Carilion - Special Frigate

Location: Infinite Lagrange Wiki -> Ship -> Frigate -> Carilion

Back Story

“The principle of blitzkrieg is exchanging time for space; the longer the time, the lesser the yield and value.” — Mars, Chief of the General Staff of the Ares Corps

## Carilion - Anti-aircraft Type (variant C)

* Plain
* Systems
* Schematic

## Cost

###

8,930

###

660

###

260

###

00:25:50

* Recon: Damage dealer (Anti-air)
* Advantage: Evasion
* Disadvantage: Inconsequential damage
* Game description: A specially-modified special recon frigate equipped with Situational Awareness and Field Camouflage Systems, granting it extraordinary evasiveness and defensive capabilities in combat.

Player comments/strategy:

The anti-air is mostly a misnomer, which is typical of most ships labelled as anti-air (i.e they dont really kill aircraft). But Carilion C is equipped with advanced evasion technologies and a jamming system. Between these two systems, when enough tech points are invested into the Special Carilion it is capable of dodging even more projectiles than the standard Recon Carilion, making it a contender for one of the best evasion tanks in the game.

### CG-1118A Rapid-Fire Cannon

Description: A single rapid-fire assault cannon that is able to lock onto and attack small ships rapidly.

* Adjustment increment: 4%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 1

Rapid-Fire Cannon

### MK2-CG-1118B "Comet Tail" Near-Defense Cannon

Description: An enhanced small near-defense cannon capable of mounting pinpoint-fire at aircraft and defending against attacks and interference from agile aircraft.

* Adjustment increment: 6%
* Adjustment tech types: Cannon Tech or EM Tech
* Adjustment tech quantity: 1

Near-Defence Cannon

### AC-20 Generic Light Armor

Description: Light armor for frigates to resist impacts from stellar debris and offer some protection against light weapon attacks.

* Armor: 5

### FF-100 Ship Core

Description: A core structure used to construct frigates. It can adapt to the complex space environment and resist impact and radiation.

* Hit points: 8,940

### EN-115B Enhanced Vector Engine

Description: An enhanced vector engine. It offers increased sailing speed for small ships and an emergency thrust function used to dodge long-range attacks in combat.

* Cruise: 1100
* Increases ship Evasion by 35%

### EC-120 Generic Warp Drive

Description: A light warp drive for frigates. It enables small ships to enter warp for fast travel in formation.

* Warp: 5500

### Propulsion System Enhancements

Total: 6
Total: 6

### XI-3550 Situational Awareness System

Description: An integrated combat info acquisition and analysis system capable of tracking multiple targets, calculating attack statuses, and reducing the chance of being hit by missiles.

### Warning System Enhancements

Total: 6
Total: 6
Total: 6

### XSK-120 Experimental Field Camouflage System

Description: Manipulates the ship's electronic and visual signals to create camouflage or to confuse the enemy. It reduces the chance of being detected and attacked.

### Information Jamming System Enhancements

Total: 8
Total: 8

### RT-150 Integrated Energy Conversion System

Description: An integrated energy supply system for light ships. It generates power through the core and converts the energy into different forms for the ship's various subsystems.

This system has no special capabilities or enhancements.

### XC-1000 Bridge

Description: A generic Navigation Control and Info Command System for light ships. It manages the operations of all weapon systems and engines.

This system has no special capabilities or enhancements.

## Enhancement Strategies

### A note about armor enhancements

Which is better, hit point buff or armor buff? The math gives the answer. Since all hit point enhancements (so far) increase hit points by 10%, the formula becomes:

d = 11u + a

Where a is the base armor for the ship and u is the amount that is added in enhancement.

d is the weapon Damage Per Hit at which both the hit point increase and the armor increase give the same effect.
If the DPH of a particular weapon is HIGHER than d, then you are better off taking the hit points. If the DPH is LOWER than d, you are better off taking the armor.

For example: special Carilion, a = 5, u = 3, d = 38.

Strangely enough, when you do the algebra, the hit points fall out of the equation completely, so the ion Ruby with more HP but the same armor has the same value for d.

Since most weapons have a DPH higher than 38, the special Carilion will generally do better if the player takes the hit point enhancements than if they take the armor enhancements.

### The Words of Evil King Daddio (Kangaeru)

Mostly, but not completely, focussed on tanking.

### Tamrat (Kangaeru) Says

For tanking (which is the only reason to run it).

Options:

* Weapons and propulsion can be enhanced as needed, as they do not contribute to tanking
* Early game, enhance the main weapon first. Later, enhance the AA weapon first.

**Additional comments from Meinzbern (Paladins Order):**  Surely there is no one 'answer' on the tech point investment strategy, but this type of ship has a pretty clear solution. I mean, as the ship's purpose is purely tanking with its high evasion, the tech points should be used to increase its good points firstly to 'survive' longer. Therefore, the Information Jamming & Warning systems should be first (Counter-Direct fire has priority as this ship is at the front-row). And in the case of the Armor system, hit points takes precedence over Armor because armor has almost no meaning for a ship this small (5~10 armor on few-hundreds-damage bullets and ion lasers...). However, higher hit points could be meaningful to buy enough time to recover to 100% hit points (if healers are available) or activate the evasion strategy.