Hi guys, I have seen several builds but I wanted some clarification
Weapons:
5xPilum rockets, 1xGDS4, 1xMDS3, 1xSprint
This is what I have seen many people use but I dont have GDS4 and MDS3, would it be alright to use 3xSprints?
Specials:
Siege Targeting 4, Penetrative Syncdrive, Galea Defense System, Explosive Battery 1
These 4 seem to be common on most builds
The other 2 specials that vary are: Cluster Warheads, Rocket Reloader, Alloy Armor MX3, Hyper30-installation, Combustion System2
Armor: None
What would be a good combination to get free instant repair on Auto-ing FM120.
Thank you!
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I prefer cluster warheads, High yield warheads and Alloy armor MX3 without Siege targeting IV with some armor this build does autos 120s (mine aren't ranked)
If you can rank your ships easily then Rocket reloader might be better than cluster warheads
On paper The high reload looks good but not sure if it actually is better
I believe that the single salvo of Pilum means it can receive greater reload buffs (correct me if I'm wrong)
Hyper-30 works better in legion targets that have splash missiles but it could easily replace MX-3
This build does 120s on auto for instant repair.
You do NOT need Hyper-30, MDS-3 or Gale-IV
A few questions:
1. Instead of Speed Engine VI, is a Penetrative syncdrive good?
2. In place of combustion system2 would Warhead reloader be better?
3. What is the repair time that you are getting at teh end of FM120?
Thanks!
2. Gregor's build is designed for taking out 120s by destroying each turret in one or two salvos for maximum efficiency, but If you are interested in the legion targets I would use cluster warheads and high yield warheads instead of combustion system and siege targeting
(but I actually don't have siege targeting IV so I couldn't tell you how good it is)
3. this build got 2 minutes and 41 seconds of damage
(my build with warhead reloaders instead of cluster warheads takes about 5 minutes of damage give or take depending on where you enter
despite it having gale IV and and more armor)
(Notice: You can put both warhead reloaders and cluster warheads on the same ship, but I wouldn't recommend it)
STAT Comparison
Siege IV and Combustion II: Building damage 140 splash 62 projectile speed 31 spread 20 (double damage but no reload)
Cluster III and High Yield: Building damage 75 splash 60 projectile speed 30 reload 350
Actually I just bought Siege Targeting IV and currently cannot afford to get teh Cluster Warheads (thats why thinking of replacing Cluster with rocket reloader)
Also I see you are using the expensive ZX1 armor costing 25million points. Against that is something I cannot afford to get right now.
So essentially my question you can say is that whether your same exact build (replacing high yield warheads with Siege Targeting 4 and Cluster Warheads with Rocket reloader) + no armor + unranked >>> Give a free instant repair option on auto?
But if it does not, and if ranking does effect the repair time significantly then I dont mind waiting for VXP weekend to arrive to rank the ships.
Use the crew that gives 100% chance of blueprint
I feel the splash bonus is necessary to take out multiple turrets at a time in the 120 target
but I haven't experimented so it might work or it might not
Don't forget to have fun m8
The pilum rocket has a single salvo, so does a 400% rocket reload mean, a single pilum will launch 5 salvos at the same time before the 3sec reload kicks in?
100% reload means 2x the salvos in the same time or the same number of salvos in 1/2 the time
200% reload means 3x the salvos in the same time or the same number of salvos in 1/3 the time
300% reload means 4x the salvos in the same time or the same number of salvos in 1/4 the time
and so on
there is a maximum reload which is 1 salvo per fifth of a second (.2 seconds) (Please correct me if I am wrong here)
on pilum rockets there is an initial 1 salvo per 3 seconds
3/.2 = 15 meaning that reload has to be 15x faster than the original or 1400% faster (you cannot get them this fast)
twin fire rockets initially fire 5 salvos every 4 seconds
4/5/.2 =4 meaning that reload has to be 300% to max out twin fire rockets (this is why cluster warheads isn't recommended for Inferno-dragons)