xKostyan

comprehensive guide to Destroyers

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Guide has been migrated to official wiki

http://wiki.star-conflict.com/index.php?title=Destroyers

 

0. Intro
1. GENERAL
2. WEAPONS, MODULES and “missile” slot
I. Multi-phase Shield
II. Pyro emitter
III. Tempest launcher
IV. Wormhole projector
V. Plasma turret
VI. Blaster turret
VII. Photon Torpedo.
VIII. Gravitational Lens
IX. Static Shield
X. NO SELF HEALING modules
XI. Mechanics of destructible active modules.
3. INVINCIBLE, Empire Destroyer
4. PROCYON, Federation Destroyer
5. ARCHON, Jericho Destroyer
6. Conclusions




 

 

 

 

 

 

======== CHANGE LOG ========

 

 

 

 

 

On 19/01/2016 at 11:16 AM, Katovskiy said:

- Added more icons, colour, link and general formatting
- Added Math for Multiphase shield in MODULES section
- Added Synergy progression screenshots, build and some of my videos to Archon section
- Added couple bullets to Conclusions

- Added module types 

 

On 09/02/2016 at 11:04 PM, Katovskiy said:

- Added IX. Mechanics of destructible active modules. into general section 
Description and Video

 

On 17/02/2016 at 11:47 PM, Katovskiy said:

- Updated Active modules for r11 values
- Added new active modules
- Added synergy r4 bonuses for r11 destroyers
- Added Brave's Empire r11 Destroyer overview
- Added Antares's Federation r11 Destroyer overview
- Added Sibyl's Jericho r11 Destroyer overview
 
- Some small text fixes

 
 
 

On 19/02/2016 at 9:29 PM, Katovskiy said:

- Added Build 1 and Build 2 to Sibyl (R11 Jericho)

 

On 16/03/2016 at 1:06 AM, Katovskiy said:

- Updated stats on gravy lens to 1.3.3.3
- Added 2 builds to Brave
- Added videos of Brave gameplay

 

===============================================

 

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0.INTRO
 If you find any mistakes or errors with data, please let me know so I can fix it. Enjoy.

   Destroyer - heavy battleship that has high survivability and threatening fire power. The general purpose of Destroyers is a fire support of friendly offencive divisions. Destroyers have 12 weapon turrets located around the hull and technically do not have “blind spots”, but no more than 8 guns can shoot at the same time due to the firing angles of each turret, so keep this is in mind when looking at weapon dmg stat in game - it shows for all 12 turrets, that never happens.
   There are 3 modifications of Destroyers: - Empire, Federation and Jericho. They aren't carbon copies of each other and have very distinctive differences.

 

Rank 8 Destroyers
76f660639997393ba1b269112ce1.jpg

 

Rank 11 Destroyers

6a8dccd2ef5e95702238b5b90bd3.jpg

 

 

1.GENERAL and Manufacturing
    Manufacturing process is pretty much the same as other Secret Project ships in the game - you have to gather materials to craft 6x ship parts for rank 8, 8 ship parts for r11, the only difference is that instead of Internal structure component used in SP ships, you will have to create Destroyers internal structure component for r8, Reinforced internal structures for r11, and of course pay a certain amount of credits for assembly.

1.1 Energy Router - Special module (default keybind “F”) can be one of the 3 options, each module works passively boosting different qualities of the Destroyers, on top of that each module has 3 modes that would change which area to be boosted (similar to Guard’s special ability that can be toggled to give different types of resistances)

 

Rank 8 and Rank 11 routers have same stats:


>> Jericho energy router
- increase maximum speed by 45%
- increase dmg by 12%
- increase Shield regeneration by 400 pts/sec
>> Empire energy router
- increase maximum speed by 45%
- increase dmg by 20%
- increase Shield regeneration by 250 pts/sec
>> Federation energy router
- increase maximum speed by 60%
- increase dmg by 12%
- increase Shield regeneration by 250 pts/sec

 

   Every Destroyer type can have anyone of those modules, it is a choice at manufacturing stage, but not each of those module is equally effective in each Destroyer.
 

==========================================

1.2 Synergy level bonuses.
   Another level of customization of Destroyers is that you can chose 1 out of 3 special bonuses for your Destroyer, that become active at Synergy lvl 4 and 8
 

Rank 8 Destroyers bonuses

Synergy lvl 4 bonuses:
Empire
- Sensor range +100%
- Energy regeneration speed +20%
- Capacitor volume +30%

Federation
- Rotation speed +25%
- After Burners energy consumption -25%
- Maximum speed +10%

Jericho
- Weapon dmg +10%
- Kinetic spread -33% and projectile speed +25%
- EM spread -33% and projectile speed +25%

 

Rank 11 Destroyers

Synergy lvl 4 bonuses:
Empire

- Hull Resistance to Thermal dmg type +30

- Hull Resistance to EM dmg type +33

- Hull Resistance to Kinetic dmg type +27

 

Federation
- Critical chance +10%
- Main weapon dmg +10%
- Critical dmg +20%

Jericho

- Shield Resistance to Kinetic dmg type +33

- Shield Resistance to Thermal dmg type +30

- Shield Resistance to EM dmg type +27

 

Synergy lvl 8 bonuses are the same for all 3 types of Destroyers (and all ranks)
- Power of active modules +10%
- Reload rate of active modules -15%
- Energy consumption of active modules -25%
 

==========================================

 

2. WEAPONS, MODULES and “missile” slot
   Destroyers have unique weapons, active modules and “missiles”, and you can only use them on destroyers, all 3 Destroyers can use same weapons and modules.
IMPORTANT Each Active module has its own Line of SIght - meaning if module is located below destroyers hull, it will not be able to hit enemies located in hemisphere above the destroyers.

2.1 Weapons
1) post-38671-0-31857100-1451152610.jpg Coilgun. Available from R8basically it is an Assault railgun adopted for Destroyers, have kinetic dmg type, average dmg and fire rate. Have good starting maximum range - 4km. This is a default Destroyers gun.

overall nothing special about this gun.

2) post-38671-0-74665400-1451152614.jpg Meson Cannon.  Available from R8this is heavy blaster kind of gun adopted for Destroyers.Thermal dmg, High increasing spread, high increasing fire rate and good dmg per projectile, good range. Effective vs other Destroyers and Frigates, but will be hard to deal with small targets due to huge spread.

great gun but requires further tuning via passive modules

Imho, as of patch 1.3.1 Mezon cannon wins in effectiveness - it has better dmg, much higher projectile speed and spread can be compensated with guidances and implant, at the end we have a gun having better stats in all areas than a CoilGun.

 

3) BSygGo9.jpg Halo Launcher. Available from R11, here is aka Bubble gun for the Destroyers, shoots fairly slow bubbles that do explosive dmg upon contact. The projectile consist of 2 parts the "cloud" and a "core", cloud does insignificant dmg of its own and will not detonate the projectile, while if core hit, then the projectile explode does explosive dmg. Keep in mind it doesn't have proximity fuse like explosive weapons, core has to hit the target. Very effective vs big and slow targets, even if they have Static Shields - if anything it makes it easier to hit.

 

==========================================

 

2.2. Active Modules 
(xxx-xxx format means that minimum number is for white mk1 module and max number is for mk4 version; xxx - means number does not change with upgrade levels.

xxx - R8 / xxx - R11)

   All active modules of a destroyers have unique look and model and can be destroyed in battle, same for the engines and special module (“F”) (turrets can not be destroyed.). It takes 60 seconds for module to come back online after it has been destroyed. While it is in destroyed state, corresponding module's icon on an action bar will be darkened and will have a red stripe border around it. 
   In order to destroy modules with regular means, Destroyer’s shields have to be taken down, and then modules can be directly dmg and taken offline.
   It is possible to bypass Destroyer shields if you fly a small ships like interceptors, so it is possible to fly under Destroyer shields and use Plasma Arc directly on destroyer’s hull and dmg it’s modules.

I.  h7K2HHL.png Multiphase shield

88OWhpG.png

Available from R8

- Type "Multi-purpose module"

- Have passive and active mode.
--- Passive mode - increases shield resistances 35-41 pts
--- Active mode - increase shield resistances by 110-145  for 6 seconds
- Consumes about 680 / 768 energy
- Recharge 41 / 38 sec

 

Difficulty to use - very low
Effectiveness - depends on Destroyer 

- Archon - very high (a must module for any game mode, see math under spoiler)

- Procyon - average (not bad of a module to average tank of a Fed frame)

- Invincible - very low (pretty much pointless for Empire, due to next to no shield volume)

 

Math for Multiphase shield

 


Do what ye will. I've just not found any real use for it yet. Passive resist is just like a single adaptive and the active mode just makes you a guard for 6 seconds. Nothing that I need to waste a slot for.
Lets take Archon and run some math
Here is a base build
8Wayjww.png
 
feeding these stats to EHP(how much dmg ship can actually take) calculator I made years ago (and accessible via the Resistances guide)
 
 
(number represents how much dmg have to be done to send it to the god of respawn, using REGULAR dmg, to find out Explosive dmg results, use calculator)
NO MULTIPHASE ACTIVE
 
HP points / Kinetic HP / EM HP / Thermal HP
 
Hull : 111300 / 240408 / 183645 / 222600
Shield: 62000 /  80600 /   75330 / 128960
Total:  --------  / 227516 / 258975 / 351560
 
MULTIPHASE in passive mode, mk4 (+41 resistances)
 
HP points / Kinetic HP / EM HP / Thermal HP
 
Hull : 111300  / 240408 / 183645 / 222600
Shield: 62000 / 106020 / 100750 / 154380
Total:  --------  / 252936 / 284395 / 376980
 
 
MULTIPHASE in active mode (+145 resistances for 6 seconds)
HP points / Kinetic HP / EM HP / Thermal HP
 
Hull : 111300  / 240408 / 183645 / 222600
Shield: 62000 / 170500 / 165230 / 218860
Total:  --------  / 317416 / 348875 / 441460
 
Now lets see how your shield regeneration affected
280 pts/sec (base) + 400 pts/sec (Jericho Router) = 680 pts/sec (AND THAT IS IGNORING Engineer healing which next to double this number)
 
Assume you live for 1 minute under enemy fire, which is common occurring, sometimes you live full game under enemy fire (whole 5-6 minutes).
60 sec x 680 pts regen -> 40800 shield hp points regenerated, apply resistances on that:
Kinetic / EM / Thermal
1) No MP ---------------> 53040 / 49572 / 84864
2) MP passive (+41) -> 69768 / 66300 / 101592 
 
3) How much dmg can be regened under MP Active (+145) in 6 seconds (on a 34 sec CD). 4080 hp points regen in 6 seconds
Kinetic / EM / Thermal
11220 / 10873 / 14402 
 
 
Multiphase shield boosts Archon survivability through the course of battle ~30% if used to its strengths and timed well with active phases. 
Considering how Worm + Tempest pretty much mandatory modules in PvP (and Tempest in PvE) you only left with 3 modules to fit into 2 slots
2x Turrets 
1x Pyro
 
Pyro > both turrets hands down, so you are stuck with a choice of Multiphase or Blaster Turret or Plasma Turret
Nighter Blaster nor Plasma turrets provide enough Dmg to off set amount of tank lost by not having multiphase, and the general rule applies too - the tankier you are, the longer you live and stay under fire, and more dmg you can do

 

==========================================

 

II.lZ2EfcN.png Pyro emitter

lKW0Nia.png
post-38671-0-95365000-1451156979.jpg

Available from R8.

- Type "Suppressor class module"

- Creates a cloud of charged particles in a straight line for a 5000-5400m distance and dealing some initial dmg, then cloud is combusted and deals 17750-20300 /  19170-21630 dmg to all ships within range (about 150m from the centre of the beam)
- Recharge 33 / 32 sec
- Consumes 1600 / 1800 energy
- Does not dmg friendly targets.

Difficulty to use - average
Effectiveness - PvP average-high, PvE and Invasion - high-very high (DOES NOT DMG STRUCTURES, so keep it in mind depending what PvE you are running)

Small beam appears in targeted direction, that charges for 2 seconds, then during another 2 seconds it does huge damage to all enemies in close proximity to the beam. Upon activation beam fixes the angle and can not be adjusted.

Fast recharge and big dmg are definitely big plus, but it has very long wind up time, fairly tiny area of effect and inability to move the beam makes it only useful vs other Destroyers or very slow Frigates, but it will excel in PvE and invasion due to the nature of how AI NPCs move, Hunters burn like ants under magnifying glass.

 

==========================================

 

III lX9DNWE.png Tempest launcher

nchsZKf.png
post-38671-0-44946400-1451805592.jpg

Available from R8.

- Type "Suppressor class module"
- Launches 20 self guided missiles, in a 25 degrees cone, each missile does 3000-3400 / 3220-3635 dmg and travels 5000 m
- Recharge 50 sec
- Energy consumption 1600 / 1780

Difficulty to use - average-high
Effectiveness - average-high

   Upon activation, 20 missiles are launched in targeted direction, each missile flies in a spiral trajectory, just like Octopus missiles. about 3 missiles launched per second, to a total of about 7 seconds. Fly speed a bit less than 1000m/sec. After activation turret can not be turned, it locks in the angle it activated in (but unlike Pyro beam, it follows the Destroyers angle, so you can turn your ship and manually aim the launcher). Pressing the module’s button again will prematurely disable the module. The module has special mechanics: any given target within an effect cone can not be targeted by more than 2 missiles, all missiles that did not have valid targets will keep flying within a cone like unguided missiles until hit something or range expires. If you manage to drop on other Destroyer in a close range, full charge of tempest + well placed Pyro can make a very short work of enemy Destroyer (make sure not to get same combo in return) I highly recommend to have Pyro and Tempest in same targeting hemispheres of a Destroyer, so both of them can be used in a tandem )granted you have enough energy) without potentially need to adjust your ship horizon to get another hemisphere in Line of sight.
 

==========================================


IV c2nXiBm.png Wormhole projector

r10OPlX.png

 

post-38671-0-37699000-1451808444.jpg
Available from R8.

- Type "Suppressor class module"

Creates a sphere flying into targeted direction, after covering 5km or after activating the module again, Destroyer teleports to a location of the sphere. Flying speed of a sphere is about 500m/sec, if sphere hits an obstacle it will disappear, and there will be no teleport, does moderate dmg upon contact with the enemy. Keep in mind that turret itself has a slow barrel rotation, meaning give it a second or 2 to align with your aim reticle if you try to jump 180 deg back after shooting something in front of you.
- Recharge 60 / 57 seconds
- Energy consumption 2000 / 2300

Difficulty to use - low-average
Effectiveness - high

   Great positioning tool offensively and defensively, allowing for quick relocation to the better vintage point, pursuing, fleeing or just getting to the next beacon. Has a very high energy cost. Pretty much a “must” for Invasion and PvP modes, not so needed for PvE. 
 

==========================================

 

V DOHkcrU.png Plasma turret

V3ddfir.png

Available from R8.

- Type "Multi-purpose module"
Automatically shoots at enemies within 3325m range, doing 870-990 / 935-1055  EM dmg each second. Activating a module triples the dmg for 6 seconds and makes projectile pierce enemies.
- Energy consumption 840 / 960
- Recharge 25 sec.

Difficulty to use - low-average
Effectiveness - low-average

   Projectile speed is fairly low, the turret has lower aim tracking speed than other similar modules in the game, so it will have harder time keeping up with fast targets, but fast module recharge and low energy cost are a plus. CD starts after active phase is over.

 

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VI xTOHCMS.png Blaster turret
 
8T2HSBj.png
Available from R8.
- Type "Multi-purpose module"  

- Similar mechanics to Plasma turret - shoots at all the enemies in 2000m range, doing 375-430 / 405-455 thermal dmg per shot. Fire rate is 90 shots/min. Upon activation doubles its fire rate and each shot becomes explosive type for 6 seconds.
- Recharge 25 seconds
- Energy consumption 560 / 640

Difficulty to use - low
Effectiveness - low-average

   Turret has a low dmg per shot but good fire rate and reminds more of an Engineer’s drone low dmg, but good hit rate. Great module in PvE to take down all the swarming mobs and good way to hit agile targets in PvP.
 

==========================================

 
 

VII.  Photon Torpedo

28FNfPq.jpg

mPYtQ7v.png

 

- Available from R11

- Shoots a slow projectile that explodes on impact, doing 8100-9140 EM dmg in 300 blast radius. It has a very small guidance of 1 deg/sec, which is only good vs not moving target. Targets caught in the explosion will receive a stacking debuff of -30 EM hull resistances for 25 seconds (consequent hits will not refresh the timer).

- Flight range 10 000 m, Flight speed 1950 m/s

- Consumers 1920 energy per shot

- Recharge 7 sec

 

Very good module against slow armored hwy targets like frigates and destroyers, but hitting small fast agile targets will be very problematic.

 

Difficulty to use - average-high
Effectiveness - average-high

 

==========================================

 

VIII.  Gravitational Lens

DBdlaMx.jpg

XquMB3N.jpg

 

- Available from R11

- Pull strength 120-150 m/s in 2200 radius 

- Damages ships hull directly, the closer the ship to the center, higher the dmg. On outskirts of the 1100 radius it does 1875-2100 Kinetic dmg, and up to 15 000 dmg/sec in the center.

- Consumers 1840 energy

- Recharge 77 sec

 

Gravy lens is something Pyro beam wanna be on steroids, has similar process - initial cast locks in angle and has a wind up time (5 seconds) then. bam gg. Has quite big AOE of displacement and can do brutal amount of dmg to the targets caught in the effect. Lasts for 15 seconds and has up to 5000 activation range (can be targeted to any object )

 

 

 

==========================================

 

IX AEz4LMf.png Static Shield (equipped into “missile slot”)

post-38671-0-40752000-1451813173.jpg

 Available from R8

Creates a barrier with 30 000 / 40 000 hp for 20 seconds
Consumes 800 energy per activation
Recharge 5 sec
There can be 2 barriers simultaneously (Fed dread can have 3)

   Barriers moves and turn with the ship, good way to protect from some fire, similarly to Engineer’s barriers piercing weapons will go through it, like singularity canon. The barrier is projected relatively close to the ship so explosive weapons and missiles/torpedos will still do full dmg to the hull due to their splash radius.
   Each destroyer has own variant of a barrier:
Jericho - costs 400 energy to deploy (50% less)
Empire - has more HP
Federation - can have 3 barriers and reduced recharge time.

 

==========================================

 

==========================================

 

 

X.  Destroyers do not have any modules for self healing, so they are heavily reliant on engineers fixing them. It is possible to boost passive shield regeneration quite high, but again, as of this moment there are no modules that would self-heal on demand.

 

==========================================

 

 

XI. Mechanics of destructible active modules.

As i mentioned earlier, each active module on a destroyer can be taken off buy directly/aoe dmging it, destruction of each module will cause "white" dmg to the hull - meaning no resistances affect this dmg.

On top of taking off Active modules, Engines and Router can be destroyed too, Router is located in somewhat in between the center of the Ship and it's engines, disabling bonuses provided from the Router.

Each disabled module will regenerate approximately after 1 minute, and is indicated as red border around its icon (disabled engines will be shown as a debuff in debuffs section of the screen)

 

Amount of dmg depends on a module types: 

In T3 

multi-purpose do 5000

- Suppressor class do 6000

- Destroyer internals (Engines and Router) do 8000

 

One well placed plasma arc can take off up to 2 modules and engine+router in same time, doing massive unmitigated dmg on top of hindering destroyers capabilities, but it is a very dangerous task to perform most of the times.

 

Here is a video of how it looks like:

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3.1 INVINCIBLE, R8 Empire Destroyer

c17d66bf0a16ec1cf20dbd9cb872.jpg
 

"The ‘Invincible’ line of ships was built during the second war for Bartle sector and has been continuously refined since. These faithful ‘workhorses’ of the Imperial Space fleet were widely used for fire support during offensive operations. Military doctrines change, fleets are upgraded, but Invincible always remain in the ranks. Over the years of production and operation over forty different models and numerous modifications of the destroyer have been produced. The latest model of Invincible is deservedly considered the strongest link in the modern Imperial fleet."

 

Ship overview 
- 121 000 Hull and 18 000 Shield

- 3390 capacitor volume

- 140 speed

- 161 energy/sec regeneration

- 200 pts/sec shield regeneration 

- Static shields have more hp points.

 

Ship progression Synergy lvl 1 -> lvl 9

R9pZpJj.png

Synergy lvl 2 bonuses
- Empire weapon dmg bonus +7%
- Hull Thermal resistance increased by 30pts


Synergy lvl 4 bonuses (chose one of at manufacturing stage)
- Sensors Range +100% - only useful in Invasion, for PvP and PvE better not to take it.
- Energy regeneration +20%
- very good bonus, Destr have low regenerate to volume ratio of energy, and their modules enormous amount of energy.
- Capacitor volume +30% - imho, not as good as regeneration bonus, there are multiple ways to increase volume with much better yields than this bonus.

Synergy lvl 8 bonuses (chose one of at manufacturing stage)
- Power of active modules +10% - not bad bonus if you are planning on actively using damaging modules (pyro emitter and turrets) that usually implies that you will be more of a front liner.
- Recharge time of active modules -15% - great bonus, the one thing i learned in Star Conflict over past years is that the lower your CDs the more chaos you can ring into enemy lines. 10/10 would take again
- Energy consumption of active modules -20% - even though modules consume a lot of energy, that can be handled via passive modules and build, making other 2 bonuses be more preferable.

Choice of energy router
>> Jericho energy router
- increase maximum speed by 45%
- increase dmg by 12%
- increase Shield regeneration by 400 pts/sec
>> Empire energy router
- increase maximum speed by 45%
- increase dmg by 20%
- increase Shield regeneration by 250 pts/sec
>> Federation energy router
- increase maximum speed by 60%
- increase dmg by 12%
- increase Shield regeneration by 250 pts/sec

For PvE and especially for Invasion, Federation energy router would work good with the speed bonus.
For PvP - of course Empire router be best on this ship, shield regeneration bonus is plain useless on Invincible and that amount of speed gain from Fed router won’t make much difference in PvP

Manufacturing price
Engine - 1
Capacitor - 2
Shield - 1
Hull - 3
CPU - 2
Destroyer internal structures - 2
and 3 000 000 credits


Keep in mind that there are only 6 possible passive slot on a rank 8 ship, so choosing what to take is a tough choice where you want every thing and as much as possible.

So here some layouts that “make sense” but of course are not paramount
Engine / Capacitor / Shield / Hull / CPU

0 / 2 / 0 / 3 / 1 - Base dmg build, if used actively upfront will have issues with energy, and most likely will struggle to use modules when needed.

 

0 / 0 / 0 / 3 / 3 - Another way to have a massive pew-pew-pew - Get Electronic guidance +2 Infrared scanners + 2-1 and 6-2 implant + Focusing Lens (+12 crit) on Mezon Cannons, Some man just want to see world burn... Enjoy Whis build mostly performs better than Base dmg build, due to no maulus on Energy regeneration from 2x PulseDischargers

0 / 0 / 1 / 3 / 2 - In shield slot can be put Compact Shield Generator, that will solve any possible issues with energy volume (still have to manage the regeneration rates)

 

CPU slot is mostly used for spread reduction on meson cannon or dmg/range with CoilGun

Positioning:
Invincible is true fire support ship, very slow brick, but very damaging brink, low volume of shields can posses a vulnerability to lose active modules quick in front lines, even though you can withstand enormous amount of dmg, recovering (healing back) that dmg will be painfully slow

 

=================================================================

 

3.2 BRAVE,  R11 Empire Destroyer 

 

Pq0rLwM.png

 

  "Destroyer ‘Brave’ was developed by a team of talented civil engineers commissioned by the Ministry of Defense of the Empire. The design bureau had initially planned to deal only with projects for peaceful times. Unfortunately, in a state of war the Empire was not ready to allow such spending. Engineers had to resort to various tricks — they combined their civil projects with the development of the new destroyer. This made the Empire reconsider its spending. The project was a success. The new destroyer passed all the tests with flying colours and was swiftly adopted. To the delight of pilots the destroyer had a comfortable cabin, just like civilian ships."

 

e38f1a9c0aa2358e6402ceedd314.jpg

 

Ship overview 

Brave, unlike Invincible has a pretty neat layout of active modules, and definitely has best out of 3 in r11, 2 modules on top, 2 below making broad sides truly kill zones.

 

- 130 680 Hull and 19 965 Shield

- 3744 capacitor volume

- 114 / 136 speed

- 183 energy/sec regeneration

- 215 pts/sec shield regeneration 

 

Ship synergy at lvl 9

tVzBSLv.png

 

Synergy lvl 2 bonuses
- Empire weapon dmg bonus +7%
- Hull Thermal resistance increased by 30pts


Synergy lvl 4 bonuses (chose one of at manufacturing stage)

- Hull Resistance to Thermal dmg type +30

- Hull Resistance to EM dmg type +33

- Hull Resistance to Kinetic dmg type +27

Synergy lvl 8 bonuses (chose one of at manufacturing stage)
- Power of active modules +10% 
- Recharge time of active modules -15% 
- Energy consumption of active modules -25%

 

Unlike R8 version, all of these bonuses can be stacked with R10 implant and boost any of those stats even further, even Energy consumption becomes quite nice bonus if stacked with the implant.

Choice of energy router
>> Jericho energy router
- increase maximum speed by 45%
- increase dmg by 12%
- increase Shield regeneration by 400 pts/sec
>> Empire energy router
- increase maximum speed by 45%
- increase dmg by 20%
- increase Shield regeneration by 250 pts/sec
>> Federation energy router
- increase maximum speed by 60%
- increase dmg by 12%
- increase Shield regeneration by 250 pts/sec

 

Doesn't really make sense to go any other router other than Empire dmg one here, be it PvP or PvE

Manufacturing price
Engine - 1
Capacitor - 2
Shield - 1
Hull - 4
CPU - 3
Reinforced internal structures - 2
and 7 000 000 credits

There are 8 Passive slots on r11 Destroyers, Choose wisely!

 

For builds, no matter what you go, i highly recommend 3x Hull slots and at least 1 cap for energy regen, the rest can be pure dmg in CPU/Caps or some maneuverability in engines, but since it is Empire, full on DPS is how you most likely would do it anyways. 

 

Positioning:
Empire Destroyer is true fire support ship, very slow brick, but very damaging brink, low volume of shields can posses a vulnerability to lose active modules quick in front lines, even though you can withstand enormous amount of dmg, recovering (healing back) that dmg will be painfully slow. 

Can be played as sit back drink tea and pew pew with halo, or can be a 1 time use to rush in, draw all the agro kill multiple ships and go down in flames (my favorite :))

Here are some build for Brave:

1) To deal with other destroyers:

7U1Ekj6.png

 

2) Dealing with smaller ships, mesons rip apart fighters and frigates, even interceptors at close-mid range can disappear in moments if caught off guard. Yes, federation router - it gives you about 200 speed under AB, for purpose of keeping high speed, and 200 is surprisingly fast and mobile

gf9bmld.png

 

Some videos of me rolling a Brave:

 

 

 

 

 

=================================================================

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4.1 PROCYON, R8 Federation Destroyer
33d1897f530059f89bdcace8703a.jpg
 
"Only six months after Sol-X Inc's bankruptcy it was revealed that the corporation had been spying on Federation shipyards in favour of the Empire. By that time an incredibly valuable database with all the information about the Federation ships was sold at an auction. The buyer, a private investor, was soon pronounced dead under mysterious circumstances. Further fate of the Sol-X database is unknown. Recently, a previously unknown Procyon corporation presented the eponymous destroyer. Despite the fact that most experts are inclined to believe that Procyon was built thanks to the Sol-X databases, the authorities were unable able to present the corporation any charges. With its hightech destroyer, the corporation has easily won the state tender."
 
Ship overview

- 90 750 Hull and 36 000 Shield
- 4520 capacitor volume
- 140/168 speed
- 193 energy/sec regeneration
- 200pts/sec shield regeneration
- 2 Active modules located above the hull, and 2 below
- Can deploy 3 static shields in the same time

Ship progression Synergy lvl 1 -> lvl 9
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Synergy lvl 2 bonuses
- Rotation speed +15%
- Hull EM resistance increased by 33pts


Synergy lvl 4 bonuses (chose one of at manufacturing stage)
- Rotation speed +25% - Great bonus, after mastering controlling the destroyer can be put to good use while cruising around the map and going around obstacles to flank or break line of sight.
- Afterburner energy draw -25% - Great bonus, hence Procyon designed with a lot of movement in mind, this bonus saves enormous amounts of energy
- Maximum speed +10% - Okeish bonus, unless your sole goal is to reach fastest speed possible other 2 bonuses in combat most likely will serve better.

Synergy lvl 8 bonuses (chose one of at manufacturing stage)
- Power of active modules +10% - not bad bonus if you are planning on actively using damaging modules (pyro emitter and turrets) that usually implies that you will be more of a front liner.
- Recharge time of active modules -15% - great bonus, the one thing i learned in Star Conflict over past years is that the lower your CDs the more chaos you can ring into enemy lines. 10/10 would take again
- Energy consumption of active modules -20% - even though modules consume a lot of energy, that can be handled via passive modules and build, making other 2 bonuses be more preferable.

Choice of energy router
>> Jericho energy router
- increase maximum speed by 45%
- increase dmg by 12%
- increase Shield regeneration by 400 pts/sec
>> Empire energy router
- increase maximum speed by 45%
- increase dmg by 20%
- increase Shield regeneration by 250 pts/sec
>> Federation energy router
- increase maximum speed by 60%
- increase dmg by 12%
- increase Shield regeneration by 250 pts/sec

If you just want to stay back and pew-pew with Empire router, you better of building different Destroyer. Both Fed and Jericho routers have their pluses, depending of what you'd like more: speed or regeneration.

Manufacturing price
Engine - 4
Capacitor - 1
Shield - 1
Hull - 1
CPU - 2
Destroyer internal structures - 2
and 3 000 000 credits

Keep in mind that there are only 6 possible passive slot on a rank 8 ship, so choosing what to take is a tough choice where you want every thing and as much as possible.

So here some layouts that “make sense”, but of course are not paramount
Engine / Capacitor / Shield / Hull / CPU

1 / 0 / 3 / 2 / 0 - Put even more rotation into an engine, get some shield tanking up + Jericho router

0 / 1 / 2 / 2 / 1 - More dmg in mind
 
Positioning on a battlefield
   Federation destroyer has less shield and hull points than other 2, so chances are it is not gonna withstand a Mexican stand off of raw tanking, benefits of the Federation frame is mobility and agility, active use of cover, flanking, breaking LoS, roam around the map and help where it is needed. Probably best Destroyer to use in Invasion, due to its speed.

 

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4.2 ANTARES, R11 Federation Destroyer 

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  "‘Antares’ destroyer’s history is tightly linked with the name of Amir Gregory, founder and chief designer of the corporation FME (Federation Mining Equipment). Commonly known as a genius of his time and a staunch pacifist, he created exclusively civil engineering vehicles, adapted to the most extreme conditions. In the early days of the invasion Amir's family and many workers were rescued by his corporation through the intervention of the Armada. In gratitude, the brilliant designer created his first and only combat machine. Named after Amir’s native system the destroyer ‘Antares’ has become a real pride of the Federation fleet."

 

 

Ship overview 
- 98 010 Hull and 39930 Shield

- 4973 capacitor volume

- 136 / 164 speed

- 220 energy/sec regeneration

- 215 pts/sec shield regeneration 

 

Antares, has probably the worst actives layout in r11 - 1 on each side - 1 top, 1 bottom, 1 left and 1 right. Plus his 2 side modules are very far back, right next to its engines, making all 3 to be potentially taken out in same time with same means.

 

Ship synergy at lvl 9

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Synergy lvl 2 bonuses
- Federation Rotation speed +15%
- Hull EM resistance increased by 33pts


Synergy lvl 4 bonuses (chose one of at manufacturing stage)

- Critical chance +10% 

- Main weapon dmg +10%

- Critical dmg +20%

 

Synergy lvl 8 bonuses (chose one of at manufacturing stage)
- Power of active modules +10% 
- Recharge time of active modules -15% 
- Energy consumption of active modules -25%

 

Unlike R8 version, all of these bonuses can be stacked with R10 implant and boost any of those stats even further, even Energy consumption becomes quite nice bonus if stacked with the implant.

Choice of energy router
>> Jericho energy router
- increase maximum speed by 45%
- increase dmg by 12%
- increase Shield regeneration by 400 pts/sec
>> Empire energy router
- increase maximum speed by 45%
- increase dmg by 20%
- increase Shield regeneration by 250 pts/sec
>> Federation energy router
- increase maximum speed by 60%
- increase dmg by 12%
- increase Shield regeneration by 250 pts/sec

 

Despite module layout, Antares can be taken multiple ways due to its native bonuses, passive bonuses and availability of implants, can be a hybrid, speedy, or full dps gunship like. 

 

Manufacturing price
Engine - 4
Capacitor - 2
Shield - 2
Hull - 1
CPU - 2
Reinforced internal structures - 2
and 7 000 000 credits

There are 8 Passive slots on r11 Destroyers, Choose wisely!

 

Hard to say something specific, ship really flexible hull tank, shield tank, dps or speed/maneuverability, or adaptive tank.

 

 

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5.1 ARCHON,  R8 Jericho Destroyer
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"Archon destroyer was first used in a battle against Aliens in 4616, the Mendez family. The appearance of the prototype on the battlefield caused heated debate. The destroyer’s design was strongly reminiscent of the works by great master Arthur Liu, killed in the ‘Monolith’ crash.The surviving members of the Liu family accused Mendes of stealing. However, the Board of families awed by the destroyer’s tremendous power did not listen to them. After the Mendes demarche and their exodus to quarantine sectors Archon became the basis of their fleet’s strike force."

 

 

Ship overview

- 84 700 Hull and 48 000 Shield

- 3616 capacitor volume

- 117/140 speed

- 161 energy/sec regen

- 280 shield regen (keep in mind these are stats for synergy lvl 1 and will improve over leveling of the ship)
- 2 Active modules located above the hull, and 2 below
- Static Shields consume 50% less energy per deployment

 

Ship progression Synergy lvl 1 -> lvl 9

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Synergy lvl 2 bonuses
- Hull Kinetic resistance increased by 27 pts

Synergy lvl 4 bonuses (chose one of at manufacturing stage)
- Weapon dmg +10% - MOAR DMG! Good bonus, with this can out dps the Empire destroyer.
- Kinetic spread -33% and projectile speed +25% - Making CoilGun even stronger vs agile targets
- EM spread -33% and projectile speed +25% IMPORTANT: As of now there is NO EM based weapon for destroyers, this bonus is clearly for the future, but pointless as of now.

Synergy lvl 8 bonuses (chose one of at manufacturing stage)
- Power of active modules +10% - not a bad bonus if you are planning on actively using damaging modules (pyro emitter and turrets) that usually implies that you will be more of a front liner.
- Recharge time of active modules -15% - great bonus, the one thing i learned in Star Conflict over past years is that the lower your CDs the more chaos you can ring into enemy lines. 10/10 would take again
- Energy consumption of active modules -20% - even though modules consume a lot of energy, that can be handled via passive modules and build, making other 2 bonuses be more preferable.

Choice of energy router
>> Jericho energy router
- increase maximum speed by 45%
- increase dmg by 12%
- increase Shield regeneration by 400 pts/sec
>> Empire energy router
- increase maximum speed by 45%
- increase dmg by 20%
- increase Shield regeneration by 250 pts/sec
>> Federation energy router
- increase maximum speed by 60%
- increase dmg by 12%
- increase Shield regeneration by 250 pts/sec


In case of Archon, Federation router is mostly the worst one ot of 3 and could only be good in Invasion. For PvP either Jericho or Empire routers are preferable - if you are building pew-pew-pew frame, grab Empire Router and out dps Invincible, if you want a more even dmg-tank ratio, grab Jericho router.


Manufacturing price
Engine - 2
Capacitor - 2
Shield - 3
Hull - 1
CPU - 1
Destroyer internal structures - 2
and 3 000 000 credits

Keep in mind that there are only 6 possible passive slot on a rank 8 ship, so choosing what to take is a tough choice where you want every thing and as much as possible.

So here some layouts that “make sense”, but of course are not paramount
Engine / Capacitor / Shield / Hull / CPU

0 / 3 / 1 / 0 / 2 - Ima firing mah lazor! type of build

0 / 1 / 3 / 1 / 1 - tanky support/pusher

0 / 0 / 3 / 3 / 0 - Full tank, with Jericho router and Multiphase shield active module, easily out do Invincibles raw tank

 

0 / 0 / 3 / 2 / 1 - Cpu is for electronic guidance to cover Mezon's spread, and 3 / 2 gives plenty of tank ( so far looks like the most optimal layout for Archon)

 

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Some Videos of me yoloing in Archon while learning how to fly it

 

 

 

 

 

Positioning on a battlefield
   Similar to Invincibles game play , can be 2d liner fire support but in the same time, if build for full tank can go much more upfront, due to possibility to recovery own shield and have very high resistances on them, can go to front line pushing enemy defences and wormhole to back in 2d lines to recover shield, rinse and repeat.

  Due to majority of tank coming form huge shield volumes, Archon is very prone to be Havoced to pieces, if you see commands on enemy team, keep your wormhole ready to get out of the effect area

 

=================================================================

 

 

5.2 Sibyl,  R11 Jericho Destroyer

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  "Originally designed for protection of Jericho temples, the destroyer ‘Sibyl’ always had two functions: military and religious. In fact, it can be a place of worship, a religious symbol. All its design meets the strict requirements of the ancient manuscripts on shipbuilding. Perhaps due to Bartle’s divine will, or maybe because of the genius designers of the past, Sibyl still is an effective Jericho combat ship. Many pilots consider its emergence on the battlefield a blessing."

 

Ship overview

- 91355 Hull and 53 240 Shield

- 3978 capacitor volume

- 114/136 speed

- 183 energy/sec regen

- 300 shield regen
- Static Shields consume 50% less energy per deployment

 

Sibyl has a "mirror" layout of an Invincible for active modules, 2 on top and 2 on the sides (Invincible has 2 below and 2 on the sides), not too bad, not too great

 

Ship progression Synergy lvl 1 -> lvl 9

DvD3XHm.png

Synergy lvl 2 bonuses
- Hull Kinetic resistance increased by 27 pts

Synergy lvl 4 bonuses (chose one of at manufacturing stage)

- Shield Resistance to Kinetic dmg type +33

- Shield Resistance to Thermal dmg type +30

- Shield Resistance to EM dmg type +27

Synergy lvl 8 bonuses (chose one of at manufacturing stage)
- Power of active modules +10% - not a bad bonus if you are planning on actively using damaging modules (pyro emitter and turrets) that usually implies that you will be more of a front liner.
- Recharge time of active modules -15% - great bonus, the one thing i learned in Star Conflict over past years is that the lower your CDs the more chaos you can ring into enemy lines. 10/10 would take again
- Energy consumption of active modules -20% - even though modules consume a lot of energy, that can be handled via passive modules and build, making other 2 bonuses be more preferable.

 

Unlike R8 version, all of these bonuses can be stacked with R10 implant and boost any of those stats even further, even Energy consumption becomes quite nice bonus if stacked with the implant.

Choice of energy router
>> Jericho energy router
- increase maximum speed by 45%
- increase dmg by 12%
- increase Shield regeneration by 400 pts/sec
>> Empire energy router
- increase maximum speed by 45%
- increase dmg by 20%
- increase Shield regeneration by 250 pts/sec
>> Federation energy router
- increase maximum speed by 60%
- increase dmg by 12%
- increase Shield regeneration by 250 pts/sec


In case of Archon, Federation router is mostly the worst one ot of 3 and could only be good in Invasion. For PvP either Jericho or Empire routers are preferable - if you are building pew-pew-pew frame, grab Empire Router and out dps Invincible, if you want a more even dmg-tank ratio, grab Jericho router.


Manufacturing price
Engine - 2
Capacitor - 2
Shield - 5
Hull - 1
CPU - 1
Reinforced internal structures - 2
and 7 000 000 credits

There are 8 Passive slots on r11 Destroyers, Choose wisely!

Even though Sibyl is Jericho, i highly recommend taking at least 2 hull passives, better 3, it is still quite a volume, and unlike Brave, Sibyl can utilize 3 hull and 3 shield slots for tanking, and then take 3x capacitors to boost shield regeneration even further (it is possible to reach ~700 shield/sec +400 from the router, and still use shield slots for resistances)
 

As of now (p1.3.3) In case of Build 1 and Build 2, Gravy Lens, Wormhole and Multiphase are "must have" modules, nothing bets those no matter the build, and 4th module is up to you to chose, wanna have less "skilled modules" - run a turret, if you want to be in control of how you dominate your opponents - take a Photon or Tempest.

If you take a Photon - i highly recommend energy consumption reduction, it east a lot and has low cd, if you combine passive bonus  and 10-2 implant, you should never run out of energy. In case if you take tempest or a Turret, CD reduction combined with 10-2 or 10-1 will do nicely too.

 

Build 1. Full Tank 0 / 3 / 3 / 2 / 0

With Jericho Router active you are getting 1 000 shield per second, within a minute you regenerate 70% of your shields (if you get lucky and a shield healer + command with shield resistances near by, this is really tough to break through)

DownSide is that you are bound to run CoilGun, which is okeish at dealing with fighters and some ities and light frigates, you can forget doing anything to another destroyers alone though. Optionally you can run a Halo canon, but i feel like it is just too weak with no crits, and should be used in full DD anti Destroyer builds.

 

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Build 2. Balanced 0 / 1 / 3 / 2 / 2 

More Balanced approach, considerably less regeneration, but you gain considerable fire power with boosted Mesons, this is a pretty much an Archon 2.0 in nature.

 

4R4eE3N.png

 

 

=================================================================

 
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6. CONCLUSIONS

- Destroyer is a huge and powerfull ship, deals a lot of dmg
- Strong offencive active modules, but they require micromanagement due to line of sight of each module and they can be destroyed after your shields are gone, or if small interceptor flew under your shields and damaged them directly, for example with plasma arc.
- Vulnerable to explosive weapons like coil mortair - static shield is not far enough from the hull to prevent explosion dmg, rendering it pretty much useless in such situations. Plus explosive weapons can and will damage multiple of your modules simultaneously after Destroyers shields are gone. Takes a minute for modules to come back online after destruction.
- There are no self healing consumables, very dependant on engineers to keep them topped off
- Fly controls are considerably harder than regular ship, requires a lot of micromanagement and situational awareness. Destroyers have no strafes at all, it can only move forward/backwards and roll/turn, very slow acceleration and deceleration

Destroyers can strafe on any direction, however they do it really slowly...close to strafe with cruise engine and AB on. In order to do this, hold control and strafe, you can strafe faster with AB. In order to keep firing while strafing, hold "free aim" keybind so your destroyer will maintain its orientation (this is specially usefull when you want to do broadside fire) and your cursor and camera remains still for accurate fire.

- High energy consumption for Afterburners, high energy consumption by active modules and low base energy regeneration forces the pilot to pay more attention to energy management.
- Considerably longer re spawn time than regular ships and higher repair costs, deaths are more punishing.

- Try to avoid charge trhough the center - you will be exposed to enemy fire form different sides, making maintaining Static shields a next to impossible task and will distract you form doing dps pew pew, always tro to have enemies shoot at you form same directions, avoid being surrounded. On Fed and Jericho, implant 7-3 (bottom, energy for taking dmg in shields) is a very godo source of unlimited energy, making you next to capped while perma AB in the combat so you always can use any of you still alive modules at will, and able to spam Static Shield by CD

- If you have Pyro Emitter, if you see CovOp aligning to PlasmaArc you, use Pyro in opposite direction of your movement - if Covops is not a Pro, there is a high chance it will get caught in AOE created by Pyro and die, saved my a5s (litteraly :)) many many times already.

 

P.S. New crafting mechanics allows to refit a Destroyers after you have created it, by only paying credits, Synergy level will not be reset as well, so experimenting and finding just the right layout is just a matter of credits and won't ruin your life by consuming all of the crafting materials.

-blah blah blah - OP

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Also, the plasma turret projectiles become piercing upon active mode. It does not say this, but it is extremely useful.

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Also, the plasma turret projectiles become piercing upon active mode. It does not say this, but it is extremely useful.

Thanks, added

 

P.S. still going through formatting for rest of the guide, should look more like page 2 after i am done and easier to read

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Great job. Topic link is in our corp thread and in daily messages already. Thank you.

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You should do more of this. Like do nothing but this. Rational examples and statistics paired with legit information is your thing.

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-loud noises of agreement-

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unless it was changed already, I got killed by a friendly pyro emitter on thursday, so it does indeed do friendly damage.

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unless it was changed already, I got killed by a friendly pyro emitter on thursday, so it does indeed do friendly damage.

I believe in last patch they took off Pyro friendly fire

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Indeed, the latest patch took away friendly fire. Anything from Thursday is pre-patch, as of now. ^^

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You should do more of this. Like do nothing but this. Rational examples and statistics paired with legit information is your thing.

em9cxEN.jpg

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xgrrz.jpg

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Kosty done something useful O_O

Ikr. It amazed me too! XD

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