Scylla

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Revision as of 14:54, 27 May 2022 by U38594143 (talk | contribs) (Balance 1.10.6a)
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Scylla
Accumulates 5% free experience

The maximum experience level — 10

Survivability* 38281
Hull 23228
Shield 12850
Energy 1082
Speed 231

Available from the beginning:
Main weapon damage increased by 7%.
Maximum hull strength increased by 12%.
Available at experience level 2:
Maximum speed increased by 10%.
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
Engine
Capacitor
Shield
Hull
CPU

Special module Should be chosen

Cost of manufacturing 9000000
Cost of refitting 1000000


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

General information

Faction: Empire
Class: Frigate
Role: Engineering
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.

Engineering ships are designed for construction of auxiliary facilities on the battlefield, as well as for repair of allied ships. Engineers serve as a reliable rear guard for their team.

During the survey of one of the abandoned Legion bases after the invasion, the New Empire discovered several prototypes of the newest engineering frigate, which never came into operation. After a year of work, Scylla was ready. The first tests showed complete superiority over the other engineering frigates of the Empire, and the ship joined elite units of the fleet. Now, however, the New Empire is ready to hand over the blueprints to UMC so that all mercenaries can experience the power of imperial technology.

Unique ship equipment

Weapon

Energoplasmer

Shoots short bursts of special plasma charges, restoring shields and energy of allied ships.

Active module

Farstation

Launches a combined warhead missile. After detonation, a station is activated, restoring shields and hulls of ships.

CPU modifier

Improved repair algorithms

Enhances hull and shield regeneration of allied ships in a small radius. 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
Every 31.5 s. produces drones with 4341 durability pts., no more than 2 at a time. The drone attacks the enemy at a distance of up to 1950 m. If the player’s shield volume is less than 50%, then the drone, instead of firing, will restore the 205 pts./s. shield to it. When the module is activated, one of the drones restores 4648 shield pts. to the allied ships within a radius of 1000 meters and turns off. 410 en. 3 s.
Redistributes energy flows in ship systems. The module works in several modes: restore mode (main weapons restore hull to allied ships on hit, the damage is reduced), defence mode (hull and shield resistance increases, additionally increases damage and resistance for each enemy within a short radius, module active range is reduced), boost mode (speed is increased, the ship's shield and hull resistance to damage is reduced). 120 en. 0 s.

Bonuses

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

Main weapon damage increased by 10%.
Effects of "Engineering modules" increased by 20%.

Available equipment

Weapons
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 Vulcan 17 'Eclipse' Launcher 17 Waz'Dum 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)
1 925 239 179 19561 10620 158 2000 2
2 925 239 179 21133 11576 158 2000 2
3 925 239 179 21831 12001 158 2200 2
4 953 239 185 21831 12001 158 2200 2
5 990 239 192 22355 12319 158 2400 2
6 1018 239 197 22705 12532 158 2400 2
7 1018 239 197 23054 12638 158 2600 2
8 1018 239 197 23054 12638 158 2800 2
9 1045 239 203 23228 12744 158 2800 2
10 1082 239 210 23228 12850 158 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)
1 203 244 55 61 30 36
2 224 269 55 61 30 36
3 225 270 56 61 30 36
4 225 270 56 61 30 36
5 225 270 56 61 30 36
6 226 272 58 61 30 36
7 228 273 59 61 30 36
8 229 275 61 61 30 36
9 231 277 62 61 30 36
10 231 277 62 61 30 36

Player Builds


Ships
Interceptors Fighters Frigates Destroyers