Irbis: Difference between revisions

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Currently, a contract has been signed between the Fortress Shipyard and [[UMC]] for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat.
Currently, a contract has been signed between the Fortress Shipyard and [[UMC]] for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat.
==Unique ship equipment==
===Weapon===
'''[[Blaster weapon 'Barred owl']]'''
:A deadly thermal charging weapon. As the charge accumulates, its damage increases but its spread increases as well. Critical hit decreases the target's rotation speed.
===Capacitor modifier===
'''[[Active repairs system]]'''
:When activated, the special module boosts shield and hull regeneration. Passively increases energy regeneration. You can place only one modifier.


|shipClass_text = Fighter
|shipClass_text = Fighter
Line 31: Line 40:
|raceNameLink = Federation
|raceNameLink = Federation
|raceImage = federation.png
|raceImage = federation.png
|specialAbility1_text = Makes a player's ship invisible for '''18''' s. Any damage and opening fire bring him out of this state. When invisibility ends, provides a '''20%''' damage boost for '''5''' s.
|specialAbility1_text = Makes a player's ship invisible for '''18''' s. Any damage and opening fire bring him out of this state. The first '''2''' s. the invisibility can't be interrupted by any action. When invisibility ends, provides a '''20%''' damage boost for '''5''' s.
|specialAbility2_text = Boosts the ship towards the target and makes it invisible for '''18''' s. Any damage, opening fire or use of modules will disable the ship's invisibility. If the target is within '''500''' m., the module stops working and decreases the target's damage resistance by '''40''' pts. for '''12''' sec. If there is no target in range when the special module stops working, the damage resistance of the player's ship will be reduced by '''20''' pts. for the same amount of time.
|specialAbility2_text = Makes the ship invisible for '''18''' sec. Any damage, opening fire or use of modules will disable the ship's invisibility. The first '''2''' s. the invisibility can't be interrupted by any action. If you have a captured target within the module's active range at the time of the module's activation, your ship will receive a boost towards it. When you fly closer to the target than '''500''' m., the module stops working, for '''12''' sec. it decreases target damage resistance by '''50''' pts. and increases your resistances by '''30''' pts. When the module stops working your ship receives radar invisibility for '''5''' sec. Using modules will take it out of this state.
|specialAbility3_text =  
|specialAbility3_text =  
|specialAbility1_energycost = '''100''' en.
|specialAbility1_energycost = '''100''' en.
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|energy_max_syn1 = 730
|energy_max_syn1 = 730
|energy_regen_syn1 = 141
|energy_regen_syn1 = 141
|hull_max_syn1 = 5284
|hull_max_syn1 = 5821
|shield_max_syn1 = 5133
|shield_max_syn1 = 5655
|shield_regen_syn1 = 128
|shield_regen_syn1 = 128
|vision_radius_syn1 = 2500
|vision_radius_syn1 = 2500
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|energy_max_syn2 = 730
|energy_max_syn2 = 730
|energy_regen_syn2 = 141
|energy_regen_syn2 = 141
|hull_max_syn2 = 5726
|hull_max_syn2 = 6308
|shield_max_syn2 = 5563
|shield_max_syn2 = 6128
|shield_regen_syn2 = 128
|shield_regen_syn2 = 128
|vision_radius_syn2 = 2500
|vision_radius_syn2 = 2500
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|energy_max_syn3 = 730
|energy_max_syn3 = 730
|energy_regen_syn3 = 141
|energy_regen_syn3 = 141
|hull_max_syn3 = 5923
|hull_max_syn3 = 6525
|shield_max_syn3 = 5754
|shield_max_syn3 = 6338
|shield_regen_syn3 = 128
|shield_regen_syn3 = 128
|vision_radius_syn3 = 2750
|vision_radius_syn3 = 2750
Line 171: Line 180:
|energy_max_syn4 = 752
|energy_max_syn4 = 752
|energy_regen_syn4 = 146
|energy_regen_syn4 = 146
|hull_max_syn4 = 5923
|hull_max_syn4 = 6525
|shield_max_syn4 = 5754
|shield_max_syn4 = 6338
|shield_regen_syn4 = 128
|shield_regen_syn4 = 128
|vision_radius_syn4 = 2750
|vision_radius_syn4 = 2750
Line 191: Line 200:
|energy_max_syn5 = 781
|energy_max_syn5 = 781
|energy_regen_syn5 = 151
|energy_regen_syn5 = 151
|hull_max_syn5 = 6071
|hull_max_syn5 = 6688
|shield_max_syn5 = 5898
|shield_max_syn5 = 6496
|shield_regen_syn5 = 128
|shield_regen_syn5 = 128
|vision_radius_syn5 = 3000
|vision_radius_syn5 = 3000
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|energy_max_syn6 = 803
|energy_max_syn6 = 803
|energy_regen_syn6 = 156
|energy_regen_syn6 = 156
|hull_max_syn6 = 6169
|hull_max_syn6 = 6796
|shield_max_syn6 = 5993
|shield_max_syn6 = 6601
|shield_regen_syn6 = 128
|shield_regen_syn6 = 128
|vision_radius_syn6 = 3000
|vision_radius_syn6 = 3000
Line 231: Line 240:
|energy_max_syn7 = 803
|energy_max_syn7 = 803
|energy_regen_syn7 = 156
|energy_regen_syn7 = 156
|hull_max_syn7 = 6267
|hull_max_syn7 = 6904
|shield_max_syn7 = 6041
|shield_max_syn7 = 6654
|shield_regen_syn7 = 128
|shield_regen_syn7 = 128
|vision_radius_syn7 = 3250
|vision_radius_syn7 = 3250
Line 251: Line 260:
|energy_max_syn8 = 803
|energy_max_syn8 = 803
|energy_regen_syn8 = 156
|energy_regen_syn8 = 156
|hull_max_syn8 = 6267
|hull_max_syn8 = 6904
|shield_max_syn8 = 6041
|shield_max_syn8 = 6654
|shield_regen_syn8 = 128
|shield_regen_syn8 = 128
|vision_radius_syn8 = 3500
|vision_radius_syn8 = 3500
Line 271: Line 280:
|energy_max_syn9 = 825
|energy_max_syn9 = 825
|energy_regen_syn9 = 160
|energy_regen_syn9 = 160
|hull_max_syn9 = 6316
|hull_max_syn9 = 6958
|shield_max_syn9 = 6089
|shield_max_syn9 = 6707
|shield_regen_syn9 = 128
|shield_regen_syn9 = 128
|vision_radius_syn9 = 3500
|vision_radius_syn9 = 3500
Line 291: Line 300:
|energy_max_syn10 = 854
|energy_max_syn10 = 854
|energy_regen_syn10 = 166
|energy_regen_syn10 = 166
|hull_max_syn10 = 6316
|hull_max_syn10 = 6958
|shield_max_syn10 = 6136
|shield_max_syn10 = 6759
|shield_regen_syn10 = 128
|shield_regen_syn10 = 128
|vision_radius_syn10 = 3750
|vision_radius_syn10 = 3750

Latest revision as of 13:27, 11 November 2022

Irbis
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 16878
Hull 6958
Shield 6759
Energy 854
Speed 365

Available from the beginning:
Maximum hull strength increased by 7.5%.
Maximum shield strength increased by 7.5%.
Available at experience level 2:
Afterburner energy draw reduced by 20%.
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: Federation
Class: Fighter
Role: Tackler
Rank: 17

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: 2 engines, 2 capacitors, 2 shields, 1 hull and 2 cpu.

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.

Irbis is the latest fighter of the “Fortress” shipyard, designed for the security needs of the Armada’s corporate security and police forces. The development process was based on the experience of the previous generation of ships in this role, allowing the engineers to create a tackler without any apparent flaws.

The ObEC-7A onboard equipment system allows Irbis to effectively track small enemy interceptors. A new special ODG “Tarantula” module provides the pilot with the ability to severely weaken the enemy, facilitating their subsequent elimination.

Currently, a contract has been signed between the Fortress Shipyard and UMC for the supply of Irbis. The first ships received are already being used by mercenaries to escort VIPs and to destroy lone pirates. According to the manufacturer’s shipyard management, the fighter is also suitable for conventional combat.

Unique ship equipment

Weapon

Blaster weapon 'Barred owl'

A deadly thermal charging weapon. As the charge accumulates, its damage increases but its spread increases as well. Critical hit decreases the target's rotation speed.

Capacitor modifier

Active repairs system

When activated, the special module boosts shield and hull regeneration. Passively increases energy regeneration. You can place only one modifier.

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
Makes a player's ship invisible for 18 s. Any damage and opening fire bring him out of this state. The first 2 s. the invisibility can't be interrupted by any action. When invisibility ends, provides a 20% damage boost for 5 s. 100 en. 35 s.
Makes the ship invisible for 18 sec. Any damage, opening fire or use of modules will disable the ship's invisibility. The first 2 s. the invisibility can't be interrupted by any action. If you have a captured target within the module's active range at the time of the module's activation, your ship will receive a boost towards it. When you fly closer to the target than 500 m., the module stops working, for 12 sec. it decreases target damage resistance by 50 pts. and increases your resistances by 30 pts. When the module stops working your ship receives radar invisibility for 5 sec. Using modules will take it out of this state. 150 en. 35 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%.
Strafe speed increased by 30%.
Maximum speed increased by 10%.
Time to weapon heating increased by 20%.
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 Gauss Cannon 17 Pirate Gauss Cannon 17 Flux Phaser 17 Gravi-Beamer 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.)
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)
1 730 175 141 5821 5655 128 2500 1
2 730 140 141 6308 6128 128 2500 1
3 730 140 141 6525 6338 128 2750 1
4 752 140 146 6525 6338 128 2750 1
5 781 140 151 6688 6496 128 3000 1
6 803 140 156 6796 6601 128 3000 1
7 803 140 156 6904 6654 128 3250 1
8 803 140 156 6904 6654 128 3500 1
9 825 140 160 6958 6707 128 3500 1
10 854 140 166 6958 6759 128 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)
1 354 424 90 88 72 66
2 354 424 90 88 72 66
3 356 427 92 88 72 66
4 356 427 92 88 72 66
5 356 427 92 88 72 66
6 358 430 95 88 72 66
7 361 433 97 88 72 66
8 363 436 100 88 72 66
9 365 438 102 88 72 66
10 365 438 102 88 72 66

Player Builds


Ships
Interceptors Fighters Frigates Destroyers