Panther

From Star Conflict Wiki
Revision as of 19:02, 10 April 2020 by U38594143 (talk | contribs) (Balance (1.6.10))
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search
Panther
Accumulates 20% free experience
+50% credits
Doesn't need repairs, +2 cargo spaces
Earns x2 experience

The maximum level of experience — 10

Survivability* 13920
Hull 5832
Shield 5469
Energy 784
Speed 365

Available from the beginning:
Afterburner energy draw reduced by 20%.
Critical chance increased by 10%.
Kinetic weapon spread reduced by 33,3%.
Kinetic weapon projectile speed increased by 35%.


Equipment upon purchase
Weapons
Assault Railgun 12
Active modules
Ship modifiers
Engine
Capacitor
Shield
Hull
CPU

Special module


Buying price 8250



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

General information

Faction: FEDERATION
Class: Fighter
Role: Tackler
Rank: 12

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).

A Tackler's objective is to find and destroy enemy Recon and Covert Ops ships. Active modules reduce the enemy's speed and temporarily weaken their shields and armour.

The newest ODG emitters and an engine of increased capacity are built into the Panther, but it is still in the experimental stage, and few pilots can fly on it. Those who have enough money and experience to manage such a ship, put the "Panther" top marks. Due to the frequent discharge of the engine on the fighter hull sometimes static discharges flash. Most often this is perceived by the enemy as engine damage, and the Panther ceases firing. How surprised opponents when the "damaged" ship at full afterburner is full of holes in their hull.

Available equipment

Weapons
Ion Emitter 13 Ion Emitter 17 Pirate Ion Emitter 17 Singularity Cannon 14 Assault Railgun 12 Assault Railgun 17 / Pirate assault railgun 17 Gauss Cannon 13 Gauss Cannon 17 Pirate Gauss Cannon 17 Flux Phaser 12 Flux Phaser 17 / Pirate flux phaser 17 Gravi-Beamer 14

Missile slot

Active Role Modules

'Stretto' gun system 13

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.)
20 50 -10 35 5 65

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)
10 784 129 152 5832 5469 121 3750 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)
10 365 438 102 88 72 66



Ships
Interceptors Fighters Frigates Destroyers