

Reduces the Cruise Drive activation delay down to 1.2s. Reduces the Cruise Drive activation delay down to 1.5s. Increases the speed with which items are pulled.

Increases the base tractor beam range to 800m.Īllows you to pull multiple objects at once. When below 30% of your max hull hitpoints, docking automatically repairs the hull up to that value for free. Repair the station's reactor to restore power to all compartments and unlock further perks. Investing can be done at any time, in any increment, but cannot be undone. They can be unlocked and upgraded by investing resources or completing certain tasks. Up to 15.0s duration, depending on ULT energy spent.ĭestroying an enemy with a critical hit causes their energy core to discharge and deal damage equivalent to 60% / 80% of their maximum hull in a large radius.Įach companion comes with a unique set of perks. Upon reaching the maximum of 5 orbs, gain unlimited boost energy and 30% increased fire rate.Īfter your ULT expires, your primary weapons remain charged with Ancient energy, increasing their damage by 20% and allowing them to pierce shields and armor. Incoming attacks will consume the orb, damaging the attacker for 30% / 20% of your maximum shield capacity and applying 3.0s of EMP. Killing an enemy while your shield is up creates a lightning orb that will circle your ship for 20.0s. Reflects 30% of incoming damage back to your attackers.ĥ0% increased critical hit chance when attacking enemies whose movement is impaired.Įvery second, gain 5% increased secondary weapon damage, stacking up to 6 times. Primary weapons deal 30% increased energy damage while your shield is fully charged.Ĭritical hits have a 30% chance to create an explosion impact that damages the target and nearby enemies for 50% of the damage.Ģ0% increased weapon energy capacity for each installed warfare device.ġ00% increased ULT generation while shield is depleted.Īctivating the ULT instantly repairs 50% of armor and removes all debuffs.Ĭritical hits have a 30% chance to restore 1% ULT energy. Weapons require 15% less energy for each device that is on cooldown.Īctivating a warfare device adds 4 charges of Reactive Armor, negating the damage of the next 4 impacts for 5.0s. Incoming direct armor or hull hits have a 10% chance to reduce a random device cooldown by 20%. Killing an enemy instantly triggers your shield recharge. The ship must be docked to make the shield available again after use. Instead of taking lethal damage a shield deploys that grants invincibility and lasts 10.0s. Receive 25% reduced damage while boosting Only one perk can be chosen from each set, but it can be changed at no cost when docked. The Vindicator can be great, if you liked Necromancer in Diablo 2, I'd say the Vindicator is the spaceship equivalent.Every five levels a set of three new Player Perks get unlocked. but I've been having trouble with Anti-Missile drones causing me to kill myself (literally), at least on hard difficulty, so I stopped flying it. Also (and really this works for any ship) you can use Corrosion Injector with Mercy Kill option, which resets cooldown when enemy dies during the effect, which he WILL, and the Play it Safe Perk, for a huge survivability boost. The 5 seconds invisibility when shields go down passive can be a life saver. It's squishy, but there are ways to make it very survivable. If you are into using Warfare Devices, the Stinger is an awesome little ship. I have a +100 Handling and +13% speed bonus from gear on my Gunship now, just to make it a little less sluggish. At max rank with the Compressor option, you turn off dampeners and hit Energized Boost and you will continue flying away at crazy speed even after it ends. I always roll with the Energized Boost device, to get out of dodge when things get rough. It is slow and not as maneuverable so it will get hit a lot more than the medium ships. It can be unforgiving if you can't gear it well. I like them both.īUT, if you want ultimate shooty pew pew ship, then the Gunship is tops, imo. I think that's a toss up between Striker and Interceptor. There are some passives I feel are pretty much mandatory for certain ships.Īs far as better ships, some would argue the Striker is the best medium ship. Tier I & I+ ships will have 1 passive, Tier II & II+ will have 2. They pull from a pool of possible ones, like 6-8 abilities, that are different for each ship type. but then there are Passives which can be different. There is the ULT, the Special, the Expertise Bonus, and those all stay the same per ship type.
