Stiletto AE: Difference between revisions

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(Created page with "{{Ship <!-- Main block --> |ShipName = Stiletto AE |ShipLOR = ECM ships are meant to interfere with the normal operation of enemy ships. An ECM ship is always an important tar...")
 
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|beacon_capture_mul_synLvl = 0
|beacon_capture_mul_synLvl = 0
<!-- Synergy unlocked bonus block -->
<!-- Synergy unlocked bonus block -->
|heat_add_mul = 50%
|heat_add_mul = 33%
|heat_add_mul_synLvl = 2
|heat_add_mul_synLvl = 2
|module_ecm_energy_cost_mul = 25%
|module_ecm_energy_cost_mul = 20%
|module_ecm_energy_cost_mul_synLvl = 4
|module_ecm_energy_cost_mul_synLvl = 4
|crit_chance_add = 10%
|crit_chance_add = 10%
|crit_chance_add_synLvl = 8
|crit_chance_add_synLvl = 8
}}
}}

Revision as of 18:45, 24 September 2016

Stiletto AE
Accumulates 5% free experience

The maximum level of experience — 9

Survivability* 9980
Hull 3419
Shield 6337
Energy 283
Speed 350

Available from the beginning:
Beacon capture speed increased by 20%.
Available at experience level 2:
Time to weapon heating increased by 33%.
Available at experience level 4:
Energy consumption of "ECM modules" reduced by 20%.
Available at experience level 8:
Critical chance increased by 10%.


Equipment upon purchase
Weapons
Active modules
Ship modifiers
Engine
Capacitor
Shield
CPU

Special module


Buying price 1550000
Selling price 387500



* All specifications are shown for the ship with the maximum level of experience (9) without equipment

General information

Faction: Jericho
Class: Interceptor
Role: ECM
Rank: 7

Description

ECM ships are meant to interfere with the normal operation of enemy ships. An ECM ship is always an important target for any enemy ships, so they have better defences.

Available equipment

Weapons
Plasma Gun 8 Pulse Laser 7 Pulse Laser 11 Shrapnel Cannon 8 RF Blaster 9

Missile slot

Active Role Modules

Active Multipurpose Modules

Ship modifiers
Engine

Capacitor

Shield

Hull
Ship has no hull slots

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)
1 250 73 48.5 2825 5280 93 3000 1
2 250 73 48.5 3080 5756 93 3000 1
3 250 73 48.5 3193 5967 93 3300 1
4 258 73 50 3193 5967 93 3300 1
5 268 73 51.9 3277 6125 93 3600 1
6 275 73 53.3 3334 6231 93 3600 1
7 275 73 53.3 3391 6284 93 3900 1
8 275 73 53.3 3391 6284 93 4200 1
9 283 73 54.8 3419 6337 93 4200 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)
1 339 407 178 114 102 78
2 339 407 178 114 102 78
3 342 410 182 114 102 78
4 342 410 182 114 102 78
5 342 410 182 114 102 78
6 344 412 187 114 102 78
7 346 415 192 114 102 78
8 348 418 196 114 102 78
9 350 420 201 114 102 78



Ships
Interceptors Fighters Frigates Destroyers