Karud: Difference between revisions
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|hull_max_syn10 = 4047 | |hull_max_syn10 = 4047 | ||
|shield_max_syn10 = 7442 | |shield_max_syn10 = 7442 | ||
|shield_regen_syn10 = | |shield_regen_syn10 = 119 | ||
|vision_radius_syn10 = 4500 | |vision_radius_syn10 = 4500 | ||
|lock_time_syn10 = 1 | |lock_time_syn10 = 1 |
Latest revision as of 12:39, 20 November 2020
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience
Allows you to receive in the victorious battle details of the 15 rank ships.
Survivability* | 12722 |
Hull | 4047 |
Shield | 7442 |
Energy | 369 |
Speed | 384 |
Available from the beginning:
Beacon capture speed increased by 20%.
Time to weapon heating increased by 33,3%.
Maximum speed increased by 10%.
Critical damage increased by 20%.
Weapons | |
Active modules | |
Ship modifiers | |
Engine | |
Capacitor | |
Shield | |
CPU |
Special module |
Manufacturing | 600 x |
* All specifications are shown for the ship with the maximum level of experience (10) without equipment
General information
Faction: Jericho
Class: Interceptor
Role: ECM
Rank: 15
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).
ECM ships are meant to interfere with the normal operation of enemy ships. An ECM ship is always an important target for any enemy ships, so they have better defences.
'Experimental interceptor'.
Long-term testing of the ship ‘Karud’ secured its fame as the most mobile and effective ECM interceptor. For this reason, the leading designer of Saladin family chose a prototype for a new experiment. The engineers wanted to stop the use of metastable field generators in favour of the latest developments in the field of system hacking. This revolutionary change, however, has led to increased power consumption of the ship and, as a consequence, loss of speed. The search for solutions dragged on, and the project was officially closed.
Development of the module received a second push after the release of ‘System Hack’. A less ambitious but more stable concept ‘Karud’ successfully passed all flight tests. The reasons for the project being released under the auspices of the Mendes family are not up for discussion.
Unique ship equipment
Weapon
- Using the ship's reactor directly for generation and acceleration of plasma beams gives amazing results.
Active module
- Increases the player's shield resistance to all types of damage.
Shield modifier
- Increases shield resistance to thermal damage. If the ship loses its shield, all enemies in a certain radius can not lock targets.
Available equipment
Active Multipurpose Modules
Hull
Ship has no hull slots
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.) |
15 | 45 | -15 | 15 | -15 | 45 |
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) | |||||||||||
|
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) | |||||||||||||||
|