Crus A: Difference between revisions
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(Balance (1.7.1)) |
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|energy_regen_syn9 = 175 | |energy_regen_syn9 = 175 | ||
|hull_max_syn9 = 5493 | |hull_max_syn9 = 5493 | ||
|shield_max_syn9 = | |shield_max_syn9 = 15000 | ||
|shield_regen_syn9 = 103 | |shield_regen_syn9 = 103 | ||
|vision_radius_syn9 = 2800 | |vision_radius_syn9 = 2800 |
Revision as of 15:32, 9 July 2020
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience
Survivability* | 24117 |
Hull | 5493 |
Shield | 15000 |
Energy | 904 |
Speed | 223 |
Available from the beginning:
Critical chance increased by 5%.
Energy consumption of "Long Range modules" reduced by 20%.
Shield resistance to all types of damage increased by 10 pts.
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: JERICHO
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.
The first adaptation of the frigate "Crusader" for long-range combat. To install the guided torpedoes, we had to sacrifice the power of the shields and the thickness of the hull, but later the scientists decided to install an extra energy synchronizer, which increased the resistance of the shield. In certain circles, the Crus A has become something of a benchmark for a long-range frigate of medium technological level.
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.) |
25 | 55 | -5 | 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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