Irbis: Difference between revisions
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Currently, a contract has been signed between the Fortress Shipyard and [[UMC]] for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat. | Currently, a contract has been signed between the Fortress Shipyard and [[UMC]] for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat. | ||
==Unique ship equipment== | |||
===Weapon=== | |||
'''[[Blaster weapon 'Barred owl']]''' | |||
:A deadly thermal charging weapon. As the charge accumulates, its damage increases but its spread increases as well. Critical hit decreases the target's rotation speed. | |||
===Capacitor modifier=== | |||
'''[[Active repairs system]]''' | |||
:When activated, the special module boosts shield and hull regeneration. Passively increases energy regeneration. You can place only one modifier. | |||
|shipClass_text = Fighter | |shipClass_text = Fighter | ||
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|raceNameLink = Federation | |raceNameLink = Federation | ||
|raceImage = federation.png | |raceImage = federation.png | ||
|specialAbility1_text = Makes a player's ship invisible for '''18''' s. Any damage and opening fire bring him out of this state. When invisibility ends, provides a '''20%''' damage boost for '''5''' s. | |specialAbility1_text = Makes a player's ship invisible for '''18''' s. Any damage and opening fire bring him out of this state. The first '''2''' s. the invisibility can't be interrupted by any action. When invisibility ends, provides a '''20%''' damage boost for '''5''' s. | ||
|specialAbility2_text = | |specialAbility2_text = Makes the ship invisible for '''18''' sec. Any damage, opening fire or use of modules will disable the ship's invisibility. The first '''2''' s. the invisibility can't be interrupted by any action. If you have a captured target within the module's active range at the time of the module's activation, your ship will receive a boost towards it. When you fly closer to the target than '''500''' m., the module stops working, for '''12''' sec. it decreases target damage resistance by '''50''' pts. and increases your resistances by '''30''' pts. When the module stops working your ship receives radar invisibility for '''5''' sec. Using modules will take it out of this state. | ||
|specialAbility3_text = | |specialAbility3_text = | ||
|specialAbility1_energycost = '''100''' en. | |specialAbility1_energycost = '''100''' en. | ||
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|energy_max_syn1 = 730 | |energy_max_syn1 = 730 | ||
|energy_regen_syn1 = 141 | |energy_regen_syn1 = 141 | ||
|hull_max_syn1 = | |hull_max_syn1 = 5821 | ||
|shield_max_syn1 = | |shield_max_syn1 = 5655 | ||
|shield_regen_syn1 = 128 | |shield_regen_syn1 = 128 | ||
|vision_radius_syn1 = 2500 | |vision_radius_syn1 = 2500 | ||
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|energy_max_syn2 = 730 | |energy_max_syn2 = 730 | ||
|energy_regen_syn2 = 141 | |energy_regen_syn2 = 141 | ||
|hull_max_syn2 = | |hull_max_syn2 = 6308 | ||
|shield_max_syn2 = | |shield_max_syn2 = 6128 | ||
|shield_regen_syn2 = 128 | |shield_regen_syn2 = 128 | ||
|vision_radius_syn2 = 2500 | |vision_radius_syn2 = 2500 | ||
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|energy_max_syn3 = 730 | |energy_max_syn3 = 730 | ||
|energy_regen_syn3 = 141 | |energy_regen_syn3 = 141 | ||
|hull_max_syn3 = | |hull_max_syn3 = 6525 | ||
|shield_max_syn3 = | |shield_max_syn3 = 6338 | ||
|shield_regen_syn3 = 128 | |shield_regen_syn3 = 128 | ||
|vision_radius_syn3 = 2750 | |vision_radius_syn3 = 2750 | ||
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|energy_max_syn4 = 752 | |energy_max_syn4 = 752 | ||
|energy_regen_syn4 = 146 | |energy_regen_syn4 = 146 | ||
|hull_max_syn4 = | |hull_max_syn4 = 6525 | ||
|shield_max_syn4 = | |shield_max_syn4 = 6338 | ||
|shield_regen_syn4 = 128 | |shield_regen_syn4 = 128 | ||
|vision_radius_syn4 = 2750 | |vision_radius_syn4 = 2750 | ||
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|energy_max_syn5 = 781 | |energy_max_syn5 = 781 | ||
|energy_regen_syn5 = 151 | |energy_regen_syn5 = 151 | ||
|hull_max_syn5 = | |hull_max_syn5 = 6688 | ||
|shield_max_syn5 = | |shield_max_syn5 = 6496 | ||
|shield_regen_syn5 = 128 | |shield_regen_syn5 = 128 | ||
|vision_radius_syn5 = 3000 | |vision_radius_syn5 = 3000 | ||
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|energy_max_syn6 = 803 | |energy_max_syn6 = 803 | ||
|energy_regen_syn6 = 156 | |energy_regen_syn6 = 156 | ||
|hull_max_syn6 = | |hull_max_syn6 = 6796 | ||
|shield_max_syn6 = | |shield_max_syn6 = 6601 | ||
|shield_regen_syn6 = 128 | |shield_regen_syn6 = 128 | ||
|vision_radius_syn6 = 3000 | |vision_radius_syn6 = 3000 | ||
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|energy_max_syn7 = 803 | |energy_max_syn7 = 803 | ||
|energy_regen_syn7 = 156 | |energy_regen_syn7 = 156 | ||
|hull_max_syn7 = | |hull_max_syn7 = 6904 | ||
|shield_max_syn7 = | |shield_max_syn7 = 6654 | ||
|shield_regen_syn7 = 128 | |shield_regen_syn7 = 128 | ||
|vision_radius_syn7 = 3250 | |vision_radius_syn7 = 3250 | ||
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|energy_max_syn8 = 803 | |energy_max_syn8 = 803 | ||
|energy_regen_syn8 = 156 | |energy_regen_syn8 = 156 | ||
|hull_max_syn8 = | |hull_max_syn8 = 6904 | ||
|shield_max_syn8 = | |shield_max_syn8 = 6654 | ||
|shield_regen_syn8 = 128 | |shield_regen_syn8 = 128 | ||
|vision_radius_syn8 = 3500 | |vision_radius_syn8 = 3500 | ||
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|energy_max_syn9 = 825 | |energy_max_syn9 = 825 | ||
|energy_regen_syn9 = 160 | |energy_regen_syn9 = 160 | ||
|hull_max_syn9 = | |hull_max_syn9 = 6958 | ||
|shield_max_syn9 = | |shield_max_syn9 = 6707 | ||
|shield_regen_syn9 = 128 | |shield_regen_syn9 = 128 | ||
|vision_radius_syn9 = 3500 | |vision_radius_syn9 = 3500 | ||
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|energy_max_syn10 = 854 | |energy_max_syn10 = 854 | ||
|energy_regen_syn10 = 166 | |energy_regen_syn10 = 166 | ||
|hull_max_syn10 = | |hull_max_syn10 = 6958 | ||
|shield_max_syn10 = | |shield_max_syn10 = 6759 | ||
|shield_regen_syn10 = 128 | |shield_regen_syn10 = 128 | ||
|vision_radius_syn10 = 3750 | |vision_radius_syn10 = 3750 |
Latest revision as of 13:27, 11 November 2022
Survivability* | 16878 |
Hull | 6958 |
Shield | 6759 |
Energy | 854 |
Speed | 365 |
Available from the beginning:
Maximum hull strength increased by 7.5%.
Maximum shield strength increased by 7.5%.
Available at experience level 2:
Afterburner energy draw reduced by 20%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen
Weapons | |
Active modules | |
Ship modifiers | |
Engine | |
Capacitor | |
Shield | |
Hull | |
CPU |
Special module |
Cost of manufacturing | 10000000 |
Cost of refitting | 1000000 |
* 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: 17
Description
This is a highly customisable ship obtained through crafting.
Craft ships are made from parts that can be assembled in the workshop. When creating a ship, you can configure the number of slots for each type of modifier (engine, capacitor, shield, hull, computer; maximum slots of one type are 3). Total distribution slots — 9.
This ship has pre-installed modifier slots: 2 engines, 2 capacitors, 2 shields, 1 hull and 2 cpu.
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.
Irbis is the latest fighter of the “Fortress” shipyard, designed for the security needs of the Armada’s corporate security and police forces. The development process was based on the experience of the previous generation of ships in this role, allowing the engineers to create a tackler without any apparent flaws.
The ObEC-7A onboard equipment system allows Irbis to effectively track small enemy interceptors. A new special ODG “Tarantula” module provides the pilot with the ability to severely weaken the enemy, facilitating their subsequent elimination.
Currently, a contract has been signed between the Fortress Shipyard and UMC for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat.
Unique ship equipment
Weapon
- A deadly thermal charging weapon. As the charge accumulates, its damage increases but its spread increases as well. Critical hit decreases the target's rotation speed.
Capacitor modifier
- When activated, the special module boosts shield and hull regeneration. Passively increases energy regeneration. You can place only one modifier.
Manufacturing
Special module
You must select one of the following special modules. If there is one special module, you won't have to choose.
Bonuses
You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.
Rotation speed increased by 25%. | |
Strafe speed increased by 30%. | |
Maximum speed increased by 10%. | |
Time to weapon heating increased by 20%. | |
Kinetic weapon spread reduced by 33.3%. Kinetic weapon projectile speed increased by 35%. | |
EM spread reduced by 33.3%. EM projectile speed increased by 35%. |
Available equipment
Missile slot
Active Role Modules
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.) |
20 | 50 | -10 | 35 | 5 | 65 |
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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Player Builds