TheBandit's new ship log...Useful for comparisons; Rank 684
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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chiaro:scuro wrote: Very interesting idea.
Just a comment about defense - the great thing about SSB is that, in terms of defense, it's perfectly fine to rank quickly. From a PvP perspective, every time you gain a rank, you'll be visible to higher and higher ranked players. However, by staying SSB, the amount of damage they can deal to you will be approximately the same (+1 damage per rank) even if your defenses are practically nonexistent.... unless you do, say, 10+ ranks a day as a lower rank, 100+ as a mid-rank. This is in contrast to large ship builds, where if you rank too quickly and your defenses are insufficient, you'll be taking more than +1 damage per rank. That is what I aim for with a SSB, i can constantly keeps the Hits to Disable at around the 15-20 mark, higher with more hull (obviously). As for power, there are no NPCs that have a higher Def than my current Atk at my level, I only debuff rares, ex rares, bosses, elites etc to make it more convenient when we coordinate. I do agree, my Artifact production needs to be increased massively (i have a few planets ready, can't invade yet), but the plan is to assist in me ranking up faster to get access to the elites and bosses that the rest of my legion can see (I'm the lowest NPCer), I take mediocre but many planets, so I will be maxed out and supplement it that way, kind of the opposite of a slow ranker. But i think I get the idea now. More hull and energy (Got a drannik core yesterday, aiming to put it on soon), Atk is up to 695 unbuffed, hull is still the same, energy at 506 (556 with core, 560 when I Level up).
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jun 27, 2014 1:21 pm |
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kirkeastment
Joined: Sun Jun 19, 2011 6:24 pm Posts: 2810 Location: UK
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You'll get halted pretty quickly NPC'ing at that rank as soon as the Rank 100 Dark Warper(1700 Hull / 900 Defense) enters your NPC range.
It's a rather common NPC that has 0 cloak(unlike Stryll Assassins), so there's no avoiding it, and it will put a stop to your NPC'ing sharpish.
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Fri Jun 27, 2014 2:33 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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I'm boosting my Arti's up as I speak, and research is getting good too. More planets means more production, getting to +5s too. By rank 100 I should hopefully have over 1200 atk, if I play my cards right. That just means time will come into play, i will take them out eventually
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jun 27, 2014 4:03 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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After a big quick-ranking session, my stats are now updated. Race change, more modules added and some offline. Aiming to put a relay on soon, X-Conduit or higher to counter the energy pool. So how are they looking now?
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jul 04, 2014 1:17 pm |
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Ludis
Joined: Wed Sep 11, 2013 6:36 pm Posts: 294
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I'd probably switch to either Konqul Excavator or Konqul Fixer if I were you.
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Fri Jul 04, 2014 8:06 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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I was Fixer before. I want to stay Inergon because it gives me more flexibility. If it gets too bad I will probably swap to fixer. Also, my Artifact production is too low for Excavator to be of any use.
What would you recommend getting it to, theoretically, for Excavator to start being okay?
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jul 04, 2014 8:14 pm |
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Ludis
Joined: Wed Sep 11, 2013 6:36 pm Posts: 294
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TheBandit wrote: I was Fixer before. I want to stay Inergon because it gives me more flexibility. If it gets too bad I will probably swap to fixer. Also, my Artifact production is too low for Excavator to be of any use.
What would you recommend getting it to, theoretically, for Excavator to start being okay? The best time to get the Excavator profession is when you know you can gather artifact boosting artifacts from npcing really fast. Also, probably when you can get a lot of complex tech parts fast from npcing. [This is mostly for merchanting purposes]
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Fri Jul 04, 2014 8:23 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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Ludis wrote: TheBandit wrote: I was Fixer before. I want to stay Inergon because it gives me more flexibility. If it gets too bad I will probably swap to fixer. Also, my Artifact production is too low for Excavator to be of any use.
What would you recommend getting it to, theoretically, for Excavator to start being okay? The best time to get the Excavator profession is when you know you can gather artifact boosting artifacts from npcing really fast. But really, you need a lot of energy, hull, and attack to bypass all the NPCs you don't want? So its a little bit of a give or take. Does the bonus attack from Konqul beat the bonus energy? Will the 20% make up for the extra 74 energy I will lose? Not quite at my level, I would think.
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jul 04, 2014 8:27 pm |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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As regards when excavator becomes 'worth it' ... I'd say that depends a bit on the level of the base you are in and how commonly it is targeted.
In either case once 10% of your daily artifact production is greater than your bases shipment excavator is most assuredly worth it. For a level 5 base I do believe that would be somewhere in the area of 22k aph or so.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Fri Jul 04, 2014 8:44 pm |
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Ludis
Joined: Wed Sep 11, 2013 6:36 pm Posts: 294
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I am not sure of you want to go 3:2 or 2:3 on your tactical officers and engineers respectively.
More damage would be more relevant in the long run seeing how npcs start getting a lot of defence later on.
Just having energy to deal more hits of low damage is the equivalent of increased attack, but with more clicks and higher disable chance on your ship.
More energy is much better for missioners.
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Fri Jul 04, 2014 8:49 pm |
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Serne
Joined: Mon Aug 13, 2012 5:36 am Posts: 970
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As far as energy vs attack goes ... on the energy side if you reach 18.2x rank in energy there is no possible way you will fail to autorank on npcing. If you decide to be more balanced then approximately 20x rank in attack, and 12x rank in energy is a good starting point. After that just pump attack higher and higher while maintaining your energy ratio.
Early on I would say if you are going to be an SSB then you should probably go 2:3 tacs:engies with rank up then make your prisoners either 2:1 or all tacs. Simply because you likely won't be dedicating decks to either full time.
_________________SIG'D The Prisoner wrote: You know something's wrong when the Trade Outpost sub-forum has the most interesting topics Well it was an ill considered idea in the first place.
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Fri Jul 04, 2014 9:07 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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Serne, I used to go 3:2 tac/eng, then 2:3 respectively. All RP go into tacs too. I like the idea of staying balanced, but also of having the option to Auto-rank if I need to. I guess it is that balance. Ludis, I honestly don't mind having enough energy to lower the time it takes to do missions, as there are some pretty cool Modules you can get from them. Thinking energy is priority here, Atk as second. I can stick at the 3:2 Eng/Tac ratio, with all RP going into Tacs. Plus, energy modules are bigger than attack modules, and not really worth it until near the end. Thanks for the advice, guys!
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jul 04, 2014 9:49 pm |
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Ludis
Joined: Wed Sep 11, 2013 6:36 pm Posts: 294
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viewtopic.php?f=4&t=40709&hilit=Tophviewtopic.php?t=40319I'm just linking these ships for you to see, so you know what kind of killers are around your rank that can disable you very quickly. As you can see, both of them did not npc as much yet, but focused purely on ship strength and are the opposites of your ship. These ships will make better npcers because of their ship strength.
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Fri Jul 04, 2014 10:48 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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I have met Tophauser before. Also came across S.W.A.G. Never met Maelstrom yet. And i'm an NPCer, disables and combat rep don't matter. Plus, they seem like they have slow ranked like crazy (as oppose to my 3 months AND i'm on my 3rd ship).
I had a friend like these guys, 2200 decks at level 80, practically untouchable. That is slow ranking. Slow ranking is not fun XD
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jul 04, 2014 11:03 pm |
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Ludis
Joined: Wed Sep 11, 2013 6:36 pm Posts: 294
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Well, I guess now is time for you to try merchanting and trading to increase your artifact production like Maelstorm. We really need a GTC guide in this thread to marketing artifacts. This is a good website to go to when you have what you need for better planets: https://www.facebook.com/groups/2578936 ... ?ref=br_tfMy friends have been getting some pretty good 15x mega rich and up artifact planets from this.
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Fri Jul 04, 2014 11:10 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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Thanks I will check them out. Only problem, CTPs don't come in too thick and fast...
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Fri Jul 04, 2014 11:20 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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Bump for update to original post
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Sat Sep 20, 2014 9:06 pm |
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chiaro:scuro
Joined: Wed Dec 25, 2013 9:56 pm Posts: 82
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Rescued prisoners and rank points - don't put into decks. You'll eventually get more ship bots than you can use
Attack is impressive
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Sat Sep 20, 2014 10:29 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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chiaro:scuro wrote: Rescued prisoners and rank points - don't put into decks. You'll eventually get more ship bots than you can use
Attack is impressive Thank you. This is just a quick fix, to get my ship up to strength with my fellow legion mates. As soon as I hit a certain number, i will stop putting them into decks...but thank you for reminding me of that XD
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Sat Sep 20, 2014 10:33 pm |
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TheBandit
Joined: Thu Apr 24, 2014 3:57 pm Posts: 423 Location: England
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So I did a quick check, and my Atk against NPCs with 4 Atk buffs (ACF, Crimson Ob, Crimson Amp, Crux Amp) is 8471 (7947 without Crux), and 10,165 if I was currently Drannik.
_________________Active Leader at Stargate Operations viewtopic.php?f=3&t=41172&p=418403#p418403 <---Ship log
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Sun Sep 21, 2014 11:06 pm |
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