Bark-2

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Bark-2
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 19221
Hull 13086
Shield 4840
Energy 854
Speed 277

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


Equipment upon purchase
Weapons
Assault Railgun 17
Active modules
Ship modifiers
Engine
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: Fighter
Role: Gunship
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: 1 engine, 2 capacitors, 1 shield, 3 hulls and 2 cpu.

Gunships deal powerful blows to enemy ships. Their special module allows them to temporarily increase their firepower, speed and manoeuvrability. Vulnerable in cooldown periods.

“Il-2EA” was the first successful adaptation of a military airplane to the presence of the Signal. Its easy production and reliability of operation made “Il-2EA” the most mass-produced airplane of the late XXI–early XXVI century. During the religious wars, “Il-2EA” was used as the basis for the development of a multimode fighter jet plane called “MF-2SC” (multimode fighter), which became known worldwide as “Bark”, capable of independent entry into near space and combat operations in space.

The New Empire worked on improving the mass fleet and created a “Bark-2” modification in 4623. It was based on the mass application of iridium technology. The resulting ship had firepower and durability on par with modern Imperial fighters, but was quite expensive to produce. In 4624, the New Empire signed a contract to supply fighters to the UMC mercenaries.

Unique ship equipment

Weapon

Autocannon 2M-84

Kinetic bow weapon with limited shooting angles.

Active module

GPB-20000

Launches a powerful bomb upon activation. The bomb explodes when an enemy ship approaches it.

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
Increases the rate of fire, energy regeneration, maximum speed, speed of strafe and rotation by 50% for 8 sec. 84 en. 35 s.
A rear turret that fires on the nearest pursuing enemy. Upon activation, fire rate increases by 2 times for 10 sec., and the fire rate of the main weapons, energy regeneration and maximum speed also increase by 45%. 150 en. 40 s.

Bonuses

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

Rotation speed increased by 25%.
Afterburner energy draw reduced by 25%.
Maximum speed increased by 10%.
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
Ion Emitter 17 Pirate Ion Emitter 17 Singularity Cannon 17 / Pirate Singularity Cannon 17 Assault Railgun 17 / Pirate assault railgun 17 Gauss Cannon 17 Pirate Gauss Cannon 17 Flux Phaser 17 / Pirate flux phaser 17

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)
1 730 175 141 10815 4000 128 2500 2
2 730 175 141 11788 4360 128 2500 2
3 730 175 141 12221 4520 128 2750 2
4 752 175 146 12221 4520 128 2750 2
5 781 175 151 12545 4640 128 3000 2
6 803 175 156 12762 4720 128 3000 2
7 803 175 156 12978 4760 128 3250 2
8 803 175 156 12978 4760 128 3500 2
9 825 175 160 13086 4800 128 3500 2
10 854 175 166 13086 4840 128 3750 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)
1 268 321 90 10 92 92
2 268 321 90 10 92 92
3 270 324 92 10 92 92
4 270 324 92 10 92 92
5 270 324 92 10 92 92
6 271 326 95 10 92 92
7 273 328 97 10 92 92
8 275 330 100 10 92 92
9 277 332 102 10 92 92
10 277 332 102 10 92 92

Player Builds


Ships
Interceptors Fighters Frigates Destroyers