So how much damage did I do to my ship so far?
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chiaroscuro
Joined: Thu May 03, 2012 3:45 am Posts: 394 Location: hiding in CRA's curtains
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DarkMar wrote: also with the number of NPC modules I see on ship, I wouldnt call him SSB so what I see here is a player interested in both NPC's and PvP ...not sure what you mean by that. SSBs NPC as well, and most NPC mods are better than researched mods. At 424 decks, I have 4 researched hulls and 4 researched relays. Everything else is an NPC module, a CTL module, or a battle market module.
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Last edited by chiaroscuro on Sat Nov 09, 2013 10:21 pm, edited 2 times in total.
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Sat Nov 09, 2013 8:57 pm |
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whatisthis
Joined: Thu May 02, 2013 10:38 pm Posts: 197
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@Namekian....
1) I am 3 times your rank with a smaller ship than you, I think I DO know what I'm talking about. 2) Let me keep this simple. You are taking up space with unnecessary modules such as cloak and atmospheric decimators. If you remove them, you can fit in better hull modules or smaller hull modules, such as an extra Vortul plating/Korteth plating or biomimetic sealers. For smaller ships, you don't have the space to be fitting in jammers or scanners in expense for hull.
But you seem to know everything, so you can ignore my advice.
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Sat Nov 09, 2013 8:58 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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chiaroscuro wrote: DarkMar wrote: also with the number of NPC modules I see on ship, I wouldnt call him SSB so what I see here is a player interested in both NPC's and PvP ...not sure what you mean by that. SSBs NPC as well, and most NPC mods are better than researched mods. At 424 decks, I have 4 researched hulls and 4 researched relays. Everything else is an NPC modules, a CTL module, or a battle market module. some SSB ships also kill NPC others go pure PvP instaling more or less only Battlemarked modules, and %modules from TC lab and missions Sha'din Supercomputer, Stryll Hunt Sensor, T.O. Harmonic MegaPulser x2, and to some extend the Crimson Auto-Phaser x2, Crimson Auto-Laser isnt something I would normaly expect to find as permantly setup on a Pure PvP ship and Player Kills 394 vs Non-Player Kills 172 isn't your typical numbers for rank 100, as most players who restart as SSB wait a bit before hitting NPC Rank 200ish Player Kills 1345 Deaths from Players 12 Non-Player Kills 1812 weapons Uldri Wave Ejector, Dominion Cannon - Mark III x4, Ion Pulse Ballistae x2, Prototype Mech XV Energy Intra-D Collider - Mark III, Surge Plexus x3, XRP Battery Pack x2, Drannik Power Core x4, Omicron Injector Sensors Uldrinan Onxicant, AI Supercomputer Hull Perfect Syncopated Plating x2, Perfect Fermionic Armor x3, BioMimetic Sealer II x4, Mylarai Plasma Lance x4, Vortul Plating, Protean Armory x3 Shields Harmonic Resonator Cloaking offline Defenses Velox Thruster x2, Dark Complex Thruster x4, Trinity-Core Drive x2, Thrust Stabilizer like one of my friends is running, with swap in cloak and scan moduls is more in line with what I would expect from a true PvP player (and as I remember it, before rank 100, he more or less had 0 NPC kills only hitting Boss/elites shared in legion)
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Sat Nov 09, 2013 9:19 pm |
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ShadowsPoison
Joined: Sat Aug 25, 2012 11:11 pm Posts: 444 Location: Where are the QSES? AMIRITE??? AMIRITE???Who is "the fly"?!How long can you make this?
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Namekian wrote: chiaroscuro wrote: Namekian wrote: Trust me A LOT of ships will have over 2K attack most of them will have massive ships so if your cloaking is not up to scratch you will be smeared all over the galaxy like with your debris spread on 7 different planets. Those old dinosaurs don't care about your defence, best defence is to stay off their Bt Again... the amount of defense someone should use depends on their build/deck size. Ydnar has half the number of decks that you do, and with the same amount of defense, will be essentially twice as difficult to disable as your ship. As both of your defenses increase, it will be much harder for a ship to deal the same amount of damage to his ship compared to your ship. Even if a rank 100 has 3k or 4k attack, it will be nearly impossible for that ship to hit cap on Ydnar's ship, and so his defense does count. As I mentioned... at low ranks, cloak doesn't really matter. Many PvPing ships will boost their scan very high in order to find weak targets (I tended to pvp with close to 1k scan back then, but larger ships can use more). What's more important with ydnar's build is to run a high defense/high hull combo when going offline. (For the record, I also ran about 1k defense and no cloak at rank 100, and was disabled about once a week during that period). edited for grammar failzBy all means as long as your defence and hull is decent then you should be fine, however adding cloak will keep you right at the buttom of the list PLEASE do not listen to namekian advice as most of it is horrible. Just assume you WILL be found on the bt, and most likely by higher ranked players if you use a ton of cloak. At your rank/deck size it would be more beneficial to install hull than defense, and defense over cloak. But focus on hull more as it will make a bigger impact. So ydnar take off your to megapulsers atmospheric decimators proximity jammer and the zolazin jammer is optional. Replace that stuff with either better researched hull/attack/def mods or more protean armories d cannons and biomimetric sealers
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Sun Nov 10, 2013 2:10 am |
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ydnar
Joined: Fri Apr 05, 2013 11:11 am Posts: 63 Location: Happily In Denial
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Well thanks for all the advise, even the conflicting viewpoints are helpful. I by no means am going to say that I have the exp to throw my 1/2 cent in, but here's what happened so far.
I have actually been on a bit of a hacking, disabling, and invasion binge, to get those out of the way while I am this low, so I tried the cloak idea, just to see what would happen-p[ and to reduce the exchanging/repair costs. (Just hit 200 hacks, bane is level 18)
I noticed a few disables, but I have been more than able to keep up. Updated stats...
Player Kills 413 Deaths from Players 172 Non-Player Kills 206 Planets Found 127 Planets Occupied 30 Planets Captured 36 Missions Completed 244 Scans Performed 521 Successful Hacks 200 Successful Raids 171
Previous stats: Player Kills 394 Deaths from Players 169 Non-Player Kills 172 Planets Found 127 Planets Occupied 28 Planets Captured 26 Missions Completed 241 Scans Performed 521 Successful Hacks 166 Successful Raids 157
Will post equip when I get more time. Again, thanks to all who responded
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Last edited by ydnar on Sun Nov 10, 2013 8:16 am, edited 1 time in total.
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Sun Nov 10, 2013 8:09 am |
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ydnar
Joined: Fri Apr 05, 2013 11:11 am Posts: 63 Location: Happily In Denial
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Quote: PLEASE do not listen to namekian advice as most of it is horrible. Just assume you WILL be found on the bt, and most likely by higher ranked players if you use a ton of cloak. At your rank/deck size it would be more beneficial to install hull than defense, and defense over cloak. But focus on hull more as it will make a bigger impact. So ydnar take off your to megapulsers atmospheric decimators proximity jammer and the zolazin jammer is optional. Replace that stuff with either better researched hull/attack/def mods or more protean armories d cannons and biomimetric sealers I will be keeping a close eye on this, and will change up soon, I just wanted to get hacks done while the attackers were quiet...
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Sun Nov 10, 2013 8:15 am |
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Namekian
Joined: Fri Sep 13, 2013 7:02 pm Posts: 278 Location: Earth
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whatisthis wrote: @Namekian....
1) I am 3 times your rank with a smaller ship than you, I think I DO know what I'm talking about. 2) Let me keep this simple. You are taking up space with unnecessary modules such as cloak and atmospheric decimators. If you remove them, you can fit in better hull modules or smaller hull modules, such as an extra Vortul plating/Korteth plating or biomimetic sealers. For smaller ships, you don't have the space to be fitting in jammers or scanners in expense for hull.
But you seem to know everything, so you can ignore my advice. I actually care about my disable count so that is why I ALWAYS keep 6661 hull at all times on my ship, as well with 562 Cloak on my ship. The only researched modules on my ship are energy, hull, cloak and sometimes a few weapons. Anything I can find which is non researchable I try my best to obtain. Defensive (researched) modules ARE a waste of space on such a tiny build, helmsmen should be enough to fuel the ship, I have 426 helmsmen so I assume a ship twice as small will have twice as much therefore he will need NO defensive modules. However CREW is the deal of the game, not modules CREW! stack up on as much crew as possible, I suggest to add cloak if your SSB or MSB (Or whatever you want your build to be) till you have your ship you have it scratch. I don't care who's advise you follow but don't forget to follow your own advise on what you want to do. Everyone plays the game differently, and it is up to YOU to decide, don't just follow someone's advise because they have a few extra posts than you unless you are comfortable with it. All because someone doesn't recommend it does not mean you have to listen  because you are the boss of your own ship 
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Sun Nov 10, 2013 10:22 am |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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theire are a few modules you can pick up from mission chanis, that could benefit your build as they are quite powerfull compaired to size, but down side is it takes energy = ranking and artifacts to get them Mylarai Chain - http://galaxylegion.com/wiki/index.php/ ... _Rank_7.29Kalvium Fortified Plating (size 20, hull +150, hull bonus +5%) (you get 2 of these) Voliir Chain - http://galaxylegion.com/wiki/index.php/ ... Rank_80.29BioMimetic Sealer II (size 10, Hull +110, defence 30) (get 4 of them) Sehrin, Bioship Ally (size 0, (stats at rank 100) Attack +238, Defense +238, Hull +447, Scan +149, Energy +149) Uldrinan Chain - http://galaxylegion.com/wiki/index.php/ ... ank_150.29Uldri Wave Ejector (size 20, Attack +180, Cloak +120, Energy +180) (ability, Amplifies your attack against enemy players by 2-4% (at random) for 2 hours., Costs 3000 Exotic Matter to use.) VARA Interface (size 20, Defense +240, Shield +420) (ability, Boosts a planet's production by 4% for 2 days - plus an additional 4% if the planet was attacked in the last 2 weeks. Requires 200 Energy.) Uldrinan Onxicant (size 20, Hull +720, Cloak +240, Scan +180) Alarri Chain - http://galaxylegion.com/wiki/index.php/ ... ank_125.29Subquantum Tracing Console (size 20, Attack +150, Defense +180, Cloak +180) (ability, Increases defense against non-player enemies by 6%) Alarri Probability Core (size 20, Defense +270, Cloak +360) (ability, Triggers a 5% bonus randomly to one of either enemy base attack / invasion / non-player enemy attack, or defense for 1 hour.) Merged DataNode (size 21, Cloak +360, Scan +240, (500% Upgrade)) (Merged DataNode Effect : Defense +4%) Trovar Zane, Elite Tracer but where or not they are worth the energy and ranks you need to spendt/gain to get them are up to you to deside you also got the special moduls you can pick up from legion missions, but wouldnt recomend those or the Cosmic Rail (size 20 Attack +360, Defense +360, Cloak +360, Energy +360, (500% Upgrade)) as they require quite a few NPC kills to get, so better leave those to after you get to rank 600+
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Sun Nov 10, 2013 11:38 am |
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Namekian
Joined: Fri Sep 13, 2013 7:02 pm Posts: 278 Location: Earth
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Try the tire reward modules, these are quite easy to obtain as all you have to do is end missions, start by ending the ones right at the bottom these require very little energy to end and can help you obtain special modules, these require ZERO space and have NO unkeep...
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Sun Nov 10, 2013 11:47 am |
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ydnar
Joined: Fri Apr 05, 2013 11:11 am Posts: 63 Location: Happily In Denial
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DarkMar wrote: theire are a few modules you can pick up from mission chanis, that could benefit your build as they are quite powerfull compaired to size, but down side is it takes energy = ranking and artifacts to get them Voliir Chain - http://galaxylegion.com/wiki/index.php/ ... Rank_80.29BioMimetic Sealer II (size 10, Hull +110, defence 30) (get 4 of them) Sehrin, Bioship Ally (size 0, (stats at rank 100) Attack +238, Defense +238, Hull +447, Scan +149, Energy +149) Well, that is interesting, considering that I am a Fixer with a F.A.T.H.E.R and a trinity core drive... (bonuses for the Tri Array, the modulator, AND the Sealer). And the Ally will come sometime close to when I'm done leveling the Bane too... Thanks for the tip
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Sun Nov 10, 2013 4:59 pm |
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umbongo
Joined: Sun Jan 13, 2013 8:04 pm Posts: 1063
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Namekian wrote: I actually care about my disable count And this is meant to tempt us to listen to your 'advice'? Disable count means absolutely nothing, squat, zip, nada...
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Rank 971, Strict SSB,Possibly the jazziest ship in the universe
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Sun Nov 10, 2013 5:12 pm |
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DarkMar
Joined: Sun Feb 12, 2012 2:27 pm Posts: 1220
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ydnar wrote: Well, that is interesting, considering that I am a Fixer with a F.A.T.H.E.R and a trinity core drive... (bonuses for the Tri Array, the modulator, AND the Sealer). And the Ally will come sometime close to when I'm done leveling the Bane too...
Thanks for the tip the real price from the chain is the Sehrin, Bioship Ally, size 0 is perfekt for SSB builds I wouldnt installing the BioMimetic Sealer II until you are running a full set of 5 standart hull plates Neutronium Armor (witch you have) = size 33, Hull +615 and the 4 * BioMimetic Sealer II are "only" size 40, hull 440, defence 120 so you are basickly getting more hull for less space with the Neutronium Armor but it's still 440 more hull you could install instead of some of the Cloak, scan or defence modules you have on ship
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Mon Nov 11, 2013 2:47 am |
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