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{{PageStart}}
=Intro=
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[[File:Guard.png|50px]] Guard frigates are designed to protect teammates from enemies and deny areas to the enemy. Guard frigates have strong shields and many defensive abilities, as well as one of the best area effect damaging abilities in the game in the Pulsar. They also have a mobility debuff that is very dangerous to interceptors. However their special abilities are all short range and they are slow to get in position and lack firepower with their primary weapons.
| [[File:Guard.png|50px]]
Used to protect areas such as beacons. It has the second most survivability in the game, after Destroyers.
| Guard frigates are designed to protect teammates from enemies and deny areas to the enemy. Guard frigates have strong shields and many defensive abilities, as well as one of the best area effect damaging abilities in the game in the Pulsar. They also have a mobility debuff that is very dangerous to interceptors. However their special abilities are all short range and they are slow to get in position and lack firepower with their primary weapons.
|}


{{PageTOC}}
[[Jericho]] are the main faction for Guard frigates, with the [[Federation]] also having some available. Jericho frigates are tougher while the Federation's are faster.
The Jericho [[Techs]] and Federation [[Vanguard]] offer Mk 3 Guard modules.


=Modules=


=Equipment=
==Phase Shield==
==Phase Shield==
Phase Shield increases the Guard's shield resistance to a single damage type by 120. It is always on, and activating the ability switches the damage type it absorbs. In addition, whenever the Guard is hit by the damage type its Phase Shield is attuned to it grants a 15% damage bonus for 5 seconds.
Phase Shield increases the Guard's shield resistance to a single damage type by 120. It is always on, and activating the ability switches the damage type it absorbs. In addition, whenever the Guard is hit by the damage type its Phase Shield is attuned to it grants a 15% damage bonus for 5 seconds.
{{FRIGATE_EQUIPMENT | shipRank=15 | shipRole=Guard | ShipName=All | dataModules=1 }}
{{FRIGATE_EQUIPMENT | shipRank=15 | shipRole=Guard | ShipName=All | dataModules=1 }}


==Guard Modules==
==Anti-Missile Shield==
===Anti-Missile Shield===
One of the Guard's signature abilities, the anti-missile shield shoots down enemy missiles on a short cooldown. It is especially effective against Jericho Long Range Frigate's torpedoes, but gives decent protection against other missiles as well. It is less effective against "swarm" missiles such as the firestorm or Octopus, since the AMS will only shoot down one missile of the group.
One of the Guard's signature abilities, the anti-missile shield shoots down enemy missiles on a short cooldown. It is especially effective against Jericho Long Range Frigate's torpedoes, but gives decent protection against other missiles as well. It is less effective against "swarm" missiles such as the firestorm or Octopus, since the AMS will only shoot down one missile of the group.


===Mass Propulsion Inhibitor===
==Mass Propulsion Inhibitor==
The Mass Propulsion Inhibitor disables afterburners and strafing for any ships in a short range of the Guard. This ability makes Guard frigates very dangerous for interceptors to be around, since it prevents them from circling the Guard to stay in its blind spot as they normally would, and will seriously hamper them while fighting other ships.
The Mass Propulsion Inhibitor disables afterburners and strafing for any ships in a short range of the Guard. This ability makes Guard frigates very dangerous for interceptors to be around, since it prevents them from circling the Guard to stay in its blind spot as they normally would, and will seriously hamper them while fighting other ships.


===Pulsar===
==Pulsar==
An area effect weapon that deals continuous thermal damage to any enemies that stick around. It's an excellent area denial weapon and will force all but the toughest interceptors to run away or die. It has a short range and is broken by line of sight, so most ships will try to outrange it or hide behind objects until it's over.
An area effect weapon that deals continuous thermal damage to any enemies that stick around. It's an excellent area denial weapon and will force all but the toughest interceptors to run away or die. It has a short range and is broken by line of sight, so most ships will try to outrange it or hide behind objects until it's over.


===Emergency Shield Boost and Liquid Metal Injector===
==Emergency Shield Boost and Liquid Metal Injector==
Two very powerful self repair modules that restore a large amount of shield and hull respectively to the guard.
Two very powerful self repair modules that restore a large amount of shield and hull respectively to the guard.


{{PageSep}}
=Player Opinion and Gameplay=
 
=Factions=
 
[[Jericho]] are the main faction for Guard frigates, with the [[Federation]] also having some available. Jericho frigates are tougher while the Federation's are faster.
 
The Jericho [[Techs]] and Federation [[Vanguard]] offer Mk 3 Guard modules.
 
{{PageSep}}
 
=Role=
Used to protect areas such as beacons. It has the second most survivability in the game, after Destroyers.
 
 
Player Opinion:
 
 
Guard frigates are among the slowest ships on the game. Once in a fight, they are not going to get away, so if you are losing a fight, don't try to run... just keep fighting to the end (often, staying in the fight to the end results in you winning). The name of the game for Guards is "Perseverance". Since you can't avoid getting hit, the idea is to take the damage and hit back in return. While you can't run, using cover is still extremely important, more so for a Guard. It is best, especially with Jericho Guards, to buff shield resistance as much as possible and to devote at least one active module slot to carrying a Shield Booster(replace with the shield injector later on) to keep your shield up, since this is what keeps you alive. Combine with a Command Fighter and an Engineer to make an unstoppable team!
Guard frigates are among the slowest ships on the game. Once in a fight, they are not going to get away, so if you are losing a fight, don't try to run... just keep fighting to the end (often, staying in the fight to the end results in you winning). The name of the game for Guards is "Perseverance". Since you can't avoid getting hit, the idea is to take the damage and hit back in return. While you can't run, using cover is still extremely important, more so for a Guard. It is best, especially with Jericho Guards, to buff shield resistance as much as possible and to devote at least one active module slot to carrying a Shield Booster(replace with the shield injector later on) to keep your shield up, since this is what keeps you alive. Combine with a Command Fighter and an Engineer to make an unstoppable team!
{{PageEnd}}
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Revision as of 15:18, 16 November 2016

Intro

Guard frigates are designed to protect teammates from enemies and deny areas to the enemy. Guard frigates have strong shields and many defensive abilities, as well as one of the best area effect damaging abilities in the game in the Pulsar. They also have a mobility debuff that is very dangerous to interceptors. However their special abilities are all short range and they are slow to get in position and lack firepower with their primary weapons. Used to protect areas such as beacons. It has the second most survivability in the game, after Destroyers.

Jericho are the main faction for Guard frigates, with the Federation also having some available. Jericho frigates are tougher while the Federation's are faster. The Jericho Techs and Federation Vanguard offer Mk 3 Guard modules.


Equipment

Phase Shield

Phase Shield increases the Guard's shield resistance to a single damage type by 120. It is always on, and activating the ability switches the damage type it absorbs. In addition, whenever the Guard is hit by the damage type its Phase Shield is attuned to it grants a 15% damage bonus for 5 seconds.


Anti-Missile Shield

One of the Guard's signature abilities, the anti-missile shield shoots down enemy missiles on a short cooldown. It is especially effective against Jericho Long Range Frigate's torpedoes, but gives decent protection against other missiles as well. It is less effective against "swarm" missiles such as the firestorm or Octopus, since the AMS will only shoot down one missile of the group.

Mass Propulsion Inhibitor

The Mass Propulsion Inhibitor disables afterburners and strafing for any ships in a short range of the Guard. This ability makes Guard frigates very dangerous for interceptors to be around, since it prevents them from circling the Guard to stay in its blind spot as they normally would, and will seriously hamper them while fighting other ships.

Pulsar

An area effect weapon that deals continuous thermal damage to any enemies that stick around. It's an excellent area denial weapon and will force all but the toughest interceptors to run away or die. It has a short range and is broken by line of sight, so most ships will try to outrange it or hide behind objects until it's over.

Emergency Shield Boost and Liquid Metal Injector

Two very powerful self repair modules that restore a large amount of shield and hull respectively to the guard.

Player Opinion and Gameplay

Guard frigates are among the slowest ships on the game. Once in a fight, they are not going to get away, so if you are losing a fight, don't try to run... just keep fighting to the end (often, staying in the fight to the end results in you winning). The name of the game for Guards is "Perseverance". Since you can't avoid getting hit, the idea is to take the damage and hit back in return. While you can't run, using cover is still extremely important, more so for a Guard. It is best, especially with Jericho Guards, to buff shield resistance as much as possible and to devote at least one active module slot to carrying a Shield Booster(replace with the shield injector later on) to keep your shield up, since this is what keeps you alive. Combine with a Command Fighter and an Engineer to make an unstoppable team!