>>Destroyers characteristics: Enormous tank (up to 7 times the tank of a frigate). Slightly lower mobility than frigates. Very high damage (more than the one of a gunship, with an effective range of about 4km.) Depending on your fit, you can either specialize in very high tank, regeneration or speed. You can use modules to deal high amounts of damage, lock down areas and warp. <<
Slightly?! Sorry, but it’s a lot!
You lack over 20% speed and mobility. Then we have to factor in, that you are way bigger as frigates making passing/flying through not open space tricky.
Engie/LRF Frigates can warp too.
To the biggest weapons: Can we real discuss about that? There are different turretamount. It’s like comparing inties with fighters and those with LRF. The weapon itself are not higher damage-wise as the other classes. Funny thing: Every other class can reach ~3k - 5k dps vs. destroyer, making them on par with destroyers.
>>Also, the downtime is almost irrelevant, because 1) Usually destroyers survive much more than other ships, so, less respawns each match; and 2) Good players using destroyers usually never die in a match.<<
You compare the downside to the benefit. And yes, downtime IS relevant. You throw the enemy team with a kill in your called numerous inferiority. And this matter if you have only 10s or up to one minute!
>>And yup, destroyers are more effective than other ships. 5 destroyer, 2 engies and 1 command > 5 guards or gunships, 2 engines and 1 command. I’ve tried this in tournament, most of the times, with evenly skilled players, the side with more destroyers wins. Also, the “many” that say destroyers are fine are mostly n00b players, that can do good only on them. A good player with a destroyer can do better in battle than another good player in a regular ships. And that, is seriously stated by many. Ask almost every vet on this forum. Some of them already stated that in this post.<<
You compare two setups. That one of three cases can be applied is logically: Lose, draw or win. This is hardly an argument. You found a counter to your grouplayout. Maybe you should try out other compositions of your team? Come back if you tried out all compositions.
>>Yeah, but that is a GROUP of players. That means that you probably left your team in numerical inferiority. The problem here is that, for example, a SINGLE destroyer can stay near a beacon and prevent multiple ships to get there.<<
When your team has this flexibility, it can easily do that. Especially with your beloved flying bricks hunting those. Oh wait they don’t do that. They just sit at specific goals waiting for their ‘prey’ to come.
>>- You aren’t the captain. Stay in the middle of the field, possibly in an open area, and push a little on one of the side of the enemy team and start suppressing them with your weapons and modules: probably some of the enemy fighters/interceptors will come to you. If you are good enough, kill them. If you find yourself in a dangerous situation, just warp away.<<
Stunned, warp gone, maybe even AB+all modules ripped, what now?
>>- You want to kill the captain. If the enemy captain is a frigate, than it’s very easy. Just warp very close to him, and use tempest launcher as a shotgun. If it is another destroyer, than you’ll need at least another friend using a destroyer to bring him down. If it’s a fighter/interceptor, you can still use coilguns, which are pretty effective against them, pyro emitter and black hole (I’ve seen lots of people kill captains like that, with a warp).<<
What if he warps/jump away/hide?
Fighter/Inties are weak as captains, no discussion about these as they are not stuff made for such things(especially with the drawbacks as captain).
>>Probably the gamemode where destroyers’ OPness shines the most.
The strategy is simple. As soon as the battle starts, use a blackhole on the beacon, preventing the other team to capture it for 30 seconds. Then, let your team capture it, and start to camp in front of it. When another beacon is active, immediately use wormhole to get there. If the other team is starting to capture a beacon and some of your teammates are down, use the black hole to delay the capture and let your team respawn.<<
Because what? ‘OPness’ haven’t to be true.
>>You should try to stay between 2 beacons, if you are the only destroyer in your team. With your weapon range, you can cover both of them at the same time. Again, if the enemy team tries to capture one of your beacon and your teammates are down, use black hole to delay the capture. Pyro is also effective to clear beacons from drones/Interceptors trying to get it.<<
Casting BH - stunned by ECM.
Casting Pyro - just flying a bit away until it runs out.
Using warp - you see it and can fly around the beacon or - stunned by ECM trying so.
What now? Inties/fighter are small enough to hide behind the beacon.
>>Bomb mode (I don’t remember its name):
An antares can easily pick up the bomb and rush to an enemy station, usually you have enough tank to survive and plant the bomb. I’ve seen people do this lots of times. Also, pyro and blackhole are excellent to kill people trying to plant/pick up bombs. Again staying between station is a great way to cover both of them at the same time.<<
Detonation. Figthers have the easiest way to deliver the bomb. Done it many times.
To the guarding: Same as above. What now?
>>Tell me another class that has just one counter. Also, ECM isn’t the answer because not everyone likes to play it. In theory, you should have a chance against all the ships with everything you use. For example: if you use a rail gunship, you can be effective against every other class except destroyers. Same with gauss and lasers. Reason? Static barriers. Not all the weapons have piercing/exploding rounds. <<
ECM and Covert Ops are two classes. And with explosives every class can disable their modules.
Static barriers are not the whole shield area. And your flexibility should be enough to sync gaps between those areas, especially with lasers. And not every weapon is equal useful against every ship.
>>YOU don’t get the point here. The “pathetic” shield regen of a Sybil can be up to 1000 shield/second, with almost 110/110/110 resistances (about 60% damage reduction). That means that 1) A sybil can regen its full 44k shield in just 44 seconds; 2) You can deny over 2k of the enemy dps. That means that most of the interceptors and fighter weapons do absolutely NOTHING to you. You can reach those stats by using 3 capacitor shield regen bonuses, 1 Em resistance booster, 1 Thermal Resistance booster, 1 Shield regen booster, the Multiphase shield module, the Jericho router, the 3c and the +10 resistance implants. Antares and brave can do almost the same thing with hull, using repair drones and resistance-focused build. <<
A fighter/inty can go in your shield - regen is totally useless. Rip your modules - hull damage - and then?
To the hull: Explosives works wonder.
And a tackler with ion can debuff with recon extrem such ones.
>>EDIT: I forgot to comment your statement about spread… Try using a meson or coilgun with 3x spread reduction passives, you’ll melt everything.
<<
The same as other fighters/frigates can do with lasers. Except destroyer, but for those explosives work wonders.