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zolazin jammer
http://galaxylegion.com/forum/viewtopic.php?f=3&t=9709
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Author:  Thrakhath [ Mon Jul 11, 2011 6:22 pm ]
Post subject:  zolazin jammer

What is the cloaking power of a Zolazin jammer? is it worth having?

Author:  Annabell [ Mon Jul 11, 2011 6:28 pm ]
Post subject:  Re: zolazin jammer

The two Zolazin Jammers provide Cloak+80 for just 20 Decks and are essential early tech for anyone like you who wants a prima hacking ship. They also can be installed over and above the typical jammer limit, meaning they'll always be useful.

Author:  Joshball98 [ Mon Jul 11, 2011 6:30 pm ]
Post subject:  Re: zolazin jammer

Well to help you in future terms, Never get rid of a Mission Module or Builidng, or Artifact.
Same with NPC, except when you get the upgraded version i.e. Shadin Supercomputer = Shadin AI Core = Shadin Hypergrid Core.

Author:  destroyer43 [ Mon Jul 11, 2011 6:33 pm ]
Post subject:  Re: zolazin jammer

Joshball98 wrote:
Well to help you in future terms, Never get rid of a Mission Module or Builidng, or Artifact.
Same with NPC, except when you get the upgraded version i.e. Shadin Supercomputer = Shadin AI Core = Shadin Hypergrid Core.

ya, I noobly scrapped a stryll transponder once....

Author:  Joshball98 [ Mon Jul 11, 2011 6:34 pm ]
Post subject:  Re: zolazin jammer

destroyer43 wrote:
Joshball98 wrote:
Well to help you in future terms, Never get rid of a Mission Module or Builidng, or Artifact.
Same with NPC, except when you get the upgraded version i.e. Shadin Supercomputer = Shadin AI Core = Shadin Hypergrid Core.

ya, I noobly scrapped a stryll transponder once....

You can message dan on ingame support and get it back.

Author:  Thrakhath [ Mon Jul 11, 2011 6:35 pm ]
Post subject:  Re: zolazin jammer

Joshball98 wrote:
destroyer43 wrote:
Joshball98 wrote:
Well to help you in future terms, Never get rid of a Mission Module or Builidng, or Artifact.
Same with NPC, except when you get the upgraded version i.e. Shadin Supercomputer = Shadin AI Core = Shadin Hypergrid Core.

ya, I noobly scrapped a stryll transponder once....

You can message dan on ingame support and get it back.

What does that transponder do then?

Author:  Joshball98 [ Mon Jul 11, 2011 6:36 pm ]
Post subject:  Re: zolazin jammer

20 Scan 20 Defense with both 40 scan 40 defense.

Author:  Annabell [ Mon Jul 11, 2011 6:38 pm ]
Post subject:  Re: zolazin jammer

Thrakhath wrote:
What does that transponder do then?

The two Stryll Transponders, also essential early tech for a would be hacker, each provide Scan+20 and Defense+20 for 10 Decks worth of space.

So both Zolazin Jammers and both Stryll Transponders would take up 40 decks, but provide Cloak+80, Defense+40, and Scan+40.

Author:  spyder [ Mon Jul 11, 2011 6:39 pm ]
Post subject:  Re: zolazin jammer

+20 scan and defence for 10 space.
I personally would (and did) do that one first, because it is a shorter mission (60 instead of 90, or something like that).

The scanning helps with hacking and planet finding.
The defence hinders people who retaliate.

After you do that, Then focus on the Zolazin/Galviz chain because it gives you extra NPC slots.

Author:  Thrakhath [ Mon Jul 11, 2011 6:45 pm ]
Post subject:  Re: zolazin jammer

spyder wrote:
+20 scan and defence for 10 space.
I personally would (and did) do that one first, because it is a shorter mission (60 instead of 90, or something like that).

The scanning helps with hacking and planet finding.
The defence hinders people who retaliate.

After you do that, Then focus on the Zolazin/Galviz chain because it gives you extra NPC slots.

I will take your advice!

Author:  spyder [ Mon Jul 11, 2011 6:55 pm ]
Post subject:  Re: zolazin jammer

However, right now focus on the special mission above all else. Save the rewards until you have 5 research planets, then use them to get 30 scientists each.

30 RP/hour is a fair bit, because that's 720 extra per day.
You can complete the mission 10 times too, so that's up to 300 scientists.

The reason I say do it now is it'll take another month or two for it to become naturally available, then you have 4 other missions to go through to re-access it. The first one costs tonnes of artifacts too.

Author:  Annabell [ Mon Jul 11, 2011 6:58 pm ]
Post subject:  Re: zolazin jammer

spyder wrote:
The reason I say do it now is it'll take another month or two for it to become naturally available, then you have 4 other missions to go through to re-access it. The first one costs tonnes of artifacts too.

Not to mention the fact that Anomalous Appearance won't become available until Rank 160.

Author:  Sparky [ Mon Jul 11, 2011 7:13 pm ]
Post subject:  Re: zolazin jammer

Annabell wrote:
spyder wrote:
The reason I say do it now is it'll take another month or two for it to become naturally available, then you have 4 other missions to go through to re-access it. The first one costs tonnes of artifacts too.

Not to mention the fact that Anomalous Appearance won't become available until Rank 160.


actually thats a mistake its not got a level requirement

Author:  thunderbolta [ Mon Jul 11, 2011 7:14 pm ]
Post subject:  Re: zolazin jammer

Annabell wrote:
spyder wrote:
The reason I say do it now is it'll take another month or two for it to become naturally available, then you have 4 other missions to go through to re-access it. The first one costs tonnes of artifacts too.

Not to mention the fact that Anomalous Appearance won't become available until Rank 160.


Eh? Since when? The majority of the bi-weeklies are ranks 5 or 10. I do not understand why it would suddenly be rank 160.

Author:  Joshball98 [ Mon Jul 11, 2011 7:20 pm ]
Post subject:  Re: zolazin jammer

Annabell wrote:
spyder wrote:
The reason I say do it now is it'll take another month or two for it to become naturally available, then you have 4 other missions to go through to re-access it. The first one costs tonnes of artifacts too.

Not to mention the fact that Anomalous Appearance won't become available until Rank 160.

Some guy must have said 160, that or dan put it there. Because I doubt its 160.

Author:  Annabell [ Mon Jul 11, 2011 7:22 pm ]
Post subject:  Re: zolazin jammer

thunderbolta wrote:
Annabell wrote:
spyder wrote:
The reason I say do it now is it'll take another month or two for it to become naturally available, then you have 4 other missions to go through to re-access it. The first one costs tonnes of artifacts too.

Not to mention the fact that Anomalous Appearance won't become available until Rank 160.


Eh? Since when? The majority of the bi-weeklies are ranks 5 or 10. I do not understand why it would suddenly be rank 160.

I didn't build that article, thus I can only assume whoever did had good reason for it.

Author:  destroyer43 [ Mon Jul 11, 2011 10:42 pm ]
Post subject:  Re: zolazin jammer

Joshball98 wrote:
destroyer43 wrote:
Joshball98 wrote:
Well to help you in future terms, Never get rid of a Mission Module or Builidng, or Artifact.
Same with NPC, except when you get the upgraded version i.e. Shadin Supercomputer = Shadin AI Core = Shadin Hypergrid Core.

ya, I noobly scrapped a stryll transponder once....

You can message dan on ingame support and get it back.

can't I scrapped it when the stryll chain was timed ( the missions at top that expire in 2 weeks), and that was a long time ago.

Author:  Commonwealth <TK> [ Tue Jul 12, 2011 7:58 am ]
Post subject:  Re: zolazin jammer

Wow you were playing back then, darn, you've been playing way longer than i have destroyer43 ;)

Author:  destroyer43 [ Tue Jul 12, 2011 5:30 pm ]
Post subject:  Re: zolazin jammer

Commonwealth <TK> wrote:
Wow you were playing back then, darn, you've been playing way longer than i have destroyer43 ;)

ya, I went inactive for like 3-4 months :P :P :P :P

Author:  jtr415 [ Tue Jul 12, 2011 10:04 pm ]
Post subject:  Re: zolazin jammer

lol i still have these at rank 169 because i don't want to get rid of them forever

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