I want to be clear that I do not have the depth of knowledge that some other players of Star Conflict do, but I can give you the basics so you can at least start looking into these options.
This weeks blog is the first of three about the minor changes that can help when trying to improve the survivability of your ship.
There are three categories that are involved in this: Crew, Shield and Hull modules and Active modules. Some you know about, some you may or may not.
Let's start with the view you need to see the strength and weaknesses of each section of ship, then we will talk about each section.
The view:
The view you need to see the full details of the ship is Full Ship Information.
If you don't have this view, from the hanger, click on Main (top left corner) and select Options. In Options, select Game. Scroll down to Ship Information and change it to Full.
Crew
This week we will discuss the influence a Crew has on your ship.
By default you have the Alpha crew. You can either purchase the additional crews or you will get them when you gain a rank 15 for a given faction. One crew for each faction.
Depending on how you like to fight will depend on what you do with your crew and their implants. Some implants work for speed and some work for strength. For me, I look for speed of shield and hull recovery over speed of the ship. That doesn't mean it is the best way to go, or the worst. It's just what I do.
Back to the crews:
As you gain each ship rank, you will add another implant your crew can use. One thing to note is that an implant only applies to a ship of the rank or higher.
And example is a rank 7 ship can use the implant you put in place. Any higher ranked ship will also be able to use the implant, but a rank 6 ship will not be able to use that implant.
Each implant affects a specific portion of your ship. It would take a very long time for me to go through the details of each, so I suggest you take the time to review each on carefully. Keep in mind that if you choose an implant, it can be changed later. It costs 50,000 credits to make a change.
Examples of implants are: Hull Strength increased by 25%, Target Lock time reduced by 43%, Shield Regeneration speed increased by 40%.
Now let's see how the crew can impact your ship, and how different implants work to enhance your ship. This is a Katana Command ship with the modules and enhancements all removed. Shown is the current state of the ship.
Notice the shield and hull levels. Pay attention to the regeneration speed as well. This ship is currently assigned to the Alpha crew. Keep in mind that the ship is rank 7, so only the implants for ranks 1 through 5 apply to it.
Now I have changed to ship being managed by the Bravo crew. Notice that the implants are different.
As you can see there is a change in the speed and the sensor range, but there is no change in the shield or hull properties.
Now let's look at the Chralie crew's implants.
Can you see the difference? It has to do with the shield and hull resistance to each form of weapon. BUT there is also a reduce in the shield regeneration speed and the hull's over all strength.
For me, I use the Charlie Crew configuration for my faster ships, since speed is something I want.
Bravo is for my tacklers and command ships.
Alpha is for my engineering ships.
Keep in mind that you can configure your crew with what ever implants you want to use. You don't need to have three crews. I happen to have three, and it works well for me.
I hope you find this useful. The next post will be to discuss the shield and hull modules. I will follow up with the active modules after that.
As I said at the beginning, I am not necessary the best player. We have better in OSF. And this is just basic information. Spend some time playing around with the implants. It will cost you some credits, but if it improves your survivability that's what matters.
Have fun!
Nutsy



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