millanbel 997 Posted January 16, 2016 Report post Posted January 16, 2016 :008j: Share this post Link to post Share on other sites
Papitas 225 Posted January 17, 2016 Report post Posted January 17, 2016 - 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. 1 Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 17, 2016 Report post Posted January 17, 2016 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. thanks, added 1 Share this post Link to post Share on other sites
Lord_Xenon 207 Posted January 17, 2016 Report post Posted January 17, 2016 Very useful guide! Is it possible to show screenshots where the other modules are located? They are hardly noticable from such a view. What I don't understand is why Procyon don't have an increased reverse speed for the +20% speed it received. Is this WAI, because if I manually install modules for +% speed I got increases in reverse speed as well? Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 17, 2016 Report post Posted January 17, 2016 Got my Archon! Sooo wormhole projector has slow tracking speed, make sure you give it couple seconds to align where you are pointing befor you activate it, you will go in very unexpected places :D Learned it hard way Share this post Link to post Share on other sites
SuDoKu 90 Posted January 18, 2016 Report post Posted January 18, 2016 Any problem, if i translated to hungarian? Share this post Link to post Share on other sites
Doomb0t 277 Posted January 18, 2016 Report post Posted January 18, 2016 Any problem, if i translated to hungarian? of course no :-) Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 18, 2016 Report post Posted January 18, 2016 Any problem, if i translated to hungarian? of course not! I'll be adding more info to Archon, since i got one for myself and been playing around with it through levelling, I got some better understanding on things. Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 19, 2016 Report post Posted January 19, 2016 - 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 Share this post Link to post Share on other sites
Lord_Xenon 207 Posted January 19, 2016 Report post Posted January 19, 2016 Will you add the type the modules belong to? As this can make a difference for choosing the implants/level 8 bonus. Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 19, 2016 Report post Posted January 19, 2016 Will you add the type the modules belong to? As this can make a difference for choosing the implants/level 8 bonus. You are right,thanks, totally forgot about it. I will add it into Modules section shortly. Share this post Link to post Share on other sites
Lord_Xenon 207 Posted January 19, 2016 Report post Posted January 19, 2016 You are right,thanks, totally forgot about it. I will add it into Modules section shortly. For Federation you state >>After Burners energy consumption -23.1% For me it states -25%. Maybe mistaken from a tackler bonus??? Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 19, 2016 Report post Posted January 19, 2016 For Federation you state >>After Burners energy consumption -23.1% For me it states -25%. Maybe mistaken from a tackler bonus??? I copied those numbers from Russian guide some one else made, it is possible numbers were tweaked in the process. I will double check numbers when I get home for other modules too, thanks :) Share this post Link to post Share on other sites
PrivateBrowsing 88 Posted January 20, 2016 Report post Posted January 20, 2016 I copied those numbers from Russian guide some one else made, it is possible numbers were tweaked in the process. I will double check numbers when I get home for other modules too, thanks :) I can confirm it is indeed -25%. Share this post Link to post Share on other sites
Lord_Xenon 207 Posted January 20, 2016 Report post Posted January 20, 2016 Pyro can be used godly in PvP, when you have a good team. One EMP from ECM can disable your target and you can use this time to load the Pyro to burn down the victim. It's hard to time, but a good combo or? Sad that Wormhole and Multi-phase aren't switched to the others category. :/ Especially it's strange, that the multipurpose doesn't appear in the normal multipurpose. This either mean they aren't 'multipurpose' and so clearly bound to the class and just a balance-specific module class or currently false sorted. Share this post Link to post Share on other sites
Lord_Xenon 207 Posted January 28, 2016 Report post Posted January 28, 2016 Will this guide be updated where the special module lies? Had to learn the hardway where it is from Procyon. Share this post Link to post Share on other sites
TheDarkRedFox 1,587 Posted January 28, 2016 Report post Posted January 28, 2016 Generally the router is located at the rear of the ship close to the engines. On the Procyon it is the two light-circles on the top and bottom of the ship. On the Invincible it is harder to see, but it is a curved, glowing object on the top of the ship towards the rear. On the Archon it is extremely obvious. It is the giant sparking ball thing in the middle. Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 28, 2016 Report post Posted January 28, 2016 Will this guide be updated where the special module lies? Had to learn the hardway where it is from Procyon. There is a little description on Module Layout for each destroyer already: Ship overview - 100 000 Hull and 15 000 Shield - 3000 capacitor volume - 110 speed - 143 energy/sec regeneration - 200 pts/sec shield regeneration (keep in mind these are stats for synergy lvl 1 and will improve over leveling of the ship) Has more difficult module layout than other 2 Destroyers - 1st Module is on the left, 2d - on the right and 3,4 are below the hull, while Jericho and Federation have 2 above and 2 below. This makes Invincible somewhat harder to micromanage due it having more hemispheres for modules to work on. Ship overview - 75 000 Hull and 30 000 Shield - 4000 capacitor volume - 132 speed - 171 energy/sec regeneration - 200pts/sec shield regeneration (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 - Can deploy 3 static shields in the same time Ship overview - 70 000 Hull and 40 000 Shield - 3200 capacitor volume - 110 speed - 143 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 Plus i had Archon's screenshot with where modules are located, and if you click preview on a Destroyer it is pretty obvious where module pylons are. I do plan on expanding a guide to a R11 destroyers and new active modules when they come around though. Share this post Link to post Share on other sites
_OMAR_ 33 Posted January 28, 2016 Report post Posted January 28, 2016 i gained 3 lwl just for looking that page what a awesomeness thanks Share this post Link to post Share on other sites
Lord_Xenon 207 Posted January 28, 2016 Report post Posted January 28, 2016 There is a little description on Module Layout for each destroyer already: Plus i had Archon's screenshot with where modules are located, and if you click preview on a Destroyer it is pretty obvious where module pylons are. I do plan on expanding a guide to a R11 destroyers and new active modules when they come around though. Special Module != active modules. I now know where the Procyon special module is located, but not every have them. This is a little tactical + that is missing in this guide just saying. Share this post Link to post Share on other sites
xKostyan 1,075 Posted January 28, 2016 Report post Posted January 28, 2016 Special Module != active modules. I now know where the Procyon special module is located, but not every have them. This is a little tactical + that is missing in this guide just saying. Oh you mean the Energy Router, aka the "F"ing module. My bad, I did not udnerstand your request originally, yes i will find a way to add those in the guide, for R8s and upcoming r11s Share this post Link to post Share on other sites
Askis 6 Posted February 3, 2016 Report post Posted February 3, 2016 Invincible layout: 1 / 1 / 0 / 3 / 1 - engine slot is only for shared cooled engine, Invincible is not the ship to use engines for mobility :) Shared Cooler is a 9-13/12-15 module, so it can't be fitted on a Rank 8 ship... Share this post Link to post Share on other sites
xKostyan 1,075 Posted February 3, 2016 Report post Posted February 3, 2016 Shared Cooler is a 9-13/12-15 module, so it can't be fitted on a Rank 8 ship...Didn't need that cooler anyways :)) thanks, fixed Share this post Link to post Share on other sites
Lord_Xenon 207 Posted February 4, 2016 Report post Posted February 4, 2016 After using the pyro, I encountered that it does damage in its wind up phase. Have other seen this too? Tried it against some targets and they flee before the emitter fully relaese the death ray... Is it only me, or does Destroyer feel like crippled DDs??? Tried it in OS and I must say that it's anything but useful there. Small clusters of enemies take longer and are a higher thread as with other ships... The only module, which is half decent, is the tempest launcher. Do I suck so hard, or our superduperomg destroyer are only flying bricks to support other durable ships? ... Share this post Link to post Share on other sites
xKostyan 1,075 Posted February 4, 2016 Report post Posted February 4, 2016 I believe Pyro does initial dmg on activation, plus the 1st "buff destroyers" patch had a mention of that initial dmg being increased. Share this post Link to post Share on other sites
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