Sigurdr: Difference between revisions
(Updated information) |
(Balance 1.10.6a) |
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|hull_max_syn9 = 13444 | |hull_max_syn9 = 13444 | ||
|shield_max_syn9 = 6230 | |shield_max_syn9 = 6230 | ||
|shield_regen_syn9 = | |shield_regen_syn9 = 139 | ||
|vision_radius_syn9 = 4800 | |vision_radius_syn9 = 4800 | ||
|lock_time_syn9 = 2 | |lock_time_syn9 = 2 |
Latest revision as of 14:45, 27 May 2022
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience
Survivability* | 20976 |
Hull | 13444 |
Shield | 6230 |
Energy | 904 |
Speed | 210 |
Available from the beginning:
Main weapon damage increased by 7%.
Critical chance increased by 5%.
Maximum hull strength increased by 15%.
Maximum shield strength increased by 15%.
Sensor range increased by 100%.
Weapons | |
Active modules | |
Ship modifiers | |
Engine | |
Capacitor | |
Shield | |
Hull | |
CPU |
Special module |
Buying price | 4070 |
* All specifications are shown for the ship with the maximum level of experience (9) without equipment
General information
Faction: EMPIRE
Class: Frigate
Role: Long Range
Rank: 9
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).
These ships are designed for long-range firing. They use their disintegrators or guided torpedoes. However, high-power and long-range weapons come at the cost of armour and shields.
Designed for police units. It has good performance characteristics, but it turned out to be expensive for civilian use. Attempts were made to change the configuration of the frigate, but without prejudice to the armor and the generators could not be done, therefore, the idea was abandoned. Out of production for police now, but mercenaries still can buy it.
Available equipment
Active Multipurpose Modules
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.) |
0 | 30 | -30 | 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) | |||||||||||
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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) | |||||||||||||||
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