Spiral

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Revision as of 16:01, 27 May 2022 by U38594143 (talk | contribs) (Balance 1.10.6a)
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Spiral
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 30350
Hull 18138
Shield 11580
Energy 965
Speed 231

Available from the beginning:
Main weapon damage increased by 7%.
Available at experience level 2:
Maximum speed increased by 10%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Beam Cannon 12
Active modules
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 4890000
Cost of refitting 500000


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

General information

Faction: UMC
Class: Frigate
Role: Engineering
Rank: 10

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.

Engineering ships are designed for construction of auxiliary facilities on the battlefield, as well as for repair of allied ships. Engineers serve as a reliable rear guard for their team.

The space combat system ‘Spiral’ is the only representative of the legendary modular system of combat starships developed during the early stellar expansion of mankind. Blueprints and technologies of the unique modular system were lost during the formation of the Empire. The combat system has perfectly proven itself during the battles with the Revenant Order in the days of Direktorium.

The system consists of two combat modules that can function as a single unit, or separately. The detachable module can temporarily become a full-fledged interceptor, and then reconnect and use all the capabilities of the frigate.

Blueprints and technologies of the ‘Spiral’ system were lost at the end of the XXXVI century. They were rediscovered in the special facility of the ‘Spot’ object, found in the asteroid field of the star system SY3176-GIII-A4 by a special expedition from Erebus.

Unique ship equipment

Weapon

Overheating laser

Each projectile hitting the ship increases the target's weapon heating rate.

Active module

Invulnerability projector

Makes the carrier and the ship of the chosen ally temporarily invulnerable and restores its shield over 6 s.

CPU Modifier

Quickcharge system

Accelerates recharging of active modules, increasing their power consumption.

MiG-105 active modules

Hyperwarp leap

The ship becomes invisible and jumps forward. Invisibility can not be disabled for a certain time.

'Shadow' mine

Places a mine with invisibility module. Activates when trying to get away from it, or on a timer.

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
Undocks the MiG-105 ship, ensures its invulnerability for 2 s. and transfers control to it. The carrier vehicle explodes 3 s. after undocking. When the effect ends, it calls a backup carrier vehicle. 300 en. 45 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%.
Main weapon damage increased by 10%.
Afterburner energy draw reduced by 35%.
Reloading rate of "Engineering modules" reduced by 20%.
Energy consumption of "Engineering modules" reduced by 35%.
Effects of "Engineering modules" increased by 15%.

Available equipment

Weapons
Beam Cannon 12 Heavy Blaster 13 Positron Cannon 11 Positron Cannon 14 Coil Mortar 12 Mass Driver 11 Mass Driver 14 Vulcan 13 'Eclipse' Launcher 12 Waz'Dum 12

Missile slot

Active Role Modules

Active Multipurpose Modules

Ship modifiers
Engine

Capacitor

Shield

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)
1 825 214 160 14990 9570 143 2000 2
2 825 214 160 16339 10431 143 2000 2
3 825 214 160 16939 10814 143 2200 2
4 850 214 165 16939 10814 143 2200 2
5 883 214 171 17388 11101 143 2400 2
6 908 214 176 17688 11293 143 2400 2
7 908 214 176 17988 11388 143 2600 2
8 908 214 176 17988 11388 143 2800 2
9 932 214 181 18138 11484 143 2800 2
10 965 214 187 18138 11580 143 3000 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)
1 203 244 55 61 30 36
2 224 269 55 61 30 36
3 225 270 56 61 30 36
4 225 270 56 61 30 36
5 225 270 56 61 30 36
6 226 272 58 61 30 36
7 228 273 59 61 30 36
8 229 275 61 61 30 36
9 231 277 62 61 30 36
10 231 277 62 61 30 36

Player Builds

Ship model