Singularity: Difference between revisions

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|specialAbility_icon1 = [[File:Tackler chamelion.png|link=ODG 'Chameleon']]
|specialAbility_icon1 = [[File:Tackler chamelion.png|link=ODG 'Chameleon'|50px]]
|specialAbility_icon2 = [[File:Long Dive.jpg|link=Long descent]]
|specialAbility_icon2 = [[File:Long descent.png|link=Long descent|50px]]
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|credits_craft = 8990000
|credits_craft = 8990000

Revision as of 10:11, 25 December 2019

Singularity
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 18054
Hull 5106
Shield 9910
Energy 743
Speed 336

Available from the beginning:
Maximum speed increased by 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


Equipment upon purchase
Weapons
Assault Railgun 17
Active modules
not preinstalled

Special module Should be chosen

Cost of manufacturing 8990000
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: Tackler
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, 2 capacitors, 3 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.

Any mercenary has heard of the mysterious cast of Technologists — a part of the Jericho. Many even worked for them, but no one faced the Technologists alive. The caste has always been closed, even inside Jericho itself. They say they did not worship machines, but considered themselves one with them. But when almost all of Jericho disappeared, and with it the Technologists — their machines remained. Now the former stations of the Technologists are controlled by a network of many integrated AI systems, which call themselves the Sentinels. The goals of the Sentinels and their true nature are still a mystery, even for the remaining Jericho.

Despite the fact that the machine mind operates on a completely different level than the human mind, the Sentinels can negotiate with people. Numerous contracts have already been agreed between them and the Mendez family, as well as a number of other factions. Emissaries and diplomats of the Sentinels are autonomous AIs, enclosed in the hull of a powerful combat vehicle — the Singularity fighter. Possessing free will, these ships sometimes strike contracts with pilots and come to their service.

Unique ship equipment

Weapon

Accelerator Gun

Each critical hit increases the speed of the following projectiles by 30% for 15 s. Effect stacks up to 5 times.

Active module

Trap mine

A booby trap is placed upon activation. Enemy ships in its range can't leave the area for 15 s.

CPU modifier

Drone booster

Increases damage of all allied drones in 2000 m. range. You can only mount one module per ship.

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
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. 100 en. 35 s.
Gives radar and visual invisibility on 45 s. At this time, the shield regeneration slows down by 99%, and the module recharge slows down by 30%. Taking damage (except collisions) does not cancel the action. When invisibility ends, provides a 20% damage boost for 5 s. 120 en. 25 s.

Bonuses

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

Maximum speed increased by 10%.
Critical chance increased by 10%.

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 Gravi-Beamer 17 / Pirate gravi-beamer 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 4220 8190 128 2500 2
2 635 140 123 4600 8927 128 2500 2
3 635 140 123 4769 9255 128 2750 2
4 654 140 127 4769 9255 128 2750 2
5 679 140 132 4895 9500 128 3000 2
6 699 140 135 4980 9664 128 3000 2
7 699 140 135 5064 9746 128 3250 2
8 699 140 135 5064 9746 128 3500 2
9 718 140 139 5106 9828 128 3500 2
10 743 140 144 5106 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
4 329 394 92 88 72 66
5 329 394 92 88 72 66
6 330 396 95 88 72 66
7 332 399 97 88 72 66
8 334 401 100 88 72 66
9 336 403 102 88 72 66
10 336 403 102 88 72 66

Player Builds

Ship model