My Recommended Build for Empire Destroyers

Table of Content:

  1. Introduction

     1.1 Basics

2.Invincibile

    2.1 Expectations

    2.2 Ship Fitting

    2.3 Equipement

       2.3.1 Shield slot

       2.3.2 Hull slots

       2.3.3 CPU slots

    2.4 Crew

    2.5 Weaponary

    2.6 Conclusions

3.Brave

    3.1 Expectations

    3.2 Ship Fitting

    3.3 Equipement

       3.3.1 CPU slots

       3.3.2 Hull slots

       3.3.3 Shield slot

       3.3.4 Capacitor Slot

    3.4 Crew

    3.5 Weaponary

    3.6 Conclusions

 

1.Introduction:

I’ve been playing for a while with the empire destroyers yet, i see many people making HUGE mistakes in their build regarding them!

So, here we are, i’m going to present you a small (hopefully) guide to build the empire destroyers!

 

note: the build have been tested by me and confirmed to be working (date: 20/06/2017)

 

1.1Basics:

First of all , as an empire ship, we have one big advantage: HULL POWER

Our objective is to obtain a balanced damage/range/survivability output

Stating the obvious but these are empire destroyers so DON’T EXPECT THEM TO BE AGILE!!!

 

2.Invincibile:

    2.1 Expectations:

 

Ah, my beloved first destroyer! Truly a fear-striking juggernaut! By following this guide you should be able to wreck 2 other destroyers before having to abandon ship!

Here are the stats we should have after following this guide:

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_ Looks promising…right?   _

 

_      _2.2 Ship Fitting:

    1.First thing you should MAX out is the HULL SLOTS  this is out most powerfull perk!

Second we will need 2 CPU SLOTS  you won’t belive how usefull those are!

And the last but still as important is 1 SHIELD SLOT  this slot will allow us not to have too many capacitor problems!

    2.We will take the Empire Energy Router as the other 2 will have insignificant results!

    3.Level 4 bonus will remain the 100% sensor range , to see enemys who might try to flank you, its really important they dont get behind your thrusters!.

    4.Level 8 bonus is optional, yet i  recommend the second one  it will help our Wormhole Projector to charge faster (its our only escape)!

 

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_      _2.3 Equipement:

 

Here is a fast look of the modules you want to equip the details will folow up later:

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     2.3.1 Shield slot:

    1.Compact Shield Generator:

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    We have chosen to put only 1 slot on shields because , lets be serious…on invicibile …

Spoiler

…its useless!

 That means we can use this slot for a WONDERFULL capacitor boost! This will save us in lots of situations when we need to use all the modules at once!

 

     2.3.2 Hull slots:

    1.Armor-Plated Hull:

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An obvious choice when building an empire destroyer…we don’t care too much about our speed so…

   

    2.Reinforced Beams:

594968d841b5e_ReinforcedBeams.jpg.e5bbe88b059c67c900d032a727abf096.jpg

This is another obvious choice when building an empire destroyer…

Yet, it can be replaced with another armor-plated hull to gain 2,4% more hull strenght  at the cost of another 6% movement speed penality!

 

    3.Crystal Plates:

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This amazing piece of equipement will boost your strenght by alot! More enemys make it more efficient, but i recommend you take them one by one…

 

Note:

In hangar only the base hull resistance (19 pts.) is avabile when calculating Survivability!!!

Meaning this rank 8 destroyer can reach OVER 320K survivability points (i suspect about 350K at maximum stacks, wich is alot even for rank 11 destroyers)

 

     2.3.3 CPU slots:

    1. 2x Infrared Scann** er:**

59496d1199441_InfraredScanner.jpg.3a97f02b73ba20be1e8a55d6874cbaf9.jpg

Those 2 infrared scanners will boost our critical hit chance by 17% wich will help our brick be as deadly as a thrown one!

 

_      _2.4 Crew:

 

Crew.jpg.9c859951ed41d925838c9f97f54c665a.jpg

    1. Neurocontroller “Gigas”** :**

+25% Hull Strenght  because empire  ![:576a55a9bca5d_):](<fileStore.core_Emoticons>/emoticons/576a55a9bca5d_).png “:576a55a9bca5d_):”).

 

    2. Neurocontroller “Oculus”** :**

-43% Locking Time  pretty usefull if you ask me.

+10% Critical Hit Chance  a good contribution towards our dps.

 

    3. Neurocontroller “Owl”** :**

+35% Shield Strenght  not really usefull but still a good boost; the shield ressistance option will conflict with rank 7 crew point.

 

    4 . Alpha-Inhibitor “Malleus”** :**

+10% Missile Damage  quite handy for the Tempest launcher!

 

    5. Alpha-Inhibitor “Velox”:

+30% Rotation Speed  we simply need this one, as we should be hiting enemy targets from sides and our positioning is the key to score 4K crit hits.

 

    6. Alpha-Inhibitor “Ox”:

+30% Critical Damage!  this one is another key element for our dps.

 

    7. Beta-Accelerator “CU - Type B”:

15% Energy from Shield Damage  this one will help our useless shield to contribute towards capacitor regeneration.

 

    8. Beta-Accelerator “Rapidus”:

-17% Cooldown for Modules  as a brick, our only escape is the Wormhole Projector, this accelerator will help us improve its performance significantly!

(Basically throwing our brick into enemy’s face more often  ![:007j:](<fileStore.core_Emoticons>/emoticons/007j.png))

 

_      _2.5 Weaponary:

 

Now that we’ve managed to make this ship an armored brick and threw it into enemy’s face whats next? Breaking their teeth of course!

 

    1. G’thar’du Cannon: G’thar’Don’t!

    2. Meson Cannon Coilgun:

    3. “Halo” Launcher Coilgun!:

    4. Coilgun!!!:

Q:why coilgun?;

A:Simply because the other ones don’t deal as much damage and this weapon fits perfectly!

594974954390f_coilgun1.jpg.8321b371e86cf5b6ffd058f103b9dd56.jpg

47,1% Critical chance  oh yes!

But wait what is this?!..

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ITS A GIFT FROM HEAVENS!

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EVEN MORE CRITICAL CHANCE!

594977605d0a6_Coilgun.jpg.4e2d328a324d5f1ae381515778f6bccf.jpg

Thats much better!

Now, this weapon with controlled fire will pretty much destroy any ship, its accuracy makes it usabile even vs small ships and trust me, 4K damage on a small ship is a serious hit!

 

_      _2.6 Conclusion:

Now we have a teleporting, teeth-breaking, brick of DOOM!  ![:00:](<fileStore.core_Emoticons>/emoticons/00.png)

This build should offer you a great deal of survivability and the firepower of a true destroyer,

HAVE FUN!![:007_3:](<fileStore.core_Emoticons>/emoticons/007_3.png)

 

3.Brave:

Now on invicibile’s bigger brother, Brave:

     3.1 Expectations:

2.1.jpg.31dd54a11015a0895d73b4af3e7d164b.jpg

Note: this is the photo using the galvanized armor and 2 armor plated hulls.

 

_      _3.2 Ship Fitting:

This build is an extension of the invicibile one but this thime, we have 2 more avabile slots and we have to change the bonuses as the rank 7 crew trick is no longer enough to sustain the energy requirement of this brick:

On rank 4 pick the kinetic ressistance bonus, we don’t want out hull to have any weakness!

At rank 8 pick the -25% Energy usage on modules bonus, to make sure we don’t run hungry in the middle of the engagement!

As for the bonus slots we will pick another CPU slot and one Capactitor slot because we have our hull as tanky as possibile and we need some damage

3.2.jpg.a4e545e1863aad259dc80ba80099911d.jpg

 

_      _3.3 Equipement:

     3.3.1 CPU slots:

    1. 2x Infrared Scann** er:**

594a5210a169f_infraredscanner.jpg.3bacbb9b4887cc8b8e777f08bd30bb0b.jpg

Using 2 infrared scaners offers a nice bonus of 18% Critical chance ; equal to using one infrared scanner with a spatial scanner rank 13 (for open space players).

 

     2. Electronic Guidance:

594a52ba93e1f_Electronicguidance.jpg.082f928157f74022d3261686cf3f17bf.jpg

We will talk more about this in the weaponary section…

 

     3.3.2 Hull slots:

    1. Armor-Plated Hull:

594a4880929ac_armorplatedhull2.jpg.6917f38f587ff799c9f4f4372b622833.jpg

note: i’m using 2 armored plated hulls wich are imposing a penality of 6% movement speed and 0,8% hull strenght compared to using one armor plated hull with a reinforced beams rank 15 module!

     2. Galvanized armor:

594a55271c106_Galvanizedarmor.jpg.c6733d6cc52eb39990eca68e270b4e03.jpg

I know not all pilots can afford to buy crystal plates but i recommend getting them ASAP!

    

    3. Crystal Plates:

594a5526b8c64_CrystalPlates.jpg.f1bbca2dc921e4fac875d4e7f52e4127.jpg     

Now its the time to see the effects of the hull ressistance on survivability at 233K health. Below we have 2 photos of both the galvanized armor (in first photo) and the crystal plates effect (second photo) on our ship:

2.1.jpg.31dd54a11015a0895d73b4af3e7d164b.jpg 594a4e054e7ed_Bravecrystalplates.jpg.073ff08e689782485a179b2f5e9cba4d.jpg

413027-387071=25956 survivability diference for 11 points… wow…it is about 2359,6 survivability/point of ressistance.

For educational purposes we will try to aproximate what is the survivability of this ship with fully stacked crystal plates

(note that i still have the -0.8% penality of the duplicated armor-plated hull):

as the ressistance precent per point decreases each time we add points we can aproximate this to be about 2000 survivability/ressistance point

the diference between the max stacked crystal plates and the galvanized armor is 30 ressistance points (and -16,7% rotation speed)

this leading us to about 60.000 survivability , adding this to our destroyer will result in 473K suvivability with fully stacked crystal plates!

note #1: if we would calculate the bonus using the maximum bonus avabile for crystal plates - the initial one we would obtain 469K suvivability points, this making me suspect we’re pretty close to the real in-game amount of survivability .

note #2: we don’t add the ressistance bonus from the crew rank 9 bonus, wich would really show how overpowered we can get!

 

     3.3.3 Shield slot:

    1.Compact Shield Generator:

594a53fce6489_Compactshieldgenerator.jpg.bb90a06c4eefa4b22d0e356fd8e7b1ec.jpg

You can use any rank of this module, the only diference between the rank 12 and 15 is only 5% Maximum capacitor volume ; i did’t feel the need to upgrade this because personaly neve had run out of energy when i needed it.

 

 

     3.3.3 Capacitor slot:

    1.Iridium Heatsink:

594a536887776_iridiumheatsink.jpg.a33a6678e55fa37660c2eb9117695138.jpg

This one boosts our damage by a significant amount, for more details check the weaponary section… 

 

 

_      _3.4 Crew:

As i said earlyer this is an extension of the previous invicibile build so we will talk only about rank 9+ bonuses

Crew.jpg.6a64318e36edf9617501e35e727f974e.jpg

 

      9**. Beta-Accelerator “Gigas II”:**

This is a nice bonus to our ressistance, for each enemy who’s targeting us we get another 12 ressistance points!

 

     10. Neuroaccelerator “Sting II”:

A Huge -29% Active modules energy reduction!

 

      11. Neuroaccelerator: “Ant”:

This bonus adds another +8% Fire rate to our weapons!

 

 

_      _3.5 Weaponary:

Now i will let you chose your weapon of preference as the feedback from the previous build suggests i should add suport for more weapons:

      1.G’thar’DU NOT EVEN THINK!

        2.Coilgun: not anymore

     ** 3.“Halo” Launcher:** 

Go play combat evolved or 2 instead…

 

     4. Meson Cannon:

So now we have a bit more slots to modify this weapon’s parameters wich allows us to rape everything that is brave (pun intended) enough to come close,

Lets just hope our enemies still have a few teeth so brave can complete what invicibile started…

HERE IS ANOTHER GIFT FROM HEAVENS!:

594a61622fa72_Focusinglens.jpg.d9c9662171b87f570789aa53537e6b18.jpg

Those , unlike the kintic weapon counterpart, has to be manufactured but its very inexpensive so no real problem here.

Now our weapon looks like this: (note that the DPS shown here does’t cover the critical chance+damage)

594a615abc74f_mesoncannon.jpg.efd77c4b7bf91aa5a6af93af726af87a.jpg

This monstrosity is now ready to deal about 4-5k Damage/tick![:015:](<fileStore.core_Emoticons>/emoticons/015.png “:015:”)!!!

The thing is you have to be carefull when fighting small ships as the spread on this one will NOT allow you to shoot accurately threfore you may wish to control its fire a bit instead of pressing the mouse 1 and forgeting about everything else; otherwise you may atach a blaster turret instead of the photon emiter but this will inhibit your only long range atack;

not that it matters now that you have overwhelming damage on range smaller than 4,5Km

 

_      _3.6 Conclusion:

Yet another teeth-breaking brick of doom, this time featuring thermal damage,wich can only move using the eclipse launcher  ![:007j:](<fileStore.core_Emoticons>/emoticons/007j.png “:007j:”)

Have fun!![:007_3:](<fileStore.core_Emoticons>/emoticons/007_3.png) ![:014:](<fileStore.core_Emoticons>/emoticons/014.png)

 

hmmm… whats next? oh yea…

 

4.Vigilant:

Under Construction… (electrum shortage might lead to a late release)

note: a problem is causing some images to re-apear at the end of the post , please ingore them.

 

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I would really recommend an Energy regeneration bonus (one of the craft bonuses) on an Invincible.

While the compact shield is a good thing to increase your pool and have a spamming option for some time, it’s base regeneration is just terrible, and if (and you should) use Static Shields with it, it will quickly deplete under fire without good means of replenishing them.

 

And on rank 8 Mesons > CoilGun due to the sheer DPS+projectile speed.

Coilgun is just too slow to threaten more agile ships even at close-mid ranges, while mesons with one guidance can shred them really good.

28 minutes ago, xKostyan said:

I would really recommend an Energy regeneration bonus (one of the craft bonuses) on an Invincible.

While the compact shield is a good thing to increase your pool and have a spamming option for some time, it’s base regeneration is just terrible, and if (and you should) use Static Shields with it, it will quickly deplete under fire without good means of replenishing them.

 

And on rank 8 Mesons > CoilGun due to the sheer DPS+projectile speed.

Coilgun is just too slow to threaten more agile ships even at close-mid ranges, while mesons with one guidance can shred them really good.

I used messon cannon for a while  combined  with both electronic guidance and horizon and the results proven how bad they were at hitting small targets at even medium range (2500+ m) this making me recommend the coilgun, i forgot to mention that the coilgun can be fired continously at its normal fire rate by clicking at a specific interval this allowing it to fire continously and match the damage output of meson cannon over time while mantaining pin-point accuracy at 4400m but spoiler about upcoming brave build: 

Spoiler

don’t worry meson cannon makes a really nice comeback on higher ranks as the more modules can be installed on the capacitor and cpu slot this allowing increasing the damage output to insane amounts of about 5k/tick and sightly less discomfort about missing the targets, while the coilgun can do 4 on volley (not sure how many ticks a volley of coilgun fire takes, i suspect 4-5).

 

And on the energy regen issue we use "  Beta-Accelerator ‘CU - Type B’ "  wich did’t failed me to this date on replenishing enough energy from gunfire to sustain the continuous activation of modules ; but yes if you use the thrusters the energy will deplete very quicky, as this build is an all-in engagement one (the reason why only the wormhole projector can help you escape a bad engagement) 

 

Thank you for your feedback  ![:001:](<fileStore.core_Emoticons>/emoticons/001.png)

 

h5yYxfk.png

 

Projectile speed is at most important in order to hit properly flown agile targets, if your fire to hit travel time is even 0.2 seconds it is already almost too slow to reliably hit fast ships with high turn angle parameters.

 

Your CoilGuns have 4800 m/s so even at 2k it needs almost half a second travel time, while it is acceptable to hail dps to slow and bulky targets, for anybody that have any sense of maneuvering that is not a threat at all.

Yes meson’s spread does drop of a damage output vs small targets at 2000+ but it still hits, while coils would not hit at all so it is “something” vs “nothing”, but much higher base damage output compensate for a lost accuracy, and vs heavier and bigger targets there is a big difference in impact.

 

Out of all the ships, I find coil guns to be really good only on a Sirius, because higher ranked guns have further reach and faster base projectile speed, with kinetic bonus Coil guns, become just as good as mesons but way more accurate. For everything else, mesons are just better

You are totally right about your projectile speed thing… the only problem with the meson cannon i have is the uncontrollable spread, which in my opinion makes the great projectile speed go to waste…

From my own experience i can say… coilgun is the best choice if you are not fighting destroyers.

2 minutes ago, Flash0914 said:

You are totally right about your projectile speed thing… the only problem with the meson cannon i have is the uncontrollable spread, which in my opinion makes the great projectile speed go to waste…

From my own experience i can say… coilgun is the best choice if you are not fighting destroyers.

OP’s Coil guns have 1.5 deg spread, while My meson has 1.9 deg. at close - mid ranges you can easily ignore that difference since targets are bigger than a cone of fire, but at mid - long ranges coils are just too slow to deliver in time

11 minutes ago, xKostyan said:

h5yYxfk.png

 

Projectile speed is at most important in order to hit properly flown agile targets, if your fire to hit travel time, even 0.2 seconds is almost too slow to reliably hit fast ships with high turn angle parameters.

 

Your CoilGuns have 4800 m/s so even at 2k it needs almost half a second travel time, while it is acceptable to hail dps to slow and bulky targets, for anybody that have any sense of maneuvering that is not a threat at all.

Yes meson’s spread does drop of a damage output vs small targets at 2000+ but it still hits, while coils would not hit at all so it is “something” vs “nothing”, but much higher base damage output compensate for a lost accuracy, and vs heavier and bigger targets there is a big difference in impact.

I totally agree on the travel time problem you’re explaining, but it is a matter of experience more than a matter of equipment because just like you’re puting an experienced pilot who has a good sense of maneuvering against the destroyer , the player using the destroyer can simply ignore the agile ship while its performing the meneuvers and shoot it down while its trying to atack because the trajecotry of the ship is modifyed to a minimum while its flying towards the target ,making the 0,5s or even 1s more than enough to score a few good hits, wich at rank 8 might deal serious if not fatal damage to the smaller ships, But again this is a matter of piloting skills.

 

Thank you for your feedback  ![:001:](<fileStore.core_Emoticons>/emoticons/001.png)

Also… why are you still building archons heavy shield on resistances instead of points?

Is that really better (okay now with all this EM damage (Tai’kin, Tai’kin, Thar’ga…)) than building for points… i mean if it’s worth for any ship… then the destroyer

resistance on a dessy is always more important but always do ur best to mix both volume and resist

15 minutes ago, Flash0914 said:

Also… why are you still building archons heavy shield on resistances instead of points?

Is that really better (okay now with all this EM damage (Tai’kin, Tai’kin, Thar’ga…)) than building for points… i mean if it’s worth for any ship… then the destroyer

EM resistance

 

Spoiler

 

24 minutes ago, ApollyonHellsing said:

Thank you for your feedback  ![:001:](<fileStore.core_Emoticons>/emoticons/001.png)

 

![:012j:](<fileStore.core_Emoticons>/emoticons/012j.png “:012j:”)

13 minutes ago, xKostyan said:

EM resistance

 

  Hide contents

 

 

 

Spoiler

 

 

Why not copy the wiki page about destros lol ![:D](<fileStore.core_Emoticons>/emoticons/006j.png “:D”)

 

Coilgun? ~100m/s? Almost no shields but 233k hull?

 

Meet my guard. He’ll laugh at your damage and turn it against you. He’ll rip through your precious hull with 4k crits. He’ll show you true kinetic impact damage. I love these kind of destroyer builds, they are so easy to destroy.

 

I swear to god, don’t let me close to you. You’ll use your warp as soon as you see me.

 

 

CrusS.png.1c6a6865f38d5a5f9d9cb8cff890dcab.png

Vulcan.png.fd43993afc16dd1aff57b9c7e59caab5.png

1 hour ago, Niran said:

Coilgun? ~100m/s? Almost no shields but 233k hull?

 

Meet my guard. He’ll laugh at your damage and turn it against you. He’ll rip through your precious hull with 4k crits. He’ll show you true kinetic impact damage. I love these kind of destroyer builds, they are so easy to destroy.

 

I swear to god, don’t let me close to you. You’ll use your warp as soon as you see me.

 

 

CrusS.png.1c6a6865f38d5a5f9d9cb8cff890dcab.png

Vulcan.png.fd43993afc16dd1aff57b9c7e59caab5.png

Most decent dessies call that a “freekill”. You’d be better of using proxy motrars and anomaly generators to annoy dessies, as static shields will render the Vulcan useless, especially that tiny range will just get you killed if you try to rush a dessie with even the slightest positioning awareness ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

1 hour ago, Scar6 said:

Most decent dessies call that a “freekill”. You’d be better of using proxy motrars and anomaly generators to annoy dessies, as static shields will render the Vulcan useless, especially that tiny range will just get you killed if you try to rush a dessie with even the slightest positioning awareness ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

And don’t forget the explosion  DMG multiplicator which makes this weapon even more effective

On 8.11.2017 at 12:02 PM, Scar6 said:

Most decent dessies call that a “freekill”. You’d be better of using proxy motrars and anomaly generators to annoy dessies, as static shields will render the Vulcan useless, especially that tiny range will just get you killed if you try to rush a dessie with even the slightest positioning awareness ![;)](<fileStore.core_Emoticons>/emoticons/002.png “;)”)

 

Pretty sure i haven’t seen one then yet. All dessies that started firing at me from 7k range lost their destroyer before they could kill me. Wait… doesn’t that mean they did have positional awareness if they fired from 7k range at me? Guess i saw some then and yet they still lost.

 

But i assume you’re right about the “call it a freekill” that’s why they die. Rushing at them with a Vulcan is a massive bait seemingly no one can resist. The meat of this is really simple, i close distance to 4000-2000m depending on which weapon they use and how fast it is i can dodge most of the damage (think Halo Launcher), then when dodging becomes impossible i use the energy converter which puts the destroyer at risk of getting one-shot if he continues firing at me, which if he’s a good destroyer forces him to either leave (warp away) or stop shooting which gives me enough time to close in for that sweet damage multiplier at which i start ripping through their hull regardless of their static or ship shields (i’ll shoot straight through their ship shields when hugging them close enough that he can’t shoot through mine). I’m about to make a guide on how i build it and how it works. I understand giving just 2 plain snippets of information is not enough to visualize whats actually going on and why this thing is so dangerous.

 

Coil Mortar is sadly utterly trash on guard, it’s fire rate is way too slow to be a useful weapon for me and it has even bigger disadvantages against faster ships, being in my deadzone i can only fire like every once in a while with a coil mortar which is too slow to kill anything. I’ve used Coil Mortar on Ira Deus for the longest part though, its a destroyer destroyer… IF you can get close enough to do damage without dying instantly, Ira Deus is not really capable of withstanding much direct fire and at the time you are able to fire at destroyers and do damage effectively you’re already so close that any destroyer can hit you without even having to try with range extension mods.