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[[File:Implants.png]]
='''Implants and Crews'''=


__TOC__
[[File:Implant_crew_copy.jpg]]
=='''Crews'''==
Crews are the cards to which you save your preferred implants for different ship roles that you want your ships to use. By default only one crew type is available for use which is applied to all the ship slots available to you. More of these crew slots can be unlocked as per your choice by either investing galactic credits or premium galactic standards. Total four crew cards are available and each card can be applied to all four ship slots as one chooses.
=='''Implants'''==


Implants are upgrades that you apply to your character that improve your performance in combat in various ways. There are three different implants at each rank and you can only choose one, but if you change your mind you can change the implant for a fee of 50,000 credits per implant, or 500,000 credits for full reimplantation. You can only equip implants up to the highest rank of ship you own.
Implants are upgrades that you apply to your character that improve your performance in combat in various ways. There are three different implants at each rank and you can only choose one, but if you change your mind you can change the implant for a fee of 50,000 credits per implant, or 500,000 credits for full reimplantation. You can only equip implants up to the highest rank of ship you own.
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Implants only take effect when flying a ship of the same rank or higher, so a rank 3 implant will work on a rank 3 ship or higher, but will not work on a rank 1 or 2 ship. The sole exception are the rank 15 implants, that give a bonus to synergy and/or credit gain that applies at all times.
Implants only take effect when flying a ship of the same rank or higher, so a rank 3 implant will work on a rank 3 ship or higher, but will not work on a rank 1 or 2 ship. The sole exception are the rank 15 implants, that give a bonus to synergy and/or credit gain that applies at all times.


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width = "600px" style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF"
 
=Implant List=
 
TODO


{| class="wikitable"
==='''EMPIRE'''===
! width="10%" | Rank
{| style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF"
! width="10%" | Faction
! Rank
! width="20%" | Name
! style=" width="100px" |Name
! width="60%" | Description
! Icon
! Description
|-
|-
| rowspan="3" align="center" | 1
| 1
| [[File:Empire.png|45px|center]]
| Neurocontroller "Gigas"
| Neurocontroller "Gigas"
| Hull strength increased by 25%.
| [[File:emp_1.jpg|45px]]
| Increases Hull Strength by 25%.
|-
|-
| [[File:Federation.png|45px|center]]
| 2
| Neurocontroller "Armadillo"
| Incoming explosion damage to hull reduced by 20%. Incoming critical hit damage to hull reduced by 20%.
|-
| [[File:Jericho.png|45px|center]]
| Neurocontroller "HR1 - SE"
| Increases hull resistance to all types of damage by 25 points.
|-
| rowspan="3" align="center" | 2
| [[File:Empire.png]]
| Neurocontroller "Oculus"
| Neurocontroller "Oculus"
| Reduces target locking time by 43%. Increases critical chance hit by 10%.
| [[File:emp_2.jpg|45px]]
| Reduces target locking time by 43%. Increases critical hit chance by 10%.
|-
|-
| [[File:Federation.png]]
| 3
| Neurocontroller "Albatross"
| Increases sensor range by 75%. Increases maximum and optimal weapon range by 20%.
|-
| [[File:Jericho.png]]
| Neurocontroller "FCS - M1"
| Reduces incoming control-inhibited effects by 23%. Reduces main weapon spread by 20%.
|-
| rowspan="3" align="center" | 3
| [[File:Empire.png]]
| Neurocontroller "Doctus"
| Neurocontroller "Doctus"
| Shield regeneration speed increased by 25%.  
| [[File:emp_3.jpg|45px]]
| Shield regeneration speed increased by 40%.
|-
|-
| [[File:Federation.png]]
| 4
| Neurocontroller "Owl"
| Increases maximum shield volume by 20%.
|-
| [[File:Jericho.png]]
| Neurocontroller "SR Mark 2"
| Increases shield resistance to all types of damage by 20 points.
|-
| rowspan="3" align="center" | 4
| [[File:Empire.png]]
| Alpha-Inhibitor "Malleus"
| Alpha-Inhibitor "Malleus"
| Increases damage dealt by missiles by 10%.
| [[File:emp_4.jpg|45px]]
| Increases damage dealth by missiles, mines and missile-slot drones by 10%.
|-
|-
| [[File:Federation.png]]
| 5
| Alpha-Inhibitor "Sting"
| Increases missile velocity and turn speed by 20%.
|-
| [[File:Jericho.png]]
| Alpha-Inhibitor "RR-25"
| Maximum missile range increased by 75%.
|-
| rowspan="3" align="center" | 5
| [[File:Empire.png]]
| Alpha-Inhibitor "Velox"
| Alpha-Inhibitor "Velox"
| [[File:emp_5.jpg|45px]]
| Increases ship rotation speed by 30% in all axes.
| Increases ship rotation speed by 30% in all axes.
|-
|-
| [[File:Federation.png]]
| 6
| Alpha-Inhibitor "Cheetah"
| Alpha-Inhibitor "Gladuis"
| Increases strafe speed by 75%.
| [[File:emp_6.jpg|45px]]
|-
| [[File:Jericho.png]]
| Alpha-Inhibitor "SP-25"
| Maximum speed increased by 3%.
|-
| rowspan="3" align="center" | 6
| [[File:Empire.png]]
| Alpha-Inhibitor "Gladius"
| Main weapon damage increased by 7%.
| Main weapon damage increased by 7%.
|-
|-
| [[File:Federation.png]]
| 7
| Alpha-Inhibitor "Ox"
| Increases critical damage by 35%.
|-
| [[File:Jericho.png]]
| Alpha-Inhibitor "WPN-FS2"
| Rail gun and plasma projectile speed increased by 30%. Maximum laser temperature increased by 10%.
|-
| rowspan="3" align="center" | 7
| [[File:Empire.png]]
| Beta-accelerator "Fortis"
| Beta-accelerator "Fortis"
| Increases capacitator volume by 30%.
| [[File:emp_7.jpg|45px]]
| Increases capacitor volume by 40%.
|-
|-
| [[File:Federation.png]]
| 8
| Beta-accelerator "Predator"
| Afterburners energy use reduced by 17%.
|-
| [[File:Jericho.png]]
| Beta-accelerator "CU - Type B"
| 15% of received damage restores your energy reserves. This does not reduce incoming damage.
|-
| rowspan="3" align="center" | 8
| [[File:Empire.png]]
| Beta-accelerator "Rapidus"
| Beta-accelerator "Rapidus"
| [[File:emp_8.jpg|45px]]
| Reduces recharge time by 17% for Multipurpose modules.
| Reduces recharge time by 17% for Multipurpose modules.
|-
|-
| [[File:Federation.png]]
| 9
| Beta-accelerator "Armadillo II"
| Upon activating multipurpose modules , the ship becomes immune to all engine-inhibiting effects for 3 seconds.
|-
| [[File:Jericho.png]]
| Beta-accelerator "CU - 25b"
| Upon activating Multipurpose modules the ship becomes immune to all energy siphoning effects for 5 seconds.
|-
| rowspan="3" align="center" | 9
| [[File:Empire.png]]
| Beta-accelerator "Gigas II"
| Beta-accelerator "Gigas II"
| Increases hull and shield resistance to all types of damage by 12 points for each enemy marking you as their target.
| [[File:emp_9.jpg|45px]]
| Increases hull and shield resistance to all types of damage by 12 pts for each enemy marking you as their target.
|-
|-
| [[File:Federation.png]]
| 10
| Beta-accelerator "Cheetah II"
| Increases maximum afterburner speed by 7%.
|-
| [[File:Jericho.png]]
| Beta-accelerator "SR Mark 3"
| Increases shield resistances to all types of damage by 10 points. Shield can now absorb damage from collision.
|-
| rowspan="3" align="center" | 10
| [[File:Empire.png]]
| Neuroaccelerator "Rapidus II"
| Neuroaccelerator "Rapidus II"
| Reduces module recharge time by 20%. Does not effect Mulitpurpose modules.
| [[File:emp_10.jpg|45px]]
|
| Reduces module recharge time by 10%. Does not affect Multipurpose modules.
|-
|-
| [[File:Federation.png]]
| 11
| Neuroaccelerator "Sting II"
| Reduces Active module energy consumption by 29%. Does not effect Mulitpurpose modules.
|
|-
| [[File:Jericho.png]]
| Neuroaccelerator "WPN-WS3"
| Improves Active module parameters by 20%. Does not effect Mulitpurpose modules.
|
|-
| rowspan="3" align="center" | 11
| [[File:Empire.png]]
| Neuroaccelerator "Oculus II"
| Neuroaccelerator "Oculus II"
| Reduces your target's hull and shield resistance to all types of damage by 8 points. For main weapons only.
| [[File:emp_11.jpg|45px]]
|
| Reduces enemys ship's hull and shield resistance to all types of damage by 8 pts. For main weapons only.
|-
| [[File:Federation.png]]
| Neuroaccelerator "Ant"
| Increases rate of fire by 8%.
|
|-
| [[File:Jericho.png]]
| Neuroaccelerator "RR-50"
| Missle reloading time reduced by 13%.
|
|-
|-
| rowspan="3" align="center" | 12
| 12
| [[File:Empire.png]]
| Neuroaccelerator "Gladius II"
| Neuroaccelerator "Gladius II"
| [[File:emp_12.jpg|45px]]
| If the ship's speed is below 50% from maximum (not including afterburners), its main weapon deals 7% more damage.
| If the ship's speed is below 50% from maximum (not including afterburners), its main weapon deals 7% more damage.
|
|-
| [[File:Federation.png]]
| Neuroaccelerator
| If the ship's speed is below 50% from maximum (not including afterburners), its energy reserves regenerate 50% faster.
|
|-
|-
| [[File:Jericho.png]]
| 13
| Neuroaccelerator "Predator II"
| If the ship's speed is below 50% from maximum (not including afterburners), its shields regenerate 25% faster.
|
|-
| rowspan="3" align="center" | 13
| [[File:Empire.png]]
| Neuroconnector "Rapidus III"
| Neuroconnector "Rapidus III"
| Reduces cooldown timer for modules by 15% upon destroying an enemy ship or assisting the destruction with damage.
| [[File:emp_13.jpg|45px]]
|
| Reduces cooldown times for modules by 5% upon destroying an enemy ship or assisting the destruction with damage.
|-
|-
| [[File:Federation.png]]
| 14
| Neuroconnector "Ant II"
| Increases main weapon damage by 20% for 10 seconds upon destroying an enemy ship or assisting the destruction with damage.
|
|-
| [[File:Jericho.png]]
| Neuroconnector "WPN-F70"
| Increases main weapon damage by 2% upon destroying an enemy ship or assisting the destruction with damage. This effect stacks with each ship destroyed up to 20%.
|
|-
| rowspan="3" align="center" | 14
| [[File:Empire.png]]
| Neuroconnector "Gigas III"
| Neuroconnector "Gigas III"
| Neutralizes all negative effects and grants 7 seconds of immunity to them when the ship's shileds are first lost.
| [[File:emp_14.jpg|45px]]
|
| Neutralises all negative effects and grants 4 sec. immunity to them when the ship's shield is first lost.
|-
|-
| [[File:Federation.png]]
| 15
| Neuroconnector "Albatross II"
| Activates emergancy stealth field generator for 3 seconds when the ship's shields are first lost.
|
|-
| [[File:Jericho.png]]
| Neuroconnector "SR-X"
| Increases hull damage resistance by 75 points for 7 seconds for when the ship's shields are first lost.
|
|-
| rowspan="3" align="center" | 15
| [[File:Empire.png]]
| Neuroconnector "Gladius III"
| Neuroconnector "Gladius III"
| Increases credit and synergy gain by 5% and main weapon damage by 5%. Synergy and credit increase is active on ships of all ranks.
| [[File:emp_15.jpg|45px]]
|
| Increases synergy and credits gain by 5% and main weapon damage by 3%. Synergy and credits increase is active on ships of all ranks.
|-
| [[File:Federation.png]]
| Neuroconnector "Owl II"
| Improves credit gain by 10% and hull and shield strength by 5%. Credit rate increase is active on ships of all ranks.
|
|-
| [[File:Jericho.png]]
| Neuroconnector "RB-X"
| Improves synergy gain by 10% and missile damage by 10%. Synergy increase active on ships of all ranks.
|
|-
|}
|}
{{PageEnd}}
{{PageEnd}}

Revision as of 13:55, 27 September 2016

Implants and Crews

Crews

Crews are the cards to which you save your preferred implants for different ship roles that you want your ships to use. By default only one crew type is available for use which is applied to all the ship slots available to you. More of these crew slots can be unlocked as per your choice by either investing galactic credits or premium galactic standards. Total four crew cards are available and each card can be applied to all four ship slots as one chooses.

Implants

Implants are upgrades that you apply to your character that improve your performance in combat in various ways. There are three different implants at each rank and you can only choose one, but if you change your mind you can change the implant for a fee of 50,000 credits per implant, or 500,000 credits for full reimplantation. You can only equip implants up to the highest rank of ship you own.

Implants only take effect when flying a ship of the same rank or higher, so a rank 3 implant will work on a rank 3 ship or higher, but will not work on a rank 1 or 2 ship. The sole exception are the rank 15 implants, that give a bonus to synergy and/or credit gain that applies at all times.

width = "600px" style="border-radius: 4px; border: 1px solid #8E8E8E; text-align: center" border="1" cellspacing="0" bgcolor="#BFBFBF"

EMPIRE

Rank Name Icon Description
1 Neurocontroller "Gigas" Increases Hull Strength by 25%.
2 Neurocontroller "Oculus" Reduces target locking time by 43%. Increases critical hit chance by 10%.
3 Neurocontroller "Doctus" Shield regeneration speed increased by 40%.
4 Alpha-Inhibitor "Malleus" Increases damage dealth by missiles, mines and missile-slot drones by 10%.
5 Alpha-Inhibitor "Velox" Increases ship rotation speed by 30% in all axes.
6 Alpha-Inhibitor "Gladuis" Main weapon damage increased by 7%.
7 Beta-accelerator "Fortis" Increases capacitor volume by 40%.
8 Beta-accelerator "Rapidus" Reduces recharge time by 17% for Multipurpose modules.
9 Beta-accelerator "Gigas II" Increases hull and shield resistance to all types of damage by 12 pts for each enemy marking you as their target.
10 Neuroaccelerator "Rapidus II" Reduces module recharge time by 10%. Does not affect Multipurpose modules.
11 Neuroaccelerator "Oculus II" Reduces enemys ship's hull and shield resistance to all types of damage by 8 pts. For main weapons only.
12 Neuroaccelerator "Gladius II" If the ship's speed is below 50% from maximum (not including afterburners), its main weapon deals 7% more damage.
13 Neuroconnector "Rapidus III" Reduces cooldown times for modules by 5% upon destroying an enemy ship or assisting the destruction with damage.
14 Neuroconnector "Gigas III" Neutralises all negative effects and grants 4 sec. immunity to them when the ship's shield is first lost.
15 Neuroconnector "Gladius III" Increases synergy and credits gain by 5% and main weapon damage by 3%. Synergy and credits increase is active on ships of all ranks.