Magnetar: Difference between revisions

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(Created page with "{{Ship <!-- Main block --> |ShipName = Magnetar |ShipLOR = ECM ships are meant to interfere with the normal operation of enemy ships. An ECM ship is always an important target...")
 
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|shipRole_link = ECM
|shipRole_link = ECM
|shipRole_image = role_ecm.png
|shipRole_image = role_ecm.png
|raceName = Empire
|raceName = EMPIRE
|race_link = EMPIRE
|race_link = EMPIRE
|raceNameLink = EMPIRE
|raceNameLink = EMPIRE

Revision as of 19:15, 23 August 2016

Magnetar
Accumulates 5% free experience

The maximum level of experience — 10

Survivability* 10641
Hull 6299
Shield 3751
Energy 405
Speed 331

Available from the beginning:
Beacon capture speed increased by 20%.
Main weapon damage increased by 7%.
Available at experience level 2:
Time to weapon heating increased by 50%.
Available at experience level 4:
Duration of "ECM modules" increased by 20%.
Available at experience level 8:
Maximum capacitor volume increased by 30%.


Equipment upon purchase
Weapons
Active modules
Ship modifiers
Engine
Capacitor
Hull
CPU

Special module


Buying price 4890000
Selling price 1222500



* All specifications are shown for the ship with the maximum level of experience (10) without equipment

General information

Faction: EMPIRE
Class: Interceptor
Role: ECM
Rank: 10

Description

ECM ships are meant to interfere with the normal operation of enemy ships. An ECM ship is always an important target for any enemy ships, so they have better defences.

Available equipment

Weapons
Plasma Gun 12 Pulse Laser 11 Pulse Laser 14 Shrapnel Cannon 12 RF Blaster 13 Phase Suppressor 12 Kinetic Supercharger 12

Missile slot

Active Role Modules

Active Multipurpose Modules

Ship modifiers
Engine

Capacitor

Shield
Ship has no shield slots

Hull

CPU

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.)
0 30 -30 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)
1 275 80 53.3 5205 3100 99 3000 1
2 275 80 53.3 5674 3379 99 3000 1
3 275 80 53.3 5882 3503 99 3300 1
4 284 80 54.9 5882 3503 99 3300 1
5 295 80 57.1 6038 3596 99 3600 1
6 303 80 58.7 6142 3659 99 3600 1
7 303 80 58.7 6247 3690 99 3900 1
8 385 80 58.7 6247 3690 99 4200 1
9 394 80 60.3 6299 3721 99 4200 1
10 405 80 62.4 6299 3751 99 4500 1

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)
1 320 384 178 114 102 78
2 320 384 178 114 102 78
3 322 387 182 114 102 78
4 322 387 182 114 102 78
5 322 387 182 114 102 78
6 324 389 187 114 102 78
7 327 392 192 114 102 78
8 329 394 196 114 102 78
9 331 397 201 114 102 78
10 331 397 201 114 102 78



Ships
Interceptors Fighters Frigates Destroyers