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Rand al'Thor
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Join date : 2010-11-07
Age : 45
Location : 98632

PostSubject: Various Ship Builds   Sun Nov 07, 2010 10:45 pm

Rogue: Equal Stats
Turtle: Shields/Armor Only
Juggy: Shields/Armor and Engines
Hawk: Engines Only
Hammer: Weapons Only
Snapping Turtle: See Rands posting
Belt Runner: Best to talk to those that rely on the xp gained there.....im way more PvP playstyle



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Rand al'Thor
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PostSubject: Various Ship Builds   Sun Nov 07, 2010 10:51 pm

Rogue (MY Daily Avg Running Build)
Malfunction -19%, Enemy Malfunction +42%
Damage Modifier +3
Surprise Damage +40, Surprise Chance +55%
Critical Damage +43, Critical Chance +22%
Reduce Crit. Dmg. +32, Reduce Critical +13%
Hull Points +46, Energy -1

[x2] Class X Drive Unit - Mk II
[x4] Class X Energy Shield - Mk II
[x1] Military Targeting Comp. - Mk III
[x3] Pulsar Beam - Mk I
[x5] Pulsar Beam - Mk II
Protocol: Exact Firing Protocol



Hawk
Malfunction -5%, Enemy Malfunction +44%
Surprise Damage +129, Surprise Chance +146%
Critical Damage +41, Critical Chance +20%
Reduce Crit. Dmg. +43, Reduce Critical +28%
Hull Points +100

[x5] Class VIII Drive Unit - Mk III
[x1] Class VIII Drive Unit - Mk IV
[x7] Class X Drive Unit - Mk I
[x2] Class X Drive Unit - Mk II
Protocol: Advanced Efficient Engines Protocol



Hammer
Malfunction +3%, Enemy Malfunction +42%
Surprise Damage +65, Surprise Chance +49%
Critical Damage +43, Critical Chance +22%
Reduce Crit. Dmg. +6, Reduce Critical +3%
Energy -1

[x1] Military Targeting Comp. - Mk III
[x1] Plasma Cannon - Mk I
[x2] Plasma Cannon - Mk II
[x3] Pulsar Beam
[x3] Pulsar Beam - Mk I
[x5] Pulsar Beam - Mk II
Protocol: Exact Firing Protocol



Snapping Turtle
Malfunction -5%, Enemy Malfunction +41%, Damage Modifier +1
Critical Damage +41, Critical Chance +20%
Reduce Crit. Dmg. +549, Reduce Critical +92%
Hull Points +2416, Energy -9

[x1] Class VIII Energy Shield - Mk IV
[x1] Class VIII Energy Shield - Mk V
[x4] Class X Energy Shield - Mk II
[x5] Linked Nanobot Casing - Mk III
[x2] Linked Nanobot Casing - Mk IV
[x1] Linked Nanobot Casing - Mk V
[x1] Pulsar Beam - Mk II
Protocol: Hardened Phalanx Protocol

As my shields base stats improve I will be replacing all ES with Xeo's MK V, which I have 2 already created



Deep Belts Runner
Malfunction -13%, Enemy Malfunction +42%
Damage Modifier +1, Surprise Damage +45
Surprise Chance +85%
Critical Damage +43,Critical Chance +22%
Reduce Crit. Dmg. +107, Reduce Critical +28%
Hull Points +391, Fuel +1, Energy -3

[x5] Class X Drive Unit - Mk I
[x4] Class X Energy Shield - Mk II
[x1] Linked Nanobot Casing - Mk V
[x1] Military Targeting Comp. - Mk III
[x4] Pulsar Beam - Mk II
Protocol: Fuel Max Protocol
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kruemi

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Join date : 2010-11-16
Age : 41
Location : Switzerland

PostSubject: Re: Various Ship Builds   Tue Nov 16, 2010 10:28 pm

Rand al'Thor wrote:
Rogue: Equal Stats
Turtle: Shields/Armor Only
Juggy: Shields/Armor and Engines
Hawk: Engines Only
Hammer: Weapons Only
Snapping Turtle: See Rands posting
Belt Runner: Best to talk to those that rely on the xp gained there.....im way more PvP playstyle

I have no standardized build- Actually I seem to sit in a rogue.

A long time I've almost only used my own build with only weapons and loads of engines. This gives me first shot in most situations and often a kill in my first try. This build requeres that you have a well tended farm-list, but it has been quite effective for me. It also helps in rescues and salvage forays thanx to the high engine stats. It is an "all or nothing" build, but that's how I like to play.

For belt runs I've started to use a more balanced build after they made the rule that you can only find stuff when you get hit at least once. So I started to install shields on my ship, and finally had to care about the finer points of stats (damage-modifiers and stuff).

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