User:Cassiel Seraphim/Sandbox
New icons
Warp scrambling | Warp disrupting | Energy neutralizing | Target painting | Webbing | Jamming |
---|---|---|---|---|---|
Scripts | Sensor Boosters | - |
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- | - |
Hull | Resists |
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Template
Enemy | Description |
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Jamming Something | Textaboutsomething |
Sansha's Manual
Shortlist
Evil Sansha Frigate Jamming |
Evil Sansha Cruiser Jamming |
Evil Sansha Battleship Jamming |
Progression template
For resists:
Resists
Resist-table
Ship Stats | |||||||||
---|---|---|---|---|---|---|---|---|---|
2,500 HP | 60 % |
60 % |
60 % |
60 % | |||||
1,250 HP | 43 % |
43 % |
43 % |
43 % | |||||
625 HP | 0 % |
0 % |
0 % |
0 % |
Synth boosters
The synth boosters are expensive and only lasts for 30 minutes, but they are legal and has no drawbacks. It's not a common practice to use boosters, but if you're looking for that extra edge and is willing to pay for it, you can.
The first slot offers the following legal boosters:
Synth Blue Pill Booster (+3% shield boost) | |
Synth Exile Booster (+3% armour repairs) | |
Synth Mindflood Booster (+3% capacitor capacity) | |
Synth X-Instinct Booster (-2,25% signature radius) |
The second slot offers the following legal boosters:
Synth Drop Booster (+3% turret tracking speed) | ||
Synth Frentix Booster (+3% optimal range) | ||
Synth Sooth Sayer Booster (+3% falloff range) |
The third slot offers the following legal booster:
Synth Crash Booster (+5% speed and +5% scan resolution) |
Always bring faction ammunition
We always use faction ammunition in incursions for the added damage compared to regular tech one ammunition. Certain tech two ammunition is used for specific ships or roles, but most of the time you'll be using faction ammunition since it does not suffer any tracking or range penalties, like most short range tech two ammunition does.
Projectile ammunition
Republic Fleet EMP L (Fusion and Phased Plasma works too).