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Effectiveness of a Shark  

11 members have voted

  1. 1. Does the Shark need to be upgraded?

    • Yes, completely revise it
      3
    • Yes, but just slightly
      3
    • No, maybe just lower it's price instead
      3
    • No, in fact, it's overpowered
      1
  2. 2. Shark: Basing or Center ship?

    • Basing Ship
      1
    • Center Ship
      9


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Posted (edited)

Here will be the place I will talk about Sharks. This post is about what I think is a good arsenal for a shark. I did have a guide like this posted elsewhere, but I think a topic is easier to find for those shark players. But remember, this is what I think is good, so don't start a flame war if you don't agree with me.

 

SHARK GUIDE

 

GUNS

 

The guns of a shark are very slow, like it's bombs. Therefore, I'd get rapid fire bullets so you can kill quickly when you get near enough. For the center either Shredder or Phaser works. In a base though, I'd really get gun with bounce. Of course, their guns are way to slow for Beam Array to be effective, so if you're going to use a gun at all in a base, I'd get the Shrap Booster. They fire fairly fast, have bounce, and you probably won't be using them that much for the energy consumption to be a big deal.

 

In Short:

Center: Shredder or Phaser

Basing: Shrap Booster

 

BOMBS

 

A Shark's bombs are slow, so getting this expensive bomb would make no sense as all bombs do the same damage at it's center. So I'd get a bomb with shrap in both center in basing, and the cheapest one is the Falcon Missile.

 

In Short:

All: Falcon Missile

 

REACTOR PLANTS

 

If you really want to use those fast moving bullets, the Resonance Sphere gives you the energy to last out while attacking. I find myself living with 20-100 energy charging my opponents often, so the energy can really help. The Shark's recharge is like a WB with quantum, so if I has to pick energy or recharge, I'd go 100% energy, as it could use that more.

 

In Short:

All: Resonance Sphere

 

SUBLIGHT DRIVES

 

Shark can get all drives except the Nuclear Booster and the H2 Ramscoop. I'd want to increase speed here, to make the shark expand on it's tininess, one of it's few strengths. I'm not for thrust here, so it leaves Icefire and Ion Drive.

 

Ion Drive ($2000):

Speed +2

Thrust +2

Rotation +2

 

IceFire ($20000):

Speed +5

Thrust +1

Rotation -1

 

As I said, I'm for more speed than thrust when it comes to a shark, so I'd pick IceFire. Plus, the Shark could really use that speed with those snail-speed guns they got.

 

In Short:

All: IceFire

 

SENSORS

 

All of the current ones look fine for a Shark. However, the Energy Scanners could help you decide what ships look weak enough for your little ship to charge at with guns blazing. This strategy would be the most effective if you had IceFire, with it's high speed. All in all, just pick what you like, depending on whether you're basing or you're in center.

 

In Short:

All: Any Sensors

 

UTILITIES

 

In basing I would rush with the shark, thanks to it's slow-moving weaponry. I'd therefore get two Close Combat and a Siege Pack, not only for the thors, but it's burst. The rotation of a Shark is slow if you got Icefire, so rockets in those closed quarters are likely ineffective. In center, though, you need them so your slow moving weapons hit the opponents when needed. In that case, replace the Siege Pack with the Tunnel Runner. The fast movement in the tunnel is only a bonus.

 

In Short:

Basing: Close Combat X2, Siege Pack

Center: Close Combat X2, Tunnel Runner

 

BRICKS

 

In basing I'd get Brick Attack as I found them useful in those closed quarters. However in center it's open enough for them to be almost useless, and other bricks are as good as a waste of money. I'd get the Energy Infusion then, because that full HP could help when being you're in need for more energy for your guns to be effective. Having Resonance Sphere helps increase it's usefulness as well.

 

In Short:

Basing: Brick Attack

Center: Energy Infusion

 

ARMOR

 

I'd get the Maneuvering Fins. It's cheap, and balances the rotation decrease if you got IceFire. Not much else to say at the moment.

 

In Short:

All: Maneuvering Fins

 

CONVERTERS

 

I think that the Extra Utility spot would be more useful here, but what do I know? If you highly value large amounts of sensors, then go ahead and get a sensor pod. Pick what you want.

 

In Short:

All: Either

 

ALIEN TECHNOLOGY

 

Antideath if for basing. After that, all the 10m items, the Supercomputer over others. Why? Only way for Sharks to Cloak/Stealth ATM, and we all know that's good, right?

 

In Short:

Center: 10m items

Basing: Antideath, 10m items

 

FTL ENGINES

 

Whatever fits your budget. Not much to say here.

 

In Short:

All: Any items

Edited by Relos
  • 2 weeks later...
Posted

Shark actually does better in basing than I originally thought. They got solid bursts, a tiny hull, and well, yeah.

 

The Shark doesn't have any real characteristics that are abusable by itself (Rapid fire is strong, but other ships fire faster, thanks). I believe the Shark takes the most skill of all the ships to effectively use. Though if used correctly, it gets a lot better in both center and basing, even more than your amount of skill should make. That's just me, though.

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