Stingray. Give it 8 passive modules like to other r10 ships

Ask grande18 how to use Stingray I think he is one of the best Stingray pilots in the game ATM :smiley:

Well, then stingray is pretty underpowered… I’ve fought against him many times, but he hasn’t been a real threat to me. The plasma blade, if used correctly, can be lethal even against dogfighting interceptors, but considering the incredibly low tank, the ship needs a buff in maneuverability.

It’s not only stingay with this problem. If I scratch an obstacle with my frigate(r10+) it takes over 1.8k damage just from that. From turtles pushes over 6k! If I crash into something with my tackler(>500m/s) I berely get 4k damage from that.

Ask grande18 how to use Stingray I think he is one of the best Stingray pilots in the game ATM :smiley:

ahahha you know. I do several battle with that ship without dying and 11/12 kills or enemy captains destroyed in t5 this ship virtually can do the same damage of others gunships if the plasma arc exploited properly(not very simple)more than others ships is the real fast recharge of the overdrive (i use that for a quickly arrive at a target or escape quickly or simple for kill enemies)only 12sec 

Combat reboot, repair kit, aiming overcharge and entropy on a supernova singularity build with a collision compensator, auxiliary generator, power unit conduit and an emergency barrier, two adaptives and one proton wall. Ranks 1, 4-7 and 9 middle crew, 8 top, 2, 3 and 10 bottom.

Purely for hit and run manoeuvres on destroyers, not to destroy them but to give a sure hard punch. This is the same setup I’ve tested with two other Stingray pilots.