Strong: Difference between revisions
(Updated information) |
(Balance (1.7.4a)) |
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|hull_max_syn9 = 4380 | |hull_max_syn9 = 4380 | ||
|shield_max_syn9 = 8772 | |shield_max_syn9 = 8772 | ||
|shield_regen_syn9 = | |shield_regen_syn9 = 125 | ||
|vision_radius_syn9 = 3500 | |vision_radius_syn9 = 3500 | ||
|lock_time_syn9 = 2 | |lock_time_syn9 = 2 |
Latest revision as of 13:05, 20 November 2020
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience
Survivability* | 15813 |
Hull | 4380 |
Shield | 8772 |
Energy | 605 |
Speed | 293 |
Available from the beginning:
Energy regeneration speed increased by 25%.
Effects of "Command modules" increased by 20%.
Missile and missile cassette reloading speed up by 20%.
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: Fighter
Role: Command
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).
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.
Created by Families of Frontier in close cooperation with Syndicate. Improved by technologists. Designed to perform missions in a single order or to support light tactical squadrons of Reid. In the series did not go because of its specificity. Produced in small batches mainly for the Syndicate and Raid squadrons.
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.) |
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) | |||||||||||
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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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