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ICC-Simple-Guide *unfinished* |
[ML]RogueAvengerTTV Marshal
Joined: September 11, 2010 Posts: 300 From: England
| Posted: 2012-01-23 11:24  
1.a Shield-Basics
You me and sheilds: Shields are useful
when used correctly this guide is for new
players to get to know how to use them
and what type to use.
Turning your sheilds between the 3 modes
1. Sheilds on : Your sheilds are on.
2. Defence/recharge mode: your shields
will consume more of your ships energy
at a faster rate to recharge.
3. Sheilds off: yes you geussed it your
sheilds are off amazing no?
How do i turn my sheilds between the 3 modes?
Answer: simply by pressing ctrl+s the first time will
switch them to defence mode
[----Going from them all being on----]
the second time will turn themoff and a thrid time
will turn them back on.
Why turn your sheilds off i hear you ask?
Answer: Even when sheilds are just on they can
drain power so best to have them off if your not
in combat heading to combat or just leaving
combat they also rais your signature slightly so
if your trying to move under ecm cover it can
give u that -1 or 2 sig extra you may need.
Note: Sheilds will NOT recharge while off
Why use defence mode?
Answer: smply to recharge your sheilds either
while in combat or trying to escape to give you
that little extra you may need to escape also if
your fear you maybe tracked quickly recharging
them could helpyou surevie till you can next jump.
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1.b Rotation
What is shield rotation?
Answer: Its the rotation of shields power [energy]
around the ships diffeent shield's for instance ;
This image is a basic situation of when shield roatation
should be used to rotate sheilds you use the numpad
keys [make sure numlock is on]:
Numpad 8 - Fore
Numpad 2 - Rear
Numpad 4 - Left
numpad 2 - Right
By using shield rotation you can transfer the power in
your shields to sections of your ship that have low or
no % amour this can help to prevent being hulled.
When should i use shield rotation?
Answer: always whenever your being attacked by
an enemy and your shield/'s on the arc of the
incoming fire is approaching 0% start to transfer
power.
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1.c Shield-Types:
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Reactive- These shiellds are fast to recharge only
drain energy when recharging but offer less
protection than active sheilds useful fo small
ships that can dodge and eascape point jumpers
easily.
---Recomeded for dessie and below---
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Active-This shield type is allways draining energy
while turned on and recharging yet it offers more
protection from incoming fire best used on crusiers
and above.
-Note: If playing in a crusier or dread and no
taking fire it would be wise to turn sheilds off
while attacking until you are attacked.
Recomended for crusiers and above
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2.a Enhancement's
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What are enhancements?
Answer: they are equipable upgrades that enhance
your ships stats e.g. weapon damage, damage reduction
speed, turn rate
What enhancements should i use ?
Answer: this is a hard question answer your best to
ask other icc players opinions as each has a different
to what he/she thinks is best. in my eyes for small
ships cruisers and below i would go for speed,
maneuverability and defense upgrades with maybe
some weapon multis
Example-Combat Destroyer:
Red hot exhaust
Makkar ship booster x2
Benchford Buish Ship Protector
Advanced Weapon multiplexer x2
Advanced defense upgrade x2
This would give you a ship with the following Stats:
Velocity increased by 16%
Turn rate increased by 14%
Thrust increased by 13%
Defense increased by 17%
Weapon Damage increased by 12%
Damage reduction increased by 2%
This is the setup i would use for a combat destroyer
and would cost around 8,300 credits which is around
$9.99 or £6 to £7 [Depending on current exchange
rate] worth it as the ;
Makkar ship booster
Red hot exhaust
Benchford Buish Ship Protector
have been brought they have unlimited durability and
will not be destroyed when you die in your ship
[--however if you remove/delete your ship from the
garage the enhancements are also are deleted with the ship--]
Enhancements that have a durability limit will be
destroyed when it reaches 0 e.g. 1/25 enhancement
will be destroyed the next time you die with it
equipped to a ship.
When an enhancement is removed from a ship it
keeps it current durability so if i unequipped a
enhancement with 2/25 when i next equip it to a
ship it will still be 2/25.
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[ This Message was edited by: RogueAvenger[FI] on 2012-01-24 08:40 ]
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Blackjack [DBL] Grand Admiral Faster than Light
Joined: February 25, 2011 Posts: 344 From: The land of venomous reptiles.
| Posted: 2012-01-23 17:30  
Also when you remove enhancements the enhancement is moved into the ships hold with its current HP (so for instance if its at 2/35 and you remove it, its still 2/35)
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Names I used: Da Bes Loser, Perseverance, Loyalty.
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Boerenkool Marshal
Joined: December 18, 2007 Posts: 218
| Posted: 2012-01-24 08:15  
u forgot the "stay at optiaml range, unless u fighitng a small ship that dodges all ur shots"
optimal range would be about 700 gu for rail...maybe 600gu. ugto and luth got lower optimal range, so your damage will be greater in most cases.
weapon racks work wonders on bombers.
the end:)
_________________ The greatest trick the devil ever pulled, was convincing the world he is a bot
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[ML]RogueAvengerTTV Marshal
Joined: September 11, 2010 Posts: 300 From: England
| Posted: 2012-01-24 08:33  
Quote:
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On 2012-01-24 08:15, Furiosity wrote:
u forgot the "stay at optiaml range, unless u fighitng a small ship that dodges all ur shots"
optimal range would be about 700 gu for rail...maybe 600gu. ugto and luth got lower optimal range, so your damage will be greater in most cases.
weapon racks work wonders on bombers.
the end:)
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As it says its infinshed yet but this will be added when i get around to it thanks
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NoBoDx Grand Admiral
Joined: October 14, 2003 Posts: 784 From: Germany / NRW
| Posted: 2012-01-25 21:57  
i remember some of the icc-vets saying, that your armor (on bigger ships) could take the damage until theyre nearly gone, then turn you shield on for a safe (more or less ) escape
_________________ The only good 'ooman is a dead 'ooman. An' da only fing better than a dead 'ooman'z a dyin' 'ooman who tell you where ter find 'is mates.
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Fatal Perihelion Chief Marshal Fatal Squadron
Joined: April 15, 2010 Posts: 308
| Posted: 2012-01-26 03:28  
This turning-shields-off strategy is only usefull in stations if you ask me, because stations can repair their armor fast enough, meaning once they finaly turn shields on, their armor might repair to 100% while shields soak up the damage, saving energy this way and holding out longer alltogether.
In anything sized smaller then a Station, the first blow that damages your armor is doing so much damage before you turn your shields on, the damage taken is not worth the energy saved untill that point.
In other words:
If the situation gets too hot you will much more likely need these percentages of armor that you lost off-shielded, then you will need the little extra energy you did save.
There might be some exceptions like the MD which is fully ranged and needs energy urgently to shoot all missiles without delay.
Armor needs supply to repair fast while energy(shields) is always "free"
A ship damaged to the hull will be out of the battle much longer,
so time is traded in a bad currency if armor is given away.^^
Still one may try to trick the enemy, voluntary taking armor damage to pretend to be weak.
[ This Message was edited by: Fatal Perihelion on 2012-01-26 03:35 ]
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Boerenkool Marshal
Joined: December 18, 2007 Posts: 218
| Posted: 2012-01-26 04:48  
when you let the enemy take a bit of your side and rear armor first instead of shields, your manoevrability increases whit every hit they land. its like the difference in manoevrability between a heavy and a border cruiser.
once u notice ur about to get hulled u turn shield back on.
i prefer getting armor down to around 50% first at longlasting fights, huge fights i keep shield on all times! dont wanna uncloaking luth catch me without shield on:P
_________________ The greatest trick the devil ever pulled, was convincing the world he is a bot
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