Pilgrim: Difference between revisions

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===Active module===
===Active module===
'''[[Camouflage shroud]]'''
'''[[Camouflage shroud]]'''
:Launches a rocket, which generates a shroud on hit or when activated. All the ships inside it can not be detected, but they can not use the radar.
:Launches a missile, which generates a shroud on hit or when activated. All the ships inside it can not be detected, but they can not use the radar.


===Shield modifier===
===Shield modifier===
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|spell_command_range_mul = '''50%'''
|spell_command_range_mul = '''50%'''
|spell_command_range_mul_synLvl = 8_2
|spell_command_range_mul_synLvl = 8_2
|module_command_energy_cost_mul = '''20%'''
|module_command_cooldown_mul = '''13%'''
|module_command_energy_cost_mul_synLvl = 8_3
|module_command_cooldown_mul_synLvl = 8_3
}}
}}



Revision as of 16:00, 10 April 2020

Pilgrim
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 18455
Hull 5439
Shield 9910
Energy 743
Speed 308

Available from the beginning:
Maximum speed increased by 5%.
Available at experience level 2:
Energy regeneration speed increased by 25%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Assault Railgun 17
Active modules
not preinstalled

Special module Should be chosen

Cost of manufacturing 50000000
Cost of refitting 1000000


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

General information

Faction: Jericho
Class: Fighter
Role: Command
Rank: 16

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: 1 engine, 3 capacitors, 2 shields, 1 hull and 2 cpu.

Command ships are spearheading the offence. Diffusion Shield covers them from enemy fire, while decent hull and shield ensure their longevity. Command ships are particularly strong in groups.

The inhabitants of Jericho made pilgrimages to the Monolith for centuries. Even the invasion and the ban on flights to this zone could not break this tradition. However, it became truly dangerous to travel even for short distances. Nevertheless, there were enough of those willing to put their lives at risk to get to the main shrine. Representatives of the more prosperous Jericho class risked money in order not to risk their heads. Their own. A new tradition appeared and quickly took root among the top Jericho Families. The patriarchs would only venture on a pilgrimage under the protection of mercenaries, who charged an incredible amount of credits for their services.

So a few years ago Pilgrim was constructed with the money of caring patrons. A model designed to protect pilgrims. In order to make flights in turbulent times for the galaxy, the ship was equipped with a camouflage generator and rapid-fire weapons, while a lot of effort was put into the shield system. Grateful patriarchs sometimes gave it as a gift to their most faithful servants for conscientious service.

Just recently, Pilgrim became available on the market. The reason for the sharply increased popularity of the ship was not mass passion for pilgrimages. The model was appreciated by the UMC mercenaries who found a new use for it — in battles. In their hands, the ship turned out to have a much wider functionality than the designers had originally intended.

Unique ship equipment

Weapon

“Thanatos” railgun

If the target dies shortly after a hit, its death generates an explosion.

Active module

Camouflage shroud

Launches a missile, which generates a shroud on hit or when activated. All the ships inside it can not be detected, but they can not use the radar.

Shield modifier

Safety speed boost

Constantly increases the speed and acceleration of the ship. Gives an additional bonus at low shield integrity.

Manufacturing

Special module

You must select one of the following special modules. If there is one special module, you won't have to choose.

Description Energy consumption  Recharge
Surrounds the ship with a shield for 15 seconds. The shield absorbs all damage, but spends energy: 1 point for every 15 pts. damage. If energy is depleted, the shield disappears. 0 en. 30 s.
On 23 s. the ship lands down on the surface, the distance to which should be no more than 500 m. The landing angle should be no more than 45 degrees. For the duration of the module, the shield is activated with the strength of 30000 pts., the damage, range and projectile speed of the main weapon is increased by 30%. Additionally heals main shield by 5000 pts./sec. Takeoff recovers 10000 pts. hull and gives invulnerability for 1.5 s. 150 en. 18 s.

Bonuses

You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.

Main weapon damage increased by 10%.
Kinetic weapon spread reduced by 33,3%.
Kinetic weapon projectile speed increased by 35%.
Critical chance increased by 10%.
Effects of "Command modules" increased by 20%.
Effective range of "Command modules" increased by 50%.
Cooldown time for "Command modules" group modules reduced by 13%.

Available equipment

Weapons
Ion Emitter 17 Pirate Ion Emitter 17 Singularity Cannon 17 / Pirate Singularity Cannon 17 Assault Railgun 17 / Pirate assault railgun 17 Gauss Cannon 17 Pirate Gauss Cannon 17 Flux Phaser 17 / Pirate flux phaser 17 Phaser 17

Missile slot

Active Role Modules


Active Multipurpose Modules

Ship modifiers
Engine
Ship has no engine slots

Capacitor
Ship has no capacitor slots

Shield
Ship has no shield slots

Hull
Ship has no hull slots

CPU
Ship has no CPU 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.)
25 55 -5 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)
1 635 175 123 4495 8190 128 2500 2
2 635 175 154 4900 8927 128 2500 2
3 635 175 154 5079 9255 128 2750 2
4 654 175 158 5079 9255 128 2750 2
5 679 175 162 5214 9500 128 3000 2
6 699 175 166 5304 9664 128 3000 2
7 699 175 166 5394 9746 128 3250 2
8 699 175 166 5394 9746 128 3500 2
9 718 175 170 5439 9828 128 3500 2
10 743 175 175 5439 9910 128 3750 2

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)
1 298 358 90 88 72 66
2 298 358 90 88 72 66
3 300 360 92 88 72 66
4 300 360 92 88 72 66
5 300 360 92 88 72 66
6 302 362 95 88 72 66
7 304 365 97 88 72 66
8 306 367 100 88 72 66
9 308 369 102 88 72 66
10 308 369 102 88 72 66

Player Builds


Ships
Interceptors Fighters Frigates Destroyers