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Seed chips Star Conflict guide. Protection seed chips - shield modifiers.

The guide describes seed chips that improve the performance of your shields: shield volume, regeneration speed, damage resistance, and also add interesting properties to shields.


This article is a continuation of this guide "Guide to seed chips. Star Conflict" (what are seed chips, where to get them, what are they - we read by clicking on the link):

Here we will talk about seed chips, which no longer affect your attacking capabilities, but the protection settings, namely, the properties of your ships' shields in Star Conflict. So let's get started.

Protective seed chips:

Seed chips improving shields are knocked out, as well as chips were previously knocked out for damage, in OW, from Cybers and Aliens in locations captured by Aliens:


Actually, this is how they look (purple role markers):

The aliens from which seed chips fall. Star conflict

Kinds of the protective seed chips:


Regular seed chip with protection parameters on shields:

Regular seed chip with protection parameters on shields. Star conflict

Balanced seed chip with protection parameters on the shields:

Balanced seed chip with protection parameters on the shields. Star conflict

Special seed chip with protection parameters on shields:

Special seed chip with protection parameters on the shields. Star conflict

Features of protective seed chips:

    Bonuses of ordinary seed chips (gray bonuses):

  1. Shield Resistance to EM damage increased by A unit.
  2. Resistance shield kinetic damage is increased by C units.
  3. Shield resistance to thermal damage increased by D units.
  4. Resistance shield around the damage increased by X units.
  5. Increases maximum shield stock by F% .
  6. Increases shield regeneration rate by B% .
  7. Bonuses of balanced seed chips (blue bonuses):

  8. Increases shield resistance to kinetic damage by C units, decreasing EM damage resistance by A units.
  9. Increases shield resistance to kinetic damage by C units, decreasing resistance to thermal damage by C units.
  10. Increases shield resistance to all damage by X units, decreasing maximum shield reserve by F% .
  11. Increases shield resistance to all damage by X units, decreasing shield regeneration rate by B% .
  12. Increases maximum shield stock by F% , reducing shield resistance to all damage by X units.
  13. Increases maximum shield stock by F% , decreasing shield regeneration rate by B% .
  14. Increases maximum shield stock by F% , decreasing maximum chassis stock by E% .
  15. Increases shield regeneration rate by B% , reducing shield resistance to all damage by X units.
  16. Increases shield regeneration rate by B% , decreasing maximum shield reserve by F% .
  17. Increases shield resistance to thermal damage by D units, decreasing EM damage resistance by A units.
  18. Increases shield resistance to thermal damage by D units, decreasing kinetic damage resistance by C units.
  19. Bonuses of special and exclusive seed chips (gold bonuses):

  20. Enters the shield into an unstable state. Every T units Damage received by the shield with a probability of V% will cause a shield explosion, causing damage at a distance of H m. EM damage proportional to the size of the shield.
  21. When the shield is destroyed, it creates a reserve impenetrable shield. The shield absorbs all damage, but consumes 1 unit of energy for every P units of damage. The effect lasts for G s. It does not occur more often than once every M s.
  22. Destruction of the shield generates a shock wave, inflicting up to S units. damage to enemy ships. It does not occur more often than once every M s.
  23. When the shield level is less than J %, the shield resistance increases by K units. during L with.
  24. When the shield level is above J %, the shield resistance increases by K units. during L with.
  25. Destruction of the shield launches an EMP wave, on G sec. paralyzing activity of all enemies at a distance of H m. It works no more than once every M s.
  26. The shield completely protects the ship from collisions at a shield level above J %.
  27. Destruction of the shield makes the ship transparent to shells and lasers on G s. It does not occur more often than once every M s.
  28. When the shield is destroyed, it creates a backup shield with N units. durability, increases damage by P %, but reduces ship speed by W %. The effect lasts for G s. It does not occur more often than once every M s.
  29. At a shield level of less than J %, it pumps P units/s. shield from enemy ships in a radius of R m.
  30. Every T units Shield damage caused by a pulsar inflicting T units/s. damage at a distance of R m for G s.
  31. Destruction of the shield launches an emergency teleport, changing the ship in place with a target. It does not occur more often than once every M s.
  32. At a ship speed of more than Q%, an invulnerable shield is generated in front of the ship that can push enemies apart. The total resistance of the shields to damage is reduced by P units.

Misc. about the protective chips:

  1. Bonuses of ordinary seed chips, as usual, without exception, are good and useful. For flights in OW, at least. It makes sense to use on the ships of Jericho, which are played on the defensive from the shield, as well as on the destroyer Ze'ta - which can well accelerate the regeneration of the shield and not know the troubles in the same OW again.
  2. Bonuses of balanced seed chips, unlike seed chips for damage bonuses, behave disgustingly, with the exception of chip number 10 from the list above (you can sacrifice a tiny shield regeneration, for the sake of its size).
  3. Special bonuses of seed chips, which can be very cool combat additions for your ship, have such a long cooldown (reload time) that you begin to doubt their usefulness. 28 and 30 bonuses from the list - these bonuses are very, very applicable, the first actually turns on the Pulsar when taking damage on the shield, the second creates an impenetrable shield in front of you (Recall the turtles from the PvE missions Fire support and the Defense Contract).


 

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