Have the Syn, but new to modding and have no clue what to put where on her for maximum Xenon killing potential...
I realise that it's a bad idea to put cooldown mods on turrets but no idea about main guns/engines/shields etc...
All advice appreciated
Syn mod/enhance advice
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Re: Syn mod/enhance advice
Maximum Xenon killing potential is an Asgard, or the dev known as Xenon_Slayer.
Re: Syn mod/enhance advice
I would go for:Damian Swift wrote: ↑Mon, 4. Jul 22, 23:53Have the Syn, but new to modding and have no clue what to put where on her for maximum Xenon killing potential...
I realise that it's a bad idea to put cooldown mods on turrets but no idea about main guns/engines/shields etc...
All advice appreciated
Speed, because vmax is slow
Mainguns Dmg, to kill K and I faster
Max shield capacity, to have more buffer
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Re: Syn mod/enhance advice
While that is the plan, sadly owning an Asgard is a long way off of the moment so for now the Syn is my cap ship.
The Erlking looks fun but again I have to build a Shipyard to outfit it, which again is a hell of a.long way away from where I'm currently at.
Re: Syn mod/enhance advice
XL ships are terrible to fly anyway, and the Syn is the most agile destroyer in the game, even more than the Rattlesnake.Damian Swift wrote: ↑Wed, 6. Jul 22, 12:36While that is the plan, sadly owning an Asgard is a long way off of the moment so for now the Syn is my cap ship.
The Erlking looks fun but again I have to build a Shipyard to outfit it, which again is a hell of a.long way away from where I'm currently at.
I go with Slingshot for engines.
Recharge rate for main shields. Capacity for those M shields covering your turrets.
Annihilator for main guns, Damage/Cooling/Reload.
Annihilator for turrets, Damage/Reload/Rotation Speed.
Nanotube for hull.