Panther

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Panther
Panther.png
Accumulates 20% free experience
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience

The maximum level of experience — 10

Survivability* 12823
Hull 5832
Shield 5469
Energy 784
Speed 365

Available from the beginning:
Afterburner energy draw reduced by 20%.
Critical chance increased by 10%.
Kinetic weapon spread reduced by 33,3%.
Kinetic weapon projectile speed increased by 35%.


Equipment upon purchase
Weapons
Assault Railgun 12 RailUp1 Icon.png SpaceMissile Standart.png
Active modules
Target Painter.png ShieldRestoreMedium Icon.png Engine Suppressor.png Inhibitor Beam.png
Ship modifiers
Engine RotationThruster Icon.png CollisionComp Icon.png
Capacitor ExtCapacitorBattary Icon.png WeaponCoolant Icon.png
Shield ResistShieldKin Icon.png ResistShieldEMP Icon.png ResistShldThermal Icon.png
Hull FastMissileRacks Icon.png
CPU RangeMasterUnit Icon.png

Special module Tackler chamelion.png


Buying price 8250 GS.png



* All specifications are shown for the ship with the maximum level of experience (10) without equipment

General information

Faction: FEDERATION
Class: Fighter
Role: Tackler
Rank: 12

Description

This ship belongs to the premium technology
Premium ships bring their pilots more credits and experience. Moreover, they do not require repair, have 2 more cargo slots for Open World than standard ships and also the maximum level of experience when buying! And, finally, you can install all the “unique and for the premium ships of the same role” weapons, modules and modifiers (maximum 2).

A Tackler's objective is to find and destroy enemy Recon and Covert Ops ships. Active modules reduce the enemy's speed and temporarily weaken their shields and armour.

The newest ODG emitters and an engine of increased capacity are built into the Panther, but it is still in the experimental stage, and few pilots can fly on it. Those who have enough money and experience to manage such a ship, put the "Panther" top marks. Due to the frequent discharge of the engine on the fighter hull sometimes static discharges flash. Most often this is perceived by the enemy as engine damage, and the Panther ceases firing. How surprised opponents when the "damaged" ship at full afterburner is full of holes in their hull.

Available equipment

Weapons
Ion Emitter 13 Ion Emitter 17 Singularity Cannon 14 Assault Railgun 12 Assault Railgun 17 Gauss Cannon 13 Gauss Cannon 17 Flux Phaser 12 Flux Phaser 17 Thilith Beam gun.png Gravi-Beamer 14 Plasma minigun.jpg Railgun Heavy Icon.png

Missiles
SpaceMissile Standart.png SpaceMissile Standart Gold Icon.png SpaceMissile EMP.png SpaceMissile Kinetic.png SpaceMissile PropulsionJammField.png

Active Role Modules
Target Painter.png Engine Suppressor.png Sentry Drone module.png Inhibitor Beam.png Heavy Guard Drone module.png 'Dawn' locator.jpg Inhibitor drone.jpg Beam disintegrator.jpg Realignment.jpg Mine network.jpg 'Hunter' tactical system.jpg 'Stretto' gun system.jpg

Active Multipurpose Modules
ShieldRestoreMedium Icon.png RepairDronesMedium Icon.png InfraredContermeasure Icon.png AdaptiveArmorBoost Icon.png Hull restoration system.jpg AdaptiveShieldBoost Icon.png Energy Converter module.png A1MA module.png

Tables of ship's technical characteristics

Ship's resistance to incoming damage

Shield resistance Hull resistance
to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.) to thermal weapon, (pts.) to kinetic weapon, (pts.) to EM weapon, (pts.)
10 40 -20 25 -5 55

Ship's characteristics on different experience levels

Level Energy Hull, (pts.) Shield Sensors
capacity, (pts.) for afterburner, (pts./s) regeneration, (pts./s) capacity, (pts.) regeneration, (pts./s) range, (m) target lock time, (s)
10 784 129 152 5832 5469 121 3750 1

Ship's speed on different experience levels

Level Speed Acceleration, (m/s2) Strafe, (m/s) Pitch, (deg./s) Roll, (deg./s)
march, (m/s) afterburner, (m/s)
10 365 438 102 88 72 66



Ships
Recon.png Fighter (Icon).png Frigate (Icon).png Suppressor.png
Interceptors Fighters Frigates Destroyers