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[OpenSpace]How to properly fight aliens.

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-Everybody talks about destroyers these days,but they forget about the gamemode that without it,there would be no destroyers or project ships(or at least it will take much longer to build)so,for people like me who are fond off Open Space,the main problem besides grinding are the aliens,and thus,I decided to make a guide to know more about them and how to take them down in a badass yet efficient mode!(this guide doesn't apply for Special ops though)

 

Content:

-Introduction

-Information

-Strategy and recommended equipment

-Ending

 

1.Introduction:

-"Since the invasion began,aliens started to warp in our sectors,wrecking havoc everywhere and killing thousands of people,thus making their destruction a hard task to achieve,but humanity wont give up without a fight..."

 

2.Information:

The "Aliens" as we call them are divided into multiple species and classes the known ones are:

-Biomorphs:The ships infected with the Liu Virus are looking like regular Jericho ships except the fact that they are black,with green pulsating lines across their entire hulls,their behaviour though is different comparing to ours,they even speak a foreign language which cannot be understood by humans,their behaviour is much like the ones of wild animals,they hunt in packs and attack everything on sight.

The Biomorphs are armed with a Turbophaser DN-1,a EM weapon that shoots EM charges at high firerates but with low projectile velocity,they can be easily dodged by a interceptor and even frigates at long ranges.They don't have any other types of defensive nor offensive modules.The damage of the weapon varies from sector to sector.

 

 

 

-Scouts:Much like Biomorphs,these ships are tougher,but only by the resistances,they are using the same weapon and have the same behaviour,their design isn't inspired by any human ships and they don't have any other modules rather than their main weapon.

 

 

 

-Hunters:They are tougher than the Scouts and Biomorphs but only by volume,unlike the other ships we talked about earlier,they are armed with a unknown main weapon,shooting EM homing charges at  moderate speed,with moderate velocity and slow turning,their firerate is not affected it shoots with the same speed behind and in front of them,but they cant shoot from the sides.The weapon damage varies from sector to sector.

The Hunter are armed aswell with a Alien defence module,much like the Pulsar,it deals Thermal damage but it continuously active but they wont work through obstacles,the range is over 900 m.

Some Hunters can launch missile-slot drones,much the engineer ones,they fly around the target and deal EM damage/shot,having a firerate of ~60 shots/minute,the damage varies from sector to sector.

 

 

 

-Predators:One of the most dangerous enemies you can find out there,they are even more tougher than Hunters,but only by volume,like the Hunter they fire EM homing charges but with lower velocity and much higher damage the firerate of the weapon is not affected by the direction it fires just like the Hunters,they have a Alien defence module and alien drones.The Predator's flying speed is very high,about 400 m/s and their aggro range is immense,its just enough to enter the sector and they can "sniff" you from the opposite side of the map,if you happen to see one flying straight towards you don't think they are just patrolling around,no,it already found you,and its coming for your booty!You better run!!And fast!!!

 

 

(sorry about the low quality and the site,I don't really have photoshopping skills)

3.Strategy and recommended equipment:

 

Now that you got familiar with the types of aliens,its time to know how to defeat them aswell!

First of all,the classes of ships recommended for taking down Aliens are Tacklers and Recons,they both beneficiate of modules able to sabotage the Aliens and help you out in defeating them.

 

-TACKLER:

 

-For the tackler is recommended to have a Singularity Cannon,the area damage can help you out to take down the Biomorphs and the high damage to take down the Hunters and Predators.It can shoot through some walls though making a one-way damage towards them,facilitating the way to kill them.you can take any missiles you want but you can try out the EM ones just to make sure theres no way you will miss.

There are 2 lines of tacklers as you may know,the Jericho Tackler,slower but tougher and the Federation ones,faster but weaker,the way you build them is different from faction to faction,but you must focus on EM resistances and a bit on Thermal if you don't want to become easy prey for them.

 

-The recommended modules are:

 

-Target Painter: Lowering the resistance of the aliens can help you out a lot in order to take them down,especially for the Hunters and Predators.

 

-Repair Kit and Shield Booster: You still need a way to regen too,you know?

 

-Sentry Drone: Doesn't deal that much damage as the Heavy Drone but it wont miss them neither,its a very good way to place the drone so it can distract their attention while you regenerate or wait for you weapon to cool down.

 

-RECON:

 

-For the Recon,the main weapon can be a though choice,you can take the Scatter Gun or the RF-Blaster,the Recons are divided in 2 factions aswell,the Empire ones,slower and tougher and the Federation ones,faster but weaker.The missiles dont matter neither but if you are good enough you can try out the EM missiles,slower but with higher damage than the Piercing ones,again,its your choice here after all...

 

-The recommended modules are:

 

-Parasitic Remodulator: Transferring the shield volume of the aliens can give you a high advantage,but when they will run out shields,you will aswell so try to use the Remodulator on a alien and attack another one if there are more than 1.

 

-Repair Kit: Moving on...

 

-Phase Modulator: 5 seconds of invisibility can always save your life,just make sure you aren't in the range of the defence module and you should be fine!

 

-Holoships: Fooling the aliens in attacking the clone can be a good tactic,hard to convince them to do it but worth it,when the clone dies,it will cause a EM explosion that will deal damage to the enemies,enough to defeat them.

 

-The ammo for the both classes can be the resonating stuff,but that only if you want to stay out and kill aliens the entire day,not even that will be worth 200 GS,better take a Booster Circuit in order to hit more often,or the Supernova Deflector in order to hit harder,make each of your shot count!

 

4.Ending:

 

I hope this guide has helped you in your counter-alien strategies and to increase your survivability in open space,more knowledge about them will help us out in fending the aliens off and save humanity from danger once and for all!!

 

See you in the battles!!

 

                                 -TF

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Niri can you stop commenting everywhere.

Resonating ammunition was an ammo specifically developed for invasion. It is essentially useless everywhere else.

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Well,it deals 7% increased damage to human ships at least,you cant say its completely useless,just mostly useless,its totally different....

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Niri can you stop commenting everywhere.

Resonating ammunition was an ammo specifically developed for invasion. It is essentially useless everywhere else.

Defiler and Destroyers will disagree

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I might be wrong here but, when u approach hunters from the side, they are unable to shoot you with anything else than a pulsar, it seems to me they can only fire straight forward or backwards.

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Niri can you stop commenting everywhere.

Resonating ammunition was an ammo specifically developed for invasion. It is essentially useless everywhere else.

1st. How do you think current times on the top of the leaderboards of Specops were achieved?

2nd. Kill few aliens, notice dmg/shot. Then equip resonating ammo and repeat the experiment. Write results here.

 

I might be wrong here but, when u approach hunters from the side, they are unable to shoot you with anything else than a pulsar, it seems to me they can only fire straight forward or backwards.

It is exactly like you are saying.

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Good stuff.

 

I have experienced that a minimum of 420 meters per second afterburner speed is what it takes to get out of almost all alien and pirate messes. Interceptors and fighters have their ways of reaching high speeds. Frigates have to rely on things like engineer warp gate escapes, LRF reverse thruster, guard will get demolished at some point. Destroyers can get lucky often with wormhole, but it's not enough to get a crippled destroyer out of everything in open space.

 

It is often amazing how long recon holoship gets to stay alive and shoot stuff while my real recon is almost dead and had to warp 13,000 meters away. It's supposed to be only half as durable as the real recon. Holoship is great out there.

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Good stuff.

 

I have experienced that a minimum of 420 meters per second afterburner speed is what it takes to get out of almost all alien and pirate messes. Interceptors and fighters have their ways of reaching high speeds. Frigates have to rely on things like engineer warp gate escapes, LRF reverse thruster, guard will get demolished at some point. Destroyers can get lucky often with wormhole, but it's not enough to get a crippled destroyer out of everything in open space.

 

It is often amazing how long recon holoship gets to stay alive and shoot stuff while my real recon is almost dead and had to warp 13,000 meters away. It's supposed to be only half as durable as the real recon. Holoship is great out there.

Yes indeed,but the 100% durability of the holoship from the mk4 upgrade makes it as "tanky" as your ship,so that way you can also find out how fast can the aliens kill you,keep in mind that the hologram doesn't deal any damage through its main weapon but only when it explodes,about the radius of a EM Torpedo blast,pretty good in my opinion to have around,even for players....

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Yes indeed,but the 100% durability of the holoship from the mk4 upgrade makes it as "tanky" as your ship,so that way you can also find out how fast can the aliens kill you,keep in mind that the hologram doesn't deal any damage through its main weapon but only when it explodes,about the radius of a EM Torpedo blast,pretty good in my opinion to have around,even for players....

 

Your reply caused me to get in there & get reminded of how durable holoships are.

Mk I: 50%

Mk II: 60%

Mk III: 80%

Mk IV: 100%

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