Belters

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ALLEGOPEDIA
About History
FACTIONS
Belters Bios
Dreghklar Ga'Taraan
GigaCorp Iron Coalition
Omicron Hive Rixian Unity
Technoflux Draconium
Phoenix Valkyrie
SHIPS
Buying Ships
Small Class
Eject Pod Interceptor
Fighter Scout
Stealth Fighter Other Small Ships
Medium Class
Bomber Fighter Bomber
Gunship Stealth Bomber
Troop Transport Other Medium Ships
Capital Class
Assault Ship Attack Carrier
Battlecruiser Battleship
Corvette Cruiser
Destroyer Devastator
Freighter Frigate
Other Capital Ships
Ship Equipment
Dispenser Items Missiles
Weapons Other Equipment
AI Drone Ships
Carrier Caltrop
Constructor Miner
Tower Other Drones
BASES
Buying Bases
Minor Bases
Outpost Refinery
Teleport Receiver Other Minor Bases
Special Bases
Garrison Shipyard
Technology Bases
Expansion Complex Supremacy Center
Tactical Laboratory Other Tech Bases
BELTERS
Belterscommercial.jpg
About Storyline [Pcore005]
Belterslogo.jpg The Belters - a loose collection of independent traders, prospectors, pirates, and privateers - share a common belief: that freedom from tyranny is the right of all humanity. Belters are a rough-hewn, unruly bunch of borderline anarchists. Led by unlikely hero Orion Sholes, the Belters pilot an odd mix of captured and jury-rigged equipment: the "Junkyard Armada."
Starting Ships: Scout Fighter
Short Name Nick Name Abbreviation
Belters Bricks Belts
Do You Want To Know More?
Basics Flying Commanding
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Overview

The junkyard dogs of allegiance, Belters are strong, dangerous, and use almost anything they can find.

You just never can tell what you're going to find when you encounter a Belter ship, with the vast customization that their pilots have access to, you could find yourself up against the deadliest ship in the game or you might just end up encountering a Bomber designed to deliver pizza, you just never know.

Belter pilots are always hunting for random technology since they can use almost anything, for that reason alone if you encounter a Belter ship you need to watch them closely, they may just decide to attack you in order to destroy your ship and salvage any floating technology for parts.

Perks

The Belters' junkyard orientations give them most of their unique qualities. Their biggest strategic advantage is their ability to use (almost) any technology without the corresponding technology base. This makes it very important for their pilots to scavenge as much technology as possible after a battle, because as soon as it's secured then everyone on the team can use it. As opposed to, for instance, an Iron Coalition pilot who secures Mini Gun 2, his team must wait until an Expansion complex is built before their Mini Gun 1’s are upgraded.

Another aspect of their junkyard technology is the ability to continue using ships after losing the corresponding technology base. Once researched, enhanced fighters, stealth fighters, and interceptors will remain available for the rest of the game. The advanced versions of ships do require the appropriate technology base to remain playable. This makes a Belter team incredibly resilient - after losing a technology base they can still fly Mk-II ships and use Mk-II and Mk-III weapons!

Their final major unique quality is their ability to mix-and-match weapons on their ships. Normally fighters can only mount fighter weapons, and interceptors can only mount interceptor weapons. With Belters, almost anything goes. In fact, (nearly) all of their small ships can mount the nanite repair system (nans), making them incredibly useful in nearly every situation when they bring it along (and they should).

Nerfs

The cost of technology is a large nerf and combined with the slower than usual research time of 4 minutes can make it difficult to keep up on the tech edge. It is extremely important to obtain floating technology whenever posssible. Since their tech bases are incredibly cheap to produce, a Belter team can quickly spread across the map with solid stations which when coupled with their ability to maintain technology from lost tech stations and incredible versatility in ship load-out, all technology should be acquired when looking to the future.

Their approach to building ships is simple; weld some metal together and use extra duct tape. Their poorly engineered ships are clunky craft that are easy to hit. They've never completely mastered shield technology and all small class ships lack shields, to partially offset this they've welded extra armour plates on ships gaining additional hull points. They have managed to attach light boosters to nearly every small and medium class ship, however belter ships handle like a sluggish brick because of all the extra mass in the armour. This all makes the belters an unpopular choice for many new players.

Belter miners are vulnerable, they are slow to mine so they are often found by the enemy and they are slow moving making them easy prey. Heightened miner defence is required and good deprobing so they can get their job done, once they offload the bonus to he3 yield allows them much more money than other miners. Because of their vulnerabilities Belter economies are considered poor, however proper operation of miners and making sure that they mine efficiently using refineries can turn their economy into a windfall.

Special

After finding rescue probe technology in Coalition space, Belters replicated the technology. pilots in eject pods can indeed use those probes to be quickly sent back to the nearest station. However Belter scientists were unable in creating specificity in the probe and thus belter rescue probes work for every other faction as well. Pilots are instructed to be particularly careful in their placement, hiding them to be sure that the enemy cannot see them, and then use them. The religious beliefs of the Belters led them to name this technology a "sanctuary".

Faction statistics

Health Ships Weapons Economy
Ship hull[1] 105% Top speed 115% EW range 100% Starting money 100%
Ship shield 100% Acceleration 100% PW range 100% Payday $450
Ship shield repair 100% Turn rate 105% PW damage 100% Mining speed 60%
Station hull 100% Torque 110% Missile tracking 100% Miner capacity 80%
Station shield 100% Sensors 100% Missile damage 100% He3 yield 110%
Station hull repair 100% Signature[2] 100% Energy 100% Research time 4 minutes
Station shield repair 100% Ripcording[3] 100% Research costs 125%
1  ·   Standard ship hull is 90%.
2  ·   Note that ship signature is divided by this number, so a higher number is better.
3  ·   Note that ripcord time is divided by this number, so a higher number is better.

Faction unique traits

  • Salvagers:
    • Can use most tech that is researched or salvaged, whether or not the corresponding techbase is alive.
    • Can replicate other factions unique technology, such as Technoflux's particle-energy weapons.
    • Belter ships can carry a variety of weapons and equipment normally available to only other ships.
    • Scouts, stealth fighters, stealth bombers, fighter bombers carry booster. Bombers can mount light booster.
  • Workers, not thinkers:
    • 4 minute research time.
    • New ship equipment is expensive to research.
    • New ship designs are cheap to research.
    • All Bases are cheaper to construct (-20%).
  • Unsophisticated engineering:
    • No small shield available.
    • Extra hitpoints for most ships (in addition to the faction-wide buffs listed above).
    • Heavier, boxier ships.
    • Once researched, can use Mk II ships whether or not the corresponding techbase is alive.
  • Unique ship the omni fighter is available.
    • A fighter class ship capable of mounting any equipment available to any small ship.
Latest faction changes from Pcore005

All belters ships are now 50% heavier than those of other factions, while player ships have only 33% more thrust. (drones get 50% so they dont align for years when docking).

All belter small and medium ships have boosters and some fuel. Ships that wouldve had boosters anyway have more fuel, to compensate for the worse accel. For figs that is roughly 1/5th more fuel. Ints get only 1/15th more fuel.

Fuel values for scouts and sfs reduced to 4/5/7 for basic/enh/adv tech level.

All belter small craft can mount both boosters and afterburners.

All belter medium craft can mount the new belters-only medium booster. Everything but gunships has very low fuel, only allowing for short bursts of better acceleration, but no significant maximum speed increase.

Gunships have some more fuel giving them some additional mobility.

Medium booster research requires light booster 1 and a starbase.

Belters now keep their researched mk2 ships, even if the techbase is destroyed.

Omni figs now can mount hvy cloak and have slightly better base acceleration.

See also