should be familiar with the patterns, so you can predict it and be proactive with combat reboot/flairs)

Federation r9 - maximum speed

 

On top of all that i always have a booster buff up for 7% speed (the one that is 40k per 3 battles buff in top right corner)

 

I run all of this with singularity canon so i use my ship for up close combat, but i can’t stress enough - you have to pick your battles, you cant just Rambo in on a beacon hunt and expect to get out alive most of the time.

 

Before WolfM i use to fly Desert Eagle (Empire DLC gunship) as slow and super tanky dmg dealer, it took me awhile to completely rework my mindset/gameplay on WolfM, and now i can’t stand that slow flying brick the DE is :slight_smile:

Wow, thanks for the very detailed response. I will follow your advice and wait for screenshots)

Is Armadillo 1 really that great of a damage reducing implant that you would have it over 25 hull resistance points? I would like to know the thought process behind choosing that implant. My guess is that since you can use mobility as your main source of avoiding main weapon damage, missiles are your biggest threat?

Is Armadillo 1 really that great of a damage reducing implant that you would have it over 25 hull resistance points? I would like to know the thought process behind choosing that implant. My guess is that since you can use mobility as your main source of avoiding main weapon damage, missiles are your biggest threat?

First of all i have 4 ships equipped: Feds recon/Jericho ECM/Feds Gunship/Feds Engineer most of the time, sometimes i mix in Empire command for contracts. So i have to find a middle ground on implants for all of my ships. If you notice that all of my ships are mobility+somewhat hull tanked. Recon and ECM full on mobility, Gunship is a mix of hull and mobility, even my Engineer(its a prem Feds engineer) is mobility+hull tanked - it has 370 speed, 4 heals and Thermal+EM+Kinetic as my passives (having 39k survivability rating only i ended up with “Fear Me” in 80% of my games that i fly on it, positioning is golden)

Armadillo affects hull only

So here are things that do most damage in 0.9.x in short period of time and very-very-very common in every game:

  • Singularities builds for crit and crit dmg

  • Jericho Torpedos

  • Recon Proximity Mines (i fly recon and i can confirm that dmg from this things is off the charts)

  • EM torpedo 

  • Nuke

  • SelfDestruct

  • Shrapnel canons with lots of crits on interceptors

  • Charged Positron and Gauss cannon crits

  • Gunships with Overcharge modules

/Missiles - to be honest i never bothered to check if armadillo will affect those. I do not know if all missiles are proximity triggered (like EM torpedo for example) and you get damaged by explosion rather than direct impact.

 

So 40% dmg reduction to all of those major dmg sources is huge imo (to hull only) while Jerichos 25 resists would contribute to 1-10% dmg reduction depending on amount of your resists already. 

I believe there is a bug with armadillo that makes it affect hull and shield

[http://forum.star-conflict.com/index.php?/topic/20093-t3-frigate-command-ships-too-much/](< base_url >/index.php?/topic/20093-t3-frigate-command-ships-too-much/)

[http://forum.star-conflict.com/index.php?/topic/20093-t3-frigate-command-ships-too-much/](< base_url >/index.php?/topic/20093-t3-frigate-command-ships-too-much/)

Most of this is quite outdated now :[

here is what i have on my wolf M:

i8WUK9e.jpg

this build can work as full Mk2 no problem, you will have about 11.4% lover dmg (in full mk2), only thing is Overcharge module that mk2 vs mk3 is 10% crit chance difference but its only for 12 sec duration. not that bad. The rest is neglectable.

I can understand the reasoning behind Armadillo 1 now; thank you for the explanation. I won’t switch my implant since I play shield tankers and generally need to max out resistances, but I can respect the choice on your mobile fleet. At least I know what to pick when I start on the Federation line, or decide to become a speed demon (Eagle-B zoom zoom zoom)

 

Edit: I noticed the Maple Leaf on your Engineer before I did on the Wolf lol

Edit: I noticed the Maple Leaf on your Engineer before I did on the Wolf lol

Yeah on that Engi i have a premium missile: Maple Syrup Torpedo, delivered with apologies :slight_smile:

Is Armadillo 1 really that great of a damage reducing implant that you would have it over 25 hull resistance points? I would like to know the thought process behind choosing that implant. My guess is that since you can use mobility as your main source of avoiding main weapon damage, missiles are your biggest threat?

Personaly i get better results with +25pts. Tank increases by a good margin. I fly allways in the mix so tried both several times. Jerry #1 is best at least for my play style.

 

M.

Personaly i get better results with +25pts. Tank increases by a good margin. I fly allways in the mix so tried both several times. Jerry #1 is best at least for my play style.

 

M.

Way to necro!

But anyways, Currently everyone and his mother runs Lasers, Empire r1 or jericho r1 is better than armadillo

Last week they didn’t run lasers.  Next week, since the patch will change targeting, it will go back to how it was before.

 

Also, it’s not just lasers, some of it’s singularity.

Last week they didn’t run lasers.  Next week, since the patch will change targeting, it will go back to how it was before.

 

Also, it’s not just lasers, some of it’s singularity.

Singularity is my nemesis as in the range of fire of my lasers it wont miss so I have to be very carefull and try keeping target rear/bottom on attack and do crzy evasive when egressing if I’m loosing. It works… sometimes lol

 

M.

And now we back to Armadillo being best tanking implant.

Because lasers and singularity are the main forms of explosions and criticals?  Set your cl_scrollCombatText to 1 so you can see your incoming crits.  You advocate Armadillo because of your crit builds.  Most killers aren’t running crit builds.

And now we back to Armadillo being best tanking implant.

With patch 0.9.7  We are back to regular weapons, not only lazers on everyone 

 

Because lasers and singularity are the main forms of explosions and criticals?  Set your cl_scrollCombatText to 1 so you can see your incoming crits.  You advocate Armadillo because of your crit builds.  Most killers aren’t running crit builds.

A) Bubble gun with no Crit and no crit dmg will not kill any player in right mind, huge crit procs from it that what is scary.

B) (ignoring 0.9.6) you don’t get killed by lazers, you get killed by Em torp/shrapnel/positrons/coilmortars(lol 2x reduction on explosion side AND crit)/missiles/bubblegun crits/Assault_Gauss rail-guns/Proximity mines/Sometimes even Jericho torp, armadillo combined with some extra resists help a ton vs all of this, it helps you to reduce spike dmg, so i does not come as a surprise and suddenly you are dead, you can manage incoming dmg much better, it gives you more control over your situation.

schrapnel? killing? 

Choose either, not both.

 

I haven’t seen schrapnel being effective in a while.

schrapnel? killing? 

Choose either, not both.

 

I haven’t seen schrapnel being effective in a while.

Welcome back to 0.9.7 where auto aim will make them hit