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| |crit_damage_add = '''20%''' | | |crit_damage_add = '''20%''' |
| |crit_damage_add_synLvl = 8_2 | | |crit_damage_add_synLvl = 8_2 |
| | |ShipSET = [[File:Spike VALIANT RE1VAX.png|1080px]] |
| }} | | }} |
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Revision as of 20:37, 28 September 2021
Spike
Accumulates 5% free experience
The maximum experience level — 10
Survivability*
|
8236
|
Hull
|
3854
|
Shield
|
4060
|
Energy
|
427
|
Speed
|
396
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Available from the beginning:
Beacon capture speed increased by 20%.
Afterburner energy draw reduced by 20%.
Rotation speed increased by 25%.
Available at experience level 2:
Critical chance increased by 30%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen
Equipment upon purchase
Weapons
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|
Active modules
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not preinstalled
|
|
Special module
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Cost of manufacturing
|
8990000
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Cost of refitting
|
1000000
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* All specifications are shown for the ship with the maximum level of experience (10) without equipment
General information
Faction: Federation
Class: Interceptor
Role: Covert Ops
Rank: 17
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: 2 engines, 3 capacitors, 1 shield, 1 hull and 2 cpu.
Covert Ops ships are designed for sudden hit and run attacks on individual enemy ships. A special plasma web allows these ships to cause damage to the enemy without any direct contact.
After the collapse of the Empire, the fragments of its military-industrial complex were scattered over different corners of space. Something was destroyed, according to the emergency protocols, other things fell into the hands of the new factions. When the Republic of Separate Worlds appeared on the star map, few believed that these rebels could achieve even a grain of greatness of the old Empire, because there were no significant industries on their territory. In many respects, thanks to this, the RSW retained its independence. But laboratories, shipyards and assembly shops have never been the heart of Imperial power. Its beating burning heart was the people — scientists and lab technicians, engineers and designers. The RSW has many bright minds. Thanks to the financial protection of several investment funds, they managed not only to restore most of the old projects, but also to start several new ones. Their first brainchild was the Spike interceptor.
Unique ship equipment
Weapon
Doppler Laser
- When flying at afterburner speed, weapon damage increases by up to 25% depending on travel time.
Active module
Energy-burning mine
- Places a mine that burns the energy of enemies in range and then explodes dealing EM damage for each point of energy burned.
Engine modifier
Maneuver co-processor
- Passive mode improves maneuverability of the ship. With activation of a special or an active module, the bonus to maneuverability sharply increases. 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.
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Description
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Energy consumption
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Recharge
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Launches a plasma web dealing thermal damage over a period of 12 seconds. The range of action is 2000 m. If the target’s speed is higher than 80%, the target receives additional thermal damage. The amount of damage depends on the level of the main weapon installed on the ship.
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55 en.
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45 s.
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Launches a plasma web that causes thermal damage. Accumulates charge for every destroyed enemy in a radius up to 3 times. Each accumulated charge increases the damage of the special module by 25%. The amount of damage depends on the level of the main weapon installed on the ship.
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55 en.
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45 s.
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|
|
|
|
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Bonuses
You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.
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Strafe speed increased by 30%.
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Maximum speed increased by 10%.
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|
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Energy consumption of "Covert Ops modules" reduced by 25%.
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Critical damage increased by 20%.
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Available equipment
Weapons
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
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Hull resistance
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to thermal weapon, (pts.)
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to kinetic weapon, (pts.)
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to EM weapon, (pts.)
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to thermal weapon, (pts.)
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to kinetic weapon, (pts.)
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to EM weapon, (pts.)
|
0
|
30
|
-30
|
15
|
-15
|
45
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Ship's characteristics on different experience levels
Level
|
Energy
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Hull, (pts.)
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Shield
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Sensors
|
capacity, (pts.)
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for afterburner, (pts./s)
|
regeneration, (pts./s)
|
capacity, (pts.)
|
regeneration, (pts./s)
|
range, (m)
|
target lock time, (s)
|
1
|
365
|
74
|
71
|
3185
|
3355
|
108
|
3000
|
2
|
2
|
365
|
74
|
71
|
3472
|
3657
|
108
|
3000
|
2
|
3
|
365
|
74
|
71
|
3599
|
3791
|
108
|
3300
|
2
|
4
|
376
|
74
|
73
|
3599
|
3791
|
108
|
3300
|
2
|
5
|
391
|
74
|
76
|
3695
|
3892
|
108
|
3600
|
2
|
6
|
402
|
74
|
78
|
3758
|
3959
|
108
|
3600
|
2
|
7
|
402
|
74
|
78
|
3822
|
3992
|
108
|
3900
|
2
|
8
|
402
|
74
|
78
|
3822
|
3992
|
108
|
4200
|
2
|
9
|
412
|
74
|
80
|
3854
|
4026
|
108
|
4200
|
2
|
10
|
427
|
74
|
83
|
3854
|
4060
|
108
|
4500
|
2
|
|
Ship's speed on different experience levels
Level
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Speed
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Acceleration, (m/s2)
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Strafe, (m/s)
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Pitch, (deg./s)
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Roll, (deg./s)
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march, (m/s)
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afterburner, (m/s)
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10
|
396
|
475
|
201
|
114
|
127
|
97
|
|
Player Builds
Ship model