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	<id>https://wiki.star-conflict.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=4maskwolf&amp;setlang=en</id>
	<title>Star Conflict Wiki - User contributions [en]</title>
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	<updated>2026-05-05T04:54:21Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Command&amp;diff=1671</id>
		<title>Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Command&amp;diff=1671"/>
		<updated>2015-04-19T19:03:59Z</updated>

		<summary type="html">&lt;p&gt;4maskwolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Command.png|50px]]&lt;br /&gt;
| Command ships are the front line fighter [[Ship Roles|role]]. They are tougher than [[gunship]]s and [[tackler]]s, and their special Diffusion Shield ability allows them to absorb a large amount of damage for a short time. Their active modules revolve around buffing their own and their allies' offense and defense.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Diffusion Shield==&lt;br /&gt;
The Diffusion Shield is an ability that, when activated, causes damage taken to drain capacitor instead of deal damage. It deactivates after 15 seconds or when the player runs out of energy. For every 8 points of damage received, 1 energy point is lost. The Diffusion Shield is unaffected by resistance stats.&lt;br /&gt;
&lt;br /&gt;
==Command Modules==&lt;br /&gt;
&lt;br /&gt;
===Valkyrie System===&lt;br /&gt;
Available in Tier 2 and up (ranks 4+). The Valyrie System increases damage for the command ship and all nearby allies by 18-28%.&lt;br /&gt;
&lt;br /&gt;
===Gravi-scanner===&lt;br /&gt;
Available in Tier 3 and up (rank 7+). The Gravi-scanner increases nearby allies' speed by 18% for a short time (approx. 20 seconds).&lt;br /&gt;
&lt;br /&gt;
===Coating Polarizer and Aegis System===&lt;br /&gt;
The Coating Polarizer and Aegis System increase the hull and shield resistances respectively of the command ship and all nearby ships.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
[[Jericho]] are the primary manufacturers of command ships, but the [[Empire]] also produce several types. Empire command ships have stronger hulls, while Jericho have stronger shields.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Legion]] and Jericho [[Techs]] are the subfactions that offer Mk 3 command modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The command ship is designed to take a beating while buffing allies. You should usually make sure you're near allies so that your buffs give the greatest benefit to the team. The command ship has the lowest offensive ability of all of the fighter roles, but its defensive capabilities allow it to weather incoming fire well.  The Coating Polarizer and Aegis System have fairly long ranges, allowing them to sit slightly behind the main line of the battle while still providing their allies the full effect of their defensive buffs.&lt;br /&gt;
&lt;br /&gt;
Do not make the mistake of attacking a group of enemies head-on in a command fighter, trusting in your defensive capabilities, as concentrated firepower will easily tear through your diffusion shield and resistances only do so much in the face of heavy fire.&lt;br /&gt;
&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>4maskwolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Command&amp;diff=1670</id>
		<title>Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Command&amp;diff=1670"/>
		<updated>2015-04-19T19:02:12Z</updated>

		<summary type="html">&lt;p&gt;4maskwolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Command.png|50px]]&lt;br /&gt;
| Command ships are the front line fighter [[Ship Roles|role]]. They are tougher than [[gunship]]s and [[tackler]]s, and their special Diffusion Shield ability allows them to absorb a large amount of damage for a short time. Their active modules revolve around buffing their own and their allies' offense and defense.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Diffusion Shield==&lt;br /&gt;
The Diffusion Shield is an ability that, when activated, causes damage taken to drain capacitor instead of deal damage. It deactivates after 15 seconds or when the player runs out of energy. For every 8 points of damage received, 1 energy point is lost. The Diffusion Shield is unaffected by resistance stats.&lt;br /&gt;
&lt;br /&gt;
==Command Modules==&lt;br /&gt;
&lt;br /&gt;
===Valkyrie System===&lt;br /&gt;
Available in Tier 2 and up (ranks 4+). The Valyrie System increases damage for the command ship and all nearby allies by 18-28%.&lt;br /&gt;
&lt;br /&gt;
===Gravi-scanner===&lt;br /&gt;
Available in Tier 3 and up (rank 7+). The Gravi-scanner increases nearby allies' speed by 18% for a short time (approx. 20 seconds).&lt;br /&gt;
&lt;br /&gt;
===Coating Polarizer and Aegis System===&lt;br /&gt;
The Coating Polarizer and Aegis System increase the hull and shield resistances respectively of the command ship and all nearby ships.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
[[Jericho]] are the primary manufacturers of command ships, but the [[Empire]] also produce several types. Empire command ships have stronger hulls, while Jericho have stronger shields.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Legion]] and Jericho [[Techs]] are the subfactions that offer Mk 3 command modules.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
The command ship is designed to take a beating while buffing allies. You should usually make sure you're near allies so that your buffs give the greatest benefit to the team. The command ship has the lowest offensive ability of all of the fighter roles, but its defensive capabilities allow it to weather incoming fire well.  The Coating Polarizer and Aegis System have fairly long ranges, allowing them to sit slightly behind the main line of the battle while still providing their allies the full effect of their defensive buffs.&lt;br /&gt;
&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>4maskwolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Gunship&amp;diff=1669</id>
		<title>Gunship</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Gunship&amp;diff=1669"/>
		<updated>2015-04-19T18:59:36Z</updated>

		<summary type="html">&lt;p&gt;4maskwolf: /* Role */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Gunship.png|50px]]&lt;br /&gt;
| Gunships are the primary damage dealing fighter [[Ship Roles|role]]. Gunships have several modules available to them to greatly increase their personal damage output. On the other hand, gunships have few defensive and no stealth abilities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Overdrive==&lt;br /&gt;
Overdrive improves the gunship's rate of fire, speed and maneuverability. It also improves main weapon heat dissipation. Overdrive is a potent cooldown useful in almost any situation, either to give the gunship a damage boost to take out a tough target, or give it the maneuverability to dogfight with interceptors.&lt;br /&gt;
&lt;br /&gt;
==Gunship Modules==&lt;br /&gt;
&lt;br /&gt;
===Aiming Overcharge===&lt;br /&gt;
The Aiming Overcharge improves the gunship's critical hit chance with its main weapon, improving its damage.&lt;br /&gt;
&lt;br /&gt;
===Engine Overcharge===&lt;br /&gt;
the Engine Overcharge improves the gunship's speed.&lt;br /&gt;
&lt;br /&gt;
===Combat Reboot===&lt;br /&gt;
Combat Reboot is the sole gunship specific defensive ability. It removes negative effects and grants 2 seconds of immunity.&lt;br /&gt;
&lt;br /&gt;
===Particle Purge===&lt;br /&gt;
TODO&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
The [[Empire]] and [[Federation]] both produce Gunships. Empire gunships have tougher hulls while Federation gunships are faster.&lt;br /&gt;
&lt;br /&gt;
The Empire [[Legion]] produces most gunship Mk 3 modules, with the Federation [[Armada]] producing the Mk 3 Particle Purge.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
Gunships are a versatile ship role. They lack defensive abilities but (Empire gunships in particular) have decent HP so are no pushover, but should avoid getting in to situations where they can be focus fired. They have excellent offensive capability and can kill most frigates with ease. With their Overdrive ability a gunship is more than a match for an interceptor in a dogfight, though if it's on cooldown or they fail to kill the interceptor in the duration they may struggle.&lt;br /&gt;
&lt;br /&gt;
There are very few ships that can stand up to a fully-powered gunship in a one-on-one confrontation, making them excellent dogfighting ships.  However, they lack in defensive potential and should be kept out of situations where they will be facing several ships at once.&lt;br /&gt;
&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>4maskwolf</name></author>
	</entry>
	<entry>
		<id>https://wiki.star-conflict.com/index.php?title=Tackler&amp;diff=1668</id>
		<title>Tackler</title>
		<link rel="alternate" type="text/html" href="https://wiki.star-conflict.com/index.php?title=Tackler&amp;diff=1668"/>
		<updated>2015-04-19T18:56:59Z</updated>

		<summary type="html">&lt;p&gt;4maskwolf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{PageStart}}&lt;br /&gt;
&lt;br /&gt;
{| cellpadding=5&lt;br /&gt;
| [[File:Tackler.png|50px]]&lt;br /&gt;
| Tacklers are fighters designed to slow down other ships, making them easier for your allies to bring fire to bear on them. They are designed to counter fast ships like [[Recon]]s and [[Covert Ops]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{PageTOC}}&lt;br /&gt;
&lt;br /&gt;
=Modules=&lt;br /&gt;
&lt;br /&gt;
==Chameleon Cloak==&lt;br /&gt;
The &amp;quot;Chameleon&amp;quot; cloaking device renders the tackler completely invisible. It will break after 18 seconds or if the tackler fires any weapons, uses any modules or takes damage, or moves in to the area of a Micro-locator. The cloak will not activate if the tackler is affected by Spy Drones or is in the area of effect of a Micro-locator. After the cloak breaks for any reason, the tackler gets a 20% damage bonus for 5 seconds.&lt;br /&gt;
&lt;br /&gt;
==Tackler Modules==&lt;br /&gt;
&lt;br /&gt;
===Target Painter===&lt;br /&gt;
The Target Painter reduces the resistances of the target, greatly increasing damage done to it from all sources. The Target Painter needs line of sight to work and will break early if the target goes behind an obstacle.&lt;br /&gt;
&lt;br /&gt;
===Engine Suppressor===&lt;br /&gt;
The Engine Suppressor reduces the target's speed. It has a lengthy cooldown and, like the target painter, requires the tackler to keep the target in sight to work.&lt;br /&gt;
&lt;br /&gt;
===Inhibitor Beam===&lt;br /&gt;
The Inhibitor Beam prevents the target from using afterburners while active. It has no cooldown and a slightly longer range than the Engine Suppressor. The Inhibitor Beam requires line of sight to work.&lt;br /&gt;
&lt;br /&gt;
===Sentry Drone===&lt;br /&gt;
The Sentry Drone drops an immobile drone that fires at enemies within 2000m.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Factions=&lt;br /&gt;
&lt;br /&gt;
The [[Federation]] specialises in Tackler fighters, but [[Jericho]] also have some. Federation tacklers are faster while Jericho tacklers have stronger shields.&lt;br /&gt;
&lt;br /&gt;
The Federation [[Vanguard]] and Jericho [[Raid]] subfactions offer Mk 3 modules for tacklers.&lt;br /&gt;
&lt;br /&gt;
{{PageSep}}&lt;br /&gt;
&lt;br /&gt;
=Role=&lt;br /&gt;
&lt;br /&gt;
Tacklers are rather fragile and should avoid taking other fighters or frigates head on. The tackler's cloak is their main defense, allowing them to come at an enemy from an unexpected direction or to escape combat if attacked. Their speed debuffs allow them to slow an interceptor down to allow the tackler to dogfight with them. The target painter is a powerful DPS buff for not only you, but anyone else on your team that's shooting your target.  Besides its obvious utility for escaping from enemy fire, your cloak is also a powerful offensive tool, allowing you to sneak up on a target before unleashing a devastating rain of fire on them.&lt;br /&gt;
&lt;br /&gt;
The best targets for a Tackler are interceptors and ships that are already under attack.  Other fighters and frigates can generally outlast or out-damage you in a direct confrontation, and the Tackler's fragility makes it a poor choice for direct combat.&lt;br /&gt;
&lt;br /&gt;
{{PageEnd}}&lt;/div&gt;</summary>
		<author><name>4maskwolf</name></author>
	</entry>
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