Just realized there was a little blue dot beside my EH icon, which means "app has been updated since you last used it". Quickly checked the science screen. There's now a dark purple "???" faction below Swarm (faction list has been rejigged on science screen). Don't know anything about them yet, but this is the post to put stuff as we find out more.
I actually did workshop this one. Comes with a heavy m2 missile launcher too, so looks like a nice long-range plunking machine. Or ion cannon holder. Or *all the machine guns and light missiles*.
Can get it up to 16.1/9 speed pretty easily on the basic chassis, so it's not underpowered at all. M3 satellites too, so there's plenty to play with.
So that's all of them. Other than the capital ship, anyway. I quite like this faction, there's plenty of options in ship design, and they just keep getting bigger with each class. Even as universal weapon carriers they might be OK (+200% damage/+50% cooldown small lasers with a cloak should do a tonne of damage if you don't want to go down the traditional path). So many slots, so many options......
You two are both aware that pages were created several days ago for The Syndicate, as well as for most of it's ships? Any info should go on those pages, as opposed to this Forum Thread. I still need to create a page for the Jormagund, as I forgot to look at it's default layout before dismantling it, so that is an image this wiki could use. Thanks
Still handy for us that mostly just peruse the forum instead of checking every wiki page. Here it's all in one place, and it's not as though the forum gets excessive use (even with a few image uploads).
The Jormagund looks nice. 16C, 16M, fairly quick for a capital ship and plenty of green slots. Be fun to fly anyway :)
It is. Quite powerful as well, a level one Jormagund single-handedly took out a level 50-some odd Sayjix base, a feat only the Wormship can claim to have accomplished. It also killed a level 70 Wormship while only being at level 23. Though I prefer it with Dart M3s, to mount more Heavy Railguns. They have the range of Death Rays, and twice the damage of traditional railguns.
It's actually not that hard to see what's been happening here at the wiki, just go the wiki home page and about halfway down is the recent activity section, I personally just check that once every 1-3 days, since there's not too much going on here most of the time. Though I guess having a forum thread isn't bad, just for some of us who never look at the forum unless it shows up in recent activity...
Also, the Syndicate can appear as close as 70 LY, and if you have any discovered bases that you haven't touched yet (IE not captured any sectors) there is a chance that they could be converted into Syndicate bases.
All the Sydicate ships have larger-than-average weapon mounts, electronics bays, and engine compartments, but rather low armor. For instance, the Jormagund, I believe, has the same amount of blue slots total as the Dreadnought has on it's flanks.
I'm almost entirely convinced that something like the Galleon could pull that off (I fed it ALOT of Sajix bases early on), but Galleons are pretty much the hard counter to energy shields, so doesn't really count as a "power level" test for it. Still, it could. You'd be surprised how often that laser cannon comes into use as well. It's a nice little ship, that Galleon is :)
Made up a nice'ish Yeti plinker. With the mix of normal railguns it can keep up a fairly sustained barrage of blue dots, and the multicannon, small missiles and lasers are handy for clearing fighters. I've tried it with lots of universal weapons in the missile slots and with the m2 heavy missile that's there now, and it seems about the same. The missile just gives a little more flexibility in how you'll attack some targets. It also sucks slightly less against swarms of drones, but it's still a bit of a problem for it.
Decent armour, decent speed with the afterburner, and good enough energy recharge and storage. Looks awesome as it constantly multi-plinks smaller ships all over the place, or when it slaps a Dazaan capital ship out of firing range.
Still haven't found a light carrier setup that I'm really happy with, though it wasn't bad in testing, and I might convert it back over to one once it's levelled appropriately (drones kinda suck until lvl50 or so). But for now it's a generic plinker, but a very funny one to watch. As a basic power test, it can take out lvl150-160 ships at lvl51, with the right match-up, so it's not exactly lacking in killyness. If I get just the right randomized blocks from extra equipment slots (top right corner, I'm looking at you), I'll be able to chuck a normal sized drone bay on. Or if I get super lucky and get three squares vertically at the top right or left, a large drone bay. Here's hoping :)
For the capital ship, I'll probably stick Hovertanks on it with normal +50% range railguns and a smattering of other universal weapons/cannons. It's hard to knock a built-in autotargeter and a tonne of green/blue slots and even engines. Less range than heavy railguns, yes, but a nice little way of keeping up the blue dot barrage yet not miss out on all the modcons I've come to love on capital ships. Dart m3s are my second choice, but it's a pretty distant second compared to hovertanks. The huge amount of firerate or damage up, or range, or an extra 90 odd recharge (while still being able to pump damage/firerate) is just too good to pass up, and evens out the slightly worse weapon by it.
Surprisingly feasible light carrier design on the Yeti, though it cost me a tonne of gold parts. 6 drones (I lucked out on the top right block with extra equipment slots on the second try, so got a normal sized drone bay up top. 25 range "Normal" +100% damage torpedoes at that :) )
2x +50% range small navigation computers, 2x +50% speed small speed boosters, and a +100% damage small damage booster. All the small drone bays are +50% range. There's a possibility I could rejig the power and for another booster somewhere, but it also might not be possible.
+50% projectile speed on the heavy railgun and the m2 heavy missile. Still not sure if the "smaller" m2 missile with -50% cool down is optimum. Might mess around a bit with it, even just on weapon mods.
Haven't actually tried it with the -50% energy usage small repair bot yet, and it's already energy anemic. But it "might" give it staying power. Or I'll chuck in more firerate and less little +50% reactors. It worked quite nicely before like that, so will possibly work better with the occasional extra 5% life heal.
Got a laser drone, a lightning drone, and all the rest torpedoes. Hate not having a shield-breaker or especially a point defense system screwer on board on any "proper" drone carrier, and this mix tends to open ships up just enough for the heavy missiles or railgun or torps to do the killing blows after lasers and lightning missteps them for you. The ranges of the drones hover around 80-96, the railgun at 80, and the heavy missile at 100, so it's a fairly decent bombardment. Can even take down lowish level Thors after the missiles pop plenty of Fighters, but it can go badly. Not entirely sold on the heavy railgun compared to two normal ones, but when it hits, it hits hard.
Still, it's VERY GOOD for a non-capital drone carrier. Quite happy with it, and might make another in the fleet. +220% range, +220% speed, +180% damage, and some guns. 250 armour from a few +100% small titanium armours too. By no means perfect, but I still want more ships like this, if only because capital slots are so limited.
Might wiki it :)
(edit: huh. One of those times that taking an autotargeter OFF your ship and replacing it with a +200 damage/+50% cooldown universal small lightning cannon makes your ship WAY better. The railguns is now more accurate under autopilot, and it has tonnes more close-range sting, and even though it does more flybys, it seems more effective because of it. Even though it's probably in more danger. Good to know. New design with exactly one slot change is better than the photo. Yay!)