Virgo Class

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Virgo Class
 
Prerequisites
Tech Level 10
Cost 48,800 MC
Duranium 0
Tritanium 800
Molybdenum 1,050
Personnel
Crew Size 12,000
Guests 144,000
Cargo
Max. Cargo 10,000
Max. Fuel 29,000
Max. Ord 30,000
Max. Repair 5,500
Cargo (Extended)
Pod Bays -
Fighter Bays 10 * 1,000
Tractor Beam -
Ship Parts
Large Weapons 20 (2000kt)
Small Weapons 25
Super Weapon -
Point Defense 10
Generators 5
Armor Limit 12,000
Shield Limit 3,000
Dry Dock
Size -
Space Combat
Attack Bonus 25
Evasive Bonus 0
Power Bank 8,500
Combat Speed 90
Hyperjump
Class -
Range -
Warp Movement
Warp Speed 90LY
Engines 12
Warp Drag Factor 90
Damage Modifiers
Hull Mass 1,850
Parts 90
Control System 90
Engines 45
Hyper Drive 100
Life Support 54
Soft Spot 0
Scanning
Scan Range 430
Warp Signature 190
Cloak (Fuel) -
 

[edit] Overview

The Virgo is the undisputed flagship of the CoM fleet. As a large, heavily armed and armored battleship capable of holding 10,000 fighters a fully equipped Virgo is going to cost upwards of 1 million credits!

Sporting 20 large weapon mounts (2,000kt each), 25 small weapons and 10 point defenses as well as 10,000 of the best fighters in the game your enemies will quake when they see a Virgo heading their way! All of this firepower is protected behind 12,000 armor and 3,000 shields.

The Virgo has no Pod Bays. The Virgo can not tow.

[edit] Special

[edit] High Guard Production

[edit] Large Weapons

  • Large ord weapons get a +5 armor drain
  • Large ord weapons get a +10 armor drain against enemy Lizard and Robot ships
  • Large ord weapons get a 2X blast bonus after the weapon gets inside the target's armor

[edit] Minefield Immunity

If the Virgo is owned by a CoM player, has a high guard onboard, and a wing of the same player either docked to the ship or within 10 ly, the Virgo is immune to hitting enemy minefields.

  • A Virgo with a scan range of 0 (i.e. towed) cannot provide minefield immunity. Its scanners and Unicom are the means of providing the immunity (Host 212a).
  • The immunity is checked during movement (Host 211)
  • Own ships and ships from players that are not at war with the CoM player that owns the Virgo are also immune as long as they are escorting the Virgo and are within 10 ly of the Virgo (a log entry noting that you are immune will appear in the ship log). (Host 211)
  • You can still take damage from detonated minefields, but you will not hit them during movement.
  • Gravitonic Minefields will still stop Hyperjumps.
  • Laser Minefields will blind any unit moving through them when not immune. Thus, if the Virgo is temporarily not immune while in a laser minefield, then this will void the minefield immunity for the rest of the turn.

[edit] Virgo's Burn

If enabled in HConfig, during turns 3-17 the Virgo "burns". Turn numbers can be vague. The turn numbers referenced here are the turn numbers that the host is processing. When the players submit turn 3 for host processing, the Virgo Burn will take effect and present the players with turn 4. When the host processes turn 17, that will be the last time the Virgo will be limited and take damage, so when the player submits turn 18, all functionality is returned.

  • At the moment you can fly 72 ly in turn 3 instead of 50. fixed since Host 213.47 -Sheltem
  • You get a message in the Ship Log (Take care that the log always states things from previous turn - you will see the message when making turns 3-17).
  • It cannot Light Speed and moves a maximum of 50LY per turn.
  • It takes 5% hull damage each turn and 3% engine damage each turn.
  • It can be repaired during this time.
  • These effects continue even if the ship is captured by another player.
  • The Virgo's Burn is turn-based (3-17) and hull-based. If you manage to build another Virgo before the first one's fire is put out then all are on fire (until turn 17).

[edit] Ship Devices

[edit] Useful Command Codes

  • LSP: Light speed device will stay on.
  • LSD: Ship will light speed even when going short distances.

[edit] Useful Configurations

[edit] Ordnance Based

    Virgo Ordnance 1   Virgo Ordnance 2   Virgo Ordnance 3
Small Weapons 25 Pulsed Laser 25 Plasma Gun 25 Streak Missiles
Large Weapons 2 Sand Caster 2 Sand Caster 2 Sand Caster
2 Blaster Cannon 2 Blaster Cannon 2 Blaster Cannon
16 Photon Torpedo Tube 16 Photon Torpedo Tube 16 Photon Torpedo Tube
Point Defense 10 Intercept (Point Defense) 10 Intercept (Point Defense) 10 Intercept (Point Defense)
Generators   < None >   < None >   < None >
Engines 12 Tylium Thruster 12 Tylium Thruster 12 Tylium Thruster
Shield   GS-BFS 3000   GS-BFS 3000   GS-BFS 3000
Armor   12,000   12,000   12,000
Credits   83,270   87,145   84,270
Duranium   832   832   832
Tritanium   1,286   1,286   1,286
Molybdenum   1,192   1,192   1,192
Energy   540   540   540
Energy Drain   65   290   65
Sustained Fire   900   900   878

[edit] Energy Based

</tr>

    Virgo Energy 1   Virgo Energy 2   Virgo Energy 3
Small Weapons 25 Pulsed Laser 25 Plasma Gun 25 Streak Missiles
Large Weapons 2 Sand Caster 2 Sand Caster 2 Sand Caster
2 Blaster Cannon 2 Blaster Cannon 2 Blaster Cannon
16 Pulsed Phasor Cannon 16 Turbo Laser Array 3 Large Turbo Laser Array
        13 Turbo Laser Array
Point Defense 10 Intercept (Point Defense) 10 Intercept (Point Defense) 10 Intercept (Point Defense)
Generators 5 GF Tokamak 8080 5 GF Tokamak 8080 5 GF Tokamak 8080
Engines 12 Tylium Thruster 12 Tylium Thruster 12 Tylium Thruster
Shield   GS-BFS 3000   GS-BFS 3000   GS-BFS 3000
Armor   12,000   12,000   12,000
Credits   95,995   144,795   155,295
Duranium   224   4,192   4,642
Tritanium   1,270   1,462   1,537
Molybdenum   1,816   1,656   1,731
Energy   940   940   940
Energy Drain   674   674   899
Sustained Fire   2,247   2,247   2,247
  • All the Virgo's are built with a 2 Sand Casters generally set to fire on fighters and 2 Blaster Cannons to fire on bases from orbit. You can swap these out for other guns if this is not your style.
    • LTLAs, TLAs, PTTs and PPCs all deal more damage to bases than Blaster Cannons. Blaster Cannons are not the best anti-base weapon.
  • If you use the ordnance Virgos, prioritize the exotic techs that give attack bonuses. You will be firing a lot of photon torpedoes and every little bit helps to get them through enemy PD.
  • Ordnance-based Virgo's are generally cheaper, and would make nice ships for fighting against Crystal enemies. If you don't expect to run up against the Crystals though, consider swapping out for energy based Virgo's when you can afford it. Once you factor in the cost of the fighters, the cost of even the most expensive Virgo is a small investment.
  • If you are building more than 2 Virgos a turn, it is time to make them with no armor and turn on Borlox Armor ET

[edit] See Also

  • [1] Official Ship Stats
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