Your main ship

Fed fighter. Tried frigate, but didn’t see the attraction in being priority target number one.

 

I lol’d - this has become so true lately in random matches. Whenever someone pings a Guard / Engineer at the start of the game, I’d see atleast half a dozen inty / figther on my team zerg the poor fella.

Frig should always have both repair auras + Pulsar at T2 unless you can field multiple Frigates to split the roles but there isn’t much point to wielding more than one Frigate at a time.

 

And Jericho Fighters are crap, Empire fighters are better in every way.

 

No one in their right mind will fly near enough of a Mine Field to get hit  by it.

 

You are on the right way there but you got a lot to improve on still.

 

Best setup for 3 man squad is propably Alligator-M/Phobos Aura/Stiletto AE for T2.

I think you made a mistake, the 3 man squad doesn’t say Hydra 2/Hydra 2/Hydra 2

Guard… Only guard, and superkite for punishing captain :smiley:

I really like the interceptors because you fill freeee!

But you get kill in 2 seconds (5000hp) because you need a lots of skill. That why i usually play frigate.(22000hp at least).

Actually I fly all classes and I don´t think there exists a “best class” or “my beloved class”.

I pick my class by looking at the own and the enemy team (game-mode too ofc) and trying to guess what kind of ship would be needed most. 

If I choose right, i´ll always have fun. :slight_smile:

EDIT: Screw that, with the new update tacklers have been nerfed to the point where I can’t effectively used them.

 

So I switched to engy.

 

And I think I’m pretty much the only engy player who thinks engy balls should not exist. I hate when my team uses them, I hate them when the opposing team uses them and I hate it when I’m unwillingly a part of one. It’s wtfoverpowered and needs to be eliminated.

 

On the plus side, I love engineers simply because they have very good survivability and can pack an amazing punch if equipped right. My Raptor Mk2 is equipped with Mk3 assault plasmas, a Mk3 double deflector and a Mk2 needle deflector. It kills fighters and frigates with utter impunity when I use them right. Though it becomes hell in space when I have to deal with an inty, at which point I normally fire off a cruise missile and GTFO.

My setups changed a bit, Normally now I run Templar, Superkite, Rhi-No, switching out the Kite and Templar for a Hydra 2 or my Zippy little Neuron. Man that thing is so fun with 2 collision compensators, I spend a great deal of time in battle up side down with it.

 

All I really own in t3 is a Desert Eagle and Cerberus 2, so those are my default when I’m getting my colon stomped.

I fly frigates, mostly for their survivability. Of course, I used to daydream about flying a smuggling ship named The Soldier of Fortune through Imperial blockades, kinda like Talon Karrde.

 

Anyone can take an Interceptor or Fighter and make your head spin. Pilots with real talent can make a large, cumbersome Frigate dance.

Playing T2 in Anaconda M and circle strafing Hydra 2 with implant and collision compensator. Anaconda C when a guard is needed and gaining money for a fast interceptor when the horrible gamemode called Beacon Hunt comes up.

As a frigate flyer myself, the changes recently made have disterbed me. I favor the Federalist’s ships and frigates purely for their stats and abilities. I was perfectly happy until they attempted to balance the game-play by modifying all the ships. Now, the Alligator-C frigate that i had was no longer a bad xxxx fighting machine with repairing combat drones, but some oversized piece of xxxx with phase shields. Now i mean no disrespect to those who utilize phase shields or the creators of the game, but i want to let it be known that i disagree with how the creators went about this. IF they wanted to balance the gameplay, it makes perfect sense to have to remove 2 of the cannon slots on the ship to give the smaller ships a chance, but it was uncalled for to change the abilities. Each ship was special and had their own variations of abilities. The sub factions separated the specs of the ship and made you choose what was more valuable in your own gameplay style, but now the ships have all been demeaned to share abilities and took away the very things that separated them. To any higher-up reading this, i only ask one thing: make it so that the ability slot is able to be changed like the rest of the specialty modulus. I understand that the previous change may have been for the better, but not for me and maybe some of you. Image if you could choose and buy the ability for each of your ships.The abilities could run deeper than just changing what the press of the G key would do, but could also change the stats of your ship like increasing or lowering the shield and hull stats of that ship.If any of you agree with me, make your voice be heard too. Help in my cause, help me get this noticed for the better good of the game Star Conflict.

-TinTesla

My setups changed a bit, Normally now I run Templar, Superkite, Rhi-No, switching out the Kite and Templar for a Hydra 2 or my Zippy little Neuron. Man that thing is so fun with 2 collision compensators, I spend a great deal of time in battle up side down with it.

 

All I really own in t3 is a Desert Eagle and Cerberus 2, so those are my default when I’m getting my colon stomped.

 

2 collision compensators? Damn, that thing must be a beast when ramming!

Been flying a Deimos 2 since… forever  :taunt:

Will be bankrupt again soon as i spend my hard-grinded 10m credits on next tier finally  :angry:

Love my guard frigate, second place is engy. I like support, way more fun to place minefields, and swat down cruise missiles and wonder who would use 2 one shot missiles that I swat, as my mines can kill 2 ints if I soften them up suppose to one 5k hit lol. I love my pixel hunter, and from the grave medals that pop up as the mine fields stay down after I die. And the egny is just a must for any guard frigate, got to have a healer, because even with phase shields, you have to recharge that massive 15k sheild at 82 a second before the next wave lol.

 

And the changes were good, imagine picking your special ability, imagine when you get to t3 and see rage all over as a real put together squad stomps you face into a curb, because you wanted to build a master of all ship, and they simply shared the abilities, and focused fired the little rambo pilot. Wait this happens already, with ship roles people still pick their favorites, and get stomped by a team effort when they want to be rambo… This is a team game, the roles are so simple, and a basic feature of every MMO, well not COD but that is the weakest excuse for one around. It cashes in on the idea that some players are scared of tactics and large maps, its an ego stroker not a team game. I just can’t fathom the point of having different types of ships if you can pick and choose everything, might as well make it one ship each tier, and just make modules that either add hp or add speed. Meanwhile you simply pick a ship that is prebuilt for a role, then buy another one meant for another role, then put one in each hanger, takes half the time, and its 20x easier to keep track of and balance.

2 collision compensators? Damn, that thing must be a beast when ramming!

I’m not sure if they stack in terms of damage reduction, but after collision compensator was nerfed to apply to both ships participating in collision, using it for ramming is pointless.

 

If you want ramming damage, you do not slot a collision compensator nowadays.

I love interceptors, and flew 2 coll. comp also back then in T2, but more for the strafing speed.

 

However, I do have Engineers for situations.

 

I dislike both the facts of coll comp. being nerfed for ramming (hey, if he wants compensation, he should equip one, unfair!), and that interceptors have subgroups (I do get it for frigs or fighters, but all interceptors should have only one class, named, interceptor)

 

Also the lack of Area Damage scaling down by size makes Inties riskier to fly, and to be honest, their damage isnt what it used to be.

 

And I disagree about that Eve players post of ceptors having to be more supporty. Interceptors are also in Eve a completely combat oriented class, usually combined with tackling, their only support in this game is tactical (nukes), and i find that pretty cool.

i flew interceptors almost only, but i tried command ships recently with hails and i love the damage it could deal. 

 

in every other game i prefer multi-role classes, so i’m now staying with fighter. but i don’t reject cepts, they are awesome. what i really cannot handle is the frigs - they move like brick in the sand :) 

I’m pretty much for Long range (Disintegrator :D) and engineering frigates, but i also love taking recon interceptors and jump around the map.

Not a fan of fighters though.

Didn’t vote since there isn’t a ‘No favourite’ option.

I stick to the idea ‘There’s one for every situation’ and it works. Almost always having all 3 sizes active in my list.

My Deimos, i like to put him near speed cap with f + modules and pop a minefield near a very enemy heavy beecon, them if i get killed, i watch how i get like 2 from the grave because they exploded,

It also has some really nice weaponery to kill stuff

 

I like flying my hydra and my Hercules arrow a lot tho.

 

Should really dat t2 rank 6 figher quickly

I always have 1 inti 1-2 fighter and one frigate…

mostly 1 ricasso Covert ops for beacon hunt or realistic.

1 bear t3 tackler one command and a guard t4 :slight_smile: