What's Wrong in my Guard?

Hello. I need a little help.

 

Basically it looks like i’m not able to use anything different from interceptors in this game, and that’s becouse i can efficently dodge with them.

 

My “tanky” ships don’t tank at all, i can be killed by a single fighter/ceptor in seconds… on the other hand when i fly ceptors it takes time to kill frigates … so i don’t undertand what i’m  doing wrong.

 

This is my t2 Guard (i don’t even show u my engineer … that one really explodes in 3 seconds … before i can even turn the ship to fire back ) … could u let me know if you see something wrong on it?

 

Thank you.

 

guard.jpg

That’s pretty much how my Guard is fitted so the problem is between the keyboard and the chair you’re sitting on. Be more active. When moving, always afterburn. If a CovOps comes near you, drop a Minefield and steer towards it so you can avoid most of the Plasma Arc damage.

 

Maybe this will help you see how to fly a Frigate:

Hello. I need a little help.

 

Basically it looks like i’m not able to use anything different from interceptors in this game, and that’s becouse i can efficently dodge with them.

 

My “tanky” ships don’t tank at all, i can be killed by a single fighter/ceptor in seconds… on the other hand when i fly ceptors it takes time to kill frigates … so i don’t undertand what i’m  doing wrong.

 

This is my t2 Guard (i don’t even show u my engineer … that one really explodes in 3 seconds … before i can even turn the ship to fire back ) … could u let me know if you see something wrong on it?

 

Thank you.

 

 

Hi AlexD,

 

Your ship has several huge ‘resist holes’. Your Hull (despite it’s size) is effectively made out of paper as your kinetic resist is negative. This means that the incoming damage from kinetic weaponry (railguns mainly, or other weapons switched to the right weapon mod) is actually increased. Observant players in-game will spot this weakness and exploit it accordingly. Your thermal resist is equally low - essentially your Hull is virtually meaningless. There are interceptors who will survive incoming damage longer.

 

The main strength of the ship you are showing in the way you have set it up - is its shield. However, you’ve left a resist hole against the most common damage type people will try and use against said shield: EMP.

 

Assuming you are trying to build this ship as a shield tank - I would strongly recommend you increase your shield resistances accordingly. In combat, try to stick close to an Engineer frigate with shield-based modules active - as well as a Command ship which boosts shield resists.

 

I hope that provides you with an adequately detailed response to improve your ships performance in combat. Good luck!

Swap the thermal resist with a bullet acceleration coil and teach yourself to aim good at fast targets and dont give up on hitting them if they just stand there shooting, they will soon flee.

The missile shield is best used when you have an engi with you. Really, you can only predict that if in a squad and a guy will certainly fly one, so you’re getting reps. If not, get a shield booster, you need your shield up to fill the tank purpose better.

Learn to swap phase shield properly. Look which type of weapons are used against you mostly and switch to that. If a single guy shoots you and the damage is higher than it should be, switch to the ammo mod counterpart damage (kin for plasma, thermal for rails, em for lasers - em lasers are DEADLY so watch it).

For implants, the most significant ones are those with resists (shield especially), bullet acceleration and ship agility.

For the shield mod on the left i forgot which icon is what, make sure you have the strength improving one.

I would also recommend you to try stab rails on this particular ship, better heat control and higher hit chance (for me at least).

 

EDIT:

Was typing while you posted above evil. I wouldn’t touch the hull with anything except with the resist or strength implant. After all you have nothing to do with it on jeri ships, if shield fails you are in trouble whatever you do.

EDIT:

Was typing while you posted above evil. I wouldn’t touch the hull with anything except with the resist or strength implant. After all you have nothing to do with it on jeri ships, if shield fails you are in trouble whatever you do.

 

Agreed - I potentially didn’t explain myself correctly: The hull is made of paper in this thing and should be completely ignored. Pretend you don’t even have one (because really, you don’t!) and focus on the shield :stuck_out_tongue:

The main strength of the ship you are showing in the way you have set it up - is it’s shield. However, you’ve left a resist hole against the most common damage type people will try and use against said shield: EMP.

Actually, I think his problem are the implants. Those resists are way too low.

 

Try the R1/3 Jericho implants. They are incredibly useful.

Actually, I think his problem are the implants. Those resists are way too low.

 

Try the R1/3 Jericho implants. They are incredibly useful.

 

To quote myself:

 

 

I would strongly recommend you increase your shield resistances accordingly.

 

I did mean by any means necessary - including implants, though I might have been better to specifically mention this. I agree wholeheartedly with your advice.

Also unless you put additional passive modules for hull resistance, then implant hull resistance(R1-jericko?) will work better than hull strength(R1-empire?) I think.

Also unless you put additional passive modules for hull resistance, then implant hull resistance(R1-jericko?) will work better than hull strength(R1-empire?) I think.

Your Armor Modifier will basically be worthless on a Jericho ship. Your only options there are Lightweight (on Ceptors and Fighters) and the Energy regen mod (on Commands and Guards). LRs could benefit from armor buffer or resists equally, if it helps you to survive an extra second while getting curbstomped by an enemy ship.

Your Armor Modifier will basically be worthless on a Jericho ship. Your only options there are Lightweight (on Ceptors and Fighters) and the Energy regen mod (on Commands and Guards). LRs could benefit from armor buffer or resists equally, if it helps you to survive an extra second while getting curbstomped by an enemy ship.

I said implant, not modules! And if it increase durability even slightly, then it’s not pointless.

I said implant, not modules! And if it increase durability even slightly, then it’s not pointless.

 

My brain is NOT working today…

To summarize:

a) make sure you are running Jerichos R1 and R3 implants (hull resists and shield resists) Resists > Total HP for the most part (there are some exceptions)

b) remove your missile shield (unless you are with a guaranteed good engineer that can heal you good) and put on that module that boost your shield resists for 8 seconds, this thing makes you tank crazy( i personally believe that shield resist buff module mk3 >>> exp shield regen module)

c) you can either have 2 EM passive modules or 2 Thermal modules and run your shield as hole plug for other resists or you can keep it the way you have it (1 each but you will have to cycle through shield types way more)

good info in here

I gave you all a +1