Helios

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Revision as of 11:21, 25 October 2024 by U38594143 (talk | contribs) (Created page with "{{Ship(Craft) <!-- Main block --> |slots_craft = 9 |engine_craft = 3 |reactor_craft = 3 |deflector_craft = 3 |exterior_craft = 0 |computer_craft = 0 |internal_craft = 0 |internal_destroyer_craft = 0 |ShipName = Helios |shipName_text = Helios |ShipLOR = ''This ship has pre-installed modifier slots: 3 capacitors, 1 shield, 3 hulls and 2 cpu.'' These ships are designed for long-range firing. They use their disintegrators or guided torpedoes. However, high-power and long-ra...")
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Helios
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 31393
Hull 22294
Shield 6861
Energy 1112
Speed 210

Available from the beginning:
Main weapon damage increased by 7%.
Available at experience level 2:
Critical chance increased by 5%.
Available at experience level 4:
Should be chosen
Available at experience level 8:
Should be chosen


Equipment upon purchase
Weapons
Beam Cannon 17
Active modules
Ship modifiers
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 10000000
Cost of refitting 1000000


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

General information

Faction: UMC
Class: Frigate
Role: Long Range
Rank: 16

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: 3 capacitors, 1 shield, 3 hulls and 2 cpu.

These ships are designed for long-range firing. They use their disintegrators or guided torpedoes. However, high-power and long-range weapons come at the cost of armour and shields.

When Alfred Warren announced the creation of the Great Empire, he immediately realized the main weakness: due to the size of its fleet, the Empire could not quickly upgrade ships of older designs. Therefore, he decided to start creating a new military doctrine that would produce a few long-range, high-powered ships to replace the mass-produced “Centaurs”.

In 4617, the Ares design bureau of the New Babylon system began development of a new frigate. Unlike the “old” Empire, the Great Empire was not afraid of using Alien technology. The development of the first model lasted more than three years, including the creation of a new active module, a new weapon, and a long range main calibre. The resulting prototype of the “Helios” frigate impressed Warren: its effectiveness was on par with the Wardens’ best designs.

Warren was about to begin mass production of the new frigate, but the shipyard’s lead engineer proposed a daring plan to improve the production model: to integrate Alien computation circuits into the ship’s systems. It was easy to obtain them at the time, after the Invasion, and it would substantially speed up the production of the new frigate. The only difficulty would be adapting the technology.

Under the strict control of the Great Empire security service, the necessary systems were developed and put into operation. In 4623, serial assembly of the new frigate for the Great Empire Guard began.

In 4624, it was decided to start export production of frigates with simplified Alien computing circuits. The first buyers were Sparta military units and mercenaries, including the UMC. At the same time, rumours of the ship’s unreported capabilities and flaws began to circulate. In response to a journalist asking him about this, Alfred Warren pointed to Ironside’s possible involvement in spreading these rumours.

The new ship has unique features that greatly improve its capabilities, both positional and combat. This was achieved by installing additional modules, each of which performs a specific function. However, the UMC warns future owners of the new frigate that the use of its unique abilities will require special care in the operation of the ship in order to preserve the integrity of its structure.

Unique ship equipment

Weapon

Transcompression weapon 'Mesimeri'

Each shot of the weapon creates a small asteroid at the point of impact.

Active module

Disintegrator circuits overload

Upon activation, the next direct hit from the disintegrator will cause the enemy to explode.

Capacitor modifier

Matter accelerator

Increases the flight speed of main weapon projectiles but decreases energy regeneration. You can only mount one modifier per ship.

CPU modifier

'Night hawk' camo system

At speeds below 5% of the maximum speed, the ship's visibility to enemy radars is reduced. You can only mount one modifier per ship.

Unique additional modules

The ship has additional active modules that can be destroyed:

Left and right side acceleration generators

When double-pushing the left or right strafe, the ship jumps to the specified side once every 30 sec. This blocks the possibility of any warps.
Wing strafes work independently of each other.
Characteristics: durability - 2 000 pts., recovery time on destruction - 60 s., damage on destruction - 2 500 dmg.

'Rupture mk1' amplifier

Increases disintegrator damage by 50%.
Characteristics: durability - 5 000 pts., recovery time on destruction - 60 s., damage on destruction - 3 000 dmg.

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
Electromagnetic disintegrator: a hit on an enemy or any object is redirected to a new target at a range of up to 600 meters. Capable of hitting up to 4 enemies. As targets are hit, the projectile loses its power and damage is reduced. Destroyers hit by the disintegrator take 29700 of EM damage. Damage depends on the level of the main weapon installed on the ship. 185 en. 3 s.

Bonuses

You must select one bonus for each level. If there is one bonus on a level, you won't have to choose.

"Long Range modules" cooldown time reduced by 20%.
Sensor range increased by 100%.
Rotation speed increased by 25%.
Main weapon damage increased by 10%.
Kinetic weapon spread reduced by 33.3%.
Kinetic weapon projectile speed increased by 35%.
EM spread reduced by 33.3%.
EM projectile speed increased by 35%.

Available equipment

Weapons
Beam Cannon 17 / Pirate beam cannon 17 Heavy Blaster 17 / Pirate Heavy Blaster 17 Positron Cannon 17 Pirate Positron Cannon 17 Coil Mortar 17 Boarding Coil Mortar 17 Mass Driver 17 / Pirate mass driver 17 Vulcan 17

Missile slot

Active Role Modules

Active Multipurpose Modules

Ship modifiers
Engine
Ship has no engine slots

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)
1 950 246 184 18425 5670 162 2000 2
2 950 246 184 20083 6180 162 2000 2
3 950 246 184 20820 6407 162 2200 2
4 979 246 190 20820 6407 162 2200 2
5 1017 246 197 21373 6577 162 2400 2
6 1045 246 203 21742 6691 162 2400 2
7 1045 246 203 22110 6747 162 2600 2
8 1045 246 203 22110 6747 162 2800 2
9 1074 246 208 22294 6804 162 2800 2
10 1112 246 215 22294 6861 162 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)
1 204 244 55 61 30 36
2 204 244 55 61 30 36
3 205 246 56 61 30 36
4 205 246 56 61 30 36
5 205 246 56 61 30 36
6 206 247 58 61 30 36
7 208 249 59 61 30 36
8 209 251 61 61 30 36
9 210 252 62 61 30 36
10 210 252 62 61 30 36

Player Builds


Ships
Interceptors Fighters Frigates Destroyers