- again i have 2 modules to compensate for lack of resists = coating witch run almost non stop, on top of that i have another resist buff for 8 seconds that brings dmg reduction very high, so combine these resistances with armodillio implant and tell me how much singularity i can tank on hull it self
- i have 2 surv modules equipped so i can prevent energy drain
- since i am in such high positive on energy regen i can have my aura on 24/7 and AB permanently and still have 100% capacitor at all times
- total capacitor is 1338 witch in itself can absorb a burst of 13380 dmg
- energy regen is 219 per seconds so if i don’t use AB i absorb 2190 dmg per second on top of a buffer of 13380 hp
side note: Acceleration modules DOES NOT affect acceleration parameter on your side strafing, it is only for forward main engine.
d) AS you know Fusion shields cool down is 30 seconds
e) Missiles - Ion warhead is hands down the best missile, mk3 will provide (ofcourse depends on enemies anti cc build) up to 3.5 seconds free time for your capacitor to regain while enemy cant shoot at you.
tldr; yes it works a bit better with empire than jericho, but is still susceptible to disables and popped in 3 seconds (you have no cpu slots, omgz no proton wall)… also, you can’t increase energy on jericho, and you have to replace 2 support actives with survival modules now to compensate… so… nerf… about sums it up…
anyways, just look at the fits in the pictures above… and just look at how stupid they are… it’s just stacking the same mod over and over lmao… this is ‘variety’? i rest my case… i had WAY more variety in mods before 0.9.4. bolded because! in fact, if this junk doesn’t get a revert, my junk is getting a reFUND.
- if you look closely, i run coating too. but you’re right. i didn’t take that into account. i’m just saying that i could get 24k surv easily before and over 200 energy regen, and speed. can’t do that any more… not on jericho… also, nanocomp only lasts 8 secs, yea, but that’s only 20% of the 40 sec cooldown. also, it does absolutely nothing if you are disabled to begin with, neither does diffusion shield, etc… you will just instantly pop.
- sure, if you have the R8 plant to prevent energy effects, but then you’re open to engine/thruster disables. which means literally everything in the game: slowing field, inhibitors, stasis, etc… plus… they don’t work if you’re already disabled… furthermore, you’re then pigeonholed into flying certain ships that depend more on energy, because inties/other fighters generally require the engine immunity implant. if we could get implants slots on ships, that would solve this problem of pigeonholing.
- sure, 2 auras… i guess that works… but it assumes that if you’re afterburning then you’re only being hit for 700 dps. any additional damage will drain your capacitor. using your afterburner in bursts will also drain more, and again, this setup only work on empire. on jericho you’re left with 200dps reduction while afterburning…
- assuming you can activate diff shield before you are disabled (if i could count the number of times that ecm hide behind rocks to ambush you without LOS). and that the enemy doesn’t hit you with a missile or something else doing almost 10k damage in the first 2 seconds :\ technically, you now have 3k energy left, which will disappear in the next second. then you have nothing left to use actives/afterburn with because you depleted it all via damage to the diff shield
← see how that feedback loop works?
- if you don’t AB, then you’re a slower target = more damage taken, but no, you forgot to include your actives, which means you’d be able to tank 1800 DPS or so. and it depends on what level your capacitor is currently at.
- acceleration does in fact affect side strafing. using a low accel ship vs a high accel ship and you’ll see the difference. also, when you active AB while strafing, huge difference. strafe left, then right without AB, then do the same with AB.
- yes, diff shield CD is 30 secs, but it can be depleted in 2-3 seconds by a single enemy in some cases, or by 2.
- sure ions are nice, but they also do 1/3rd of the damage in a clip. 18k vs 6k. they will work for a brief moment as well, but not when you’re being focused by 2 or more targets. also, missiles are useless vs covert ops and ecms, who most likely carry flares and will disable you in the next moment, most often in the middle of a large engagement when you barely have time to react. half the time inties can even dodge them, rocks, etc… missiles are unreliable period. its part of what makes fighter suck vs inties. and recons can cloak/warp, etc. or just leech shield off you.
all of this assumes you won’t be disabled, dropped on by a decloaker/camo ops, slowed and focused, etc… because otherwise your survivability and support capabilities are pretty low.
same goes for guards. they cant switch their phase shield or use pulsar/emerg boost when low on energy/disabled. and in that case, they’re just a slowboat squishy… fed guards cant even afterburn now without depleting all of their energy :\ unless you fit them all energy mods AGAIN… in which case they’re 40-50k surv…
i don’t even want to contemplate what this does to T1 and T2, they are probably even more nerfed due to their lack of slots compared to T3. and T4. T5 probably has the smallest effect.

but you can have ships in t3 build to fly faster than this and be stable on AB

