I usually use ion beams on my commands to play as a frigate blower, but is it really usefull? It can sometimes be verry hard to kill inties with it…
Matter of tastes. I’m awful with lasers and I love kinetic weapons.
I usually use ion beams on my commands to play as a frigate blower, but is it really usefull? It can sometimes be verry hard to kill inties with it…
Matter of tastes. I’m awful with lasers and I love kinetic weapons.
I usually use ion beams on my commands to play as a frigate blower, but is it really usefull? It can sometimes be verry hard to kill inties with it…
What Resi said. Most commands aren’t gonna be that good at fighting inties, anyways, though, unless you’re willing to sacrifice most of both diffusion and normal tank for it.
No, you shouldn’t fly them the same way, they’re different kind of command ships.
Sword
You need high energy regen to keep using the cruise engine, 2 or 3 adaptive shields will make your ship pretty hard to kill. You can have a similar build without the cruise engine but you will need for example a power unit conduit on the capacitor to add some speed to your ship. Cruise engine doesn’t work that well out of Tacklers but since Sword has so much rotation it can do very good with it. Put supernova ammo instead of cooling charges if you want a lot of more damage, but you will have to control your fire much more.
Sword S
This is the standard diffusion shield tanking build, it will be a pain for your enemies to take down that diffusion shield, beware of ECMs though.
And here is a build I wanted to try but never had the chance/mood to use it, I don’t recommend it unless you know what to do with it
It’s simply exploiting the +10% damage increase with 3 pulse dischargers and a gauss cannon.
Should I use thermal or kinetic missiles for sword?
The build is handling good btw 
Should I use thermal or kinetic missiles for sword?
The build is handling good btw
Kinetic for finishing, em for dogfight. Em missiles have double turn rate than the rest.
Should I use thermal or kinetic missiles for sword?
The build is handling good btw
Thermal missiles are kinda meh, especially in later tiers. People still overuse thermal weapons and thus stack thermal resists.
I used thermal missiles for about 2 months before I realised kenetic is legit with an EM weapon.
I pretty much chuckle at the 700 damage that gets through my resistances when in an inty fight.
Starting build for mammoth would be great. New player with no idea how to do anything.
oh god
Tier rusher
:008j:
Starting build for mammoth would be great. New player with no idea how to do anything.
Since curved reflector ammo was nerfed I think crit heavy blaster would be better now.
If you have no idea as you say, dont put a pulse discharger on the capacitor and put an emergency barrier.
Adaptive shields will give you a lot of tank, Mammoth is not very tanky so they are very welcome, you need to fly non stop or you will die in seconds. If your play style is being a flying bunker you should go for empire engineers.
If you like coil mortars more you can obviously put them (or eclipse, or any weapon) and put the appropriate cpu modules on there. For the hull I choose raw hull because this engi has only 1 Engine so galva armor might be too much rotation loss for it. Raw hull with both adaptive shields working is a wise choice though.
If you have any specific question please ask.
Thank you very much… this is what I have so far…

Going to stick with coil mortars and currently using this for PvE to make credits to help with future upgrades. Seems to do OK for the moment with any serious issues mostly rising since I am not familiar with maps or other info along those lines. My next plans will involve unlocking the guard frigates since I see a lot of those being played.
Appreciate the help. Have not found much info available for what is useful and it appears that there is a lot of trollish peeps around which makes it even harder to know what is pertinent info and what is not.
Thank you very much… this is what I have so far…
Going to stick with coil mortars and currently using this for PvE to make credits to help with future upgrades. Seems to do OK for the moment with any serious issues mostly rising since I am not familiar with maps or other info along those lines. My next plans will involve unlocking the guard frigates since I see a lot of those being played.
Appreciate the help. Have not found much info available for what is useful and it appears that there is a lot of trollish peeps around which makes it even harder to know what is pertinent info and what is not.
What will work for PvE, but if you want to switch to PvP there are a lot of things to change, I’ll tell you if that’s the case.
Anyway, for PvE I would remove that Shield Booster and add one of the repair stations, either hull or shield.
Can u do a guide on the Storm Viking?
Setup for Deimos/Deimos 2 pretty please :3
Also, I saw most ppl use Singularity Cannons on gunships, I find them extremly hard to hit. Personally, I prefer using Assault Railguns. Is it only weapon of choice or SRs are somehow superior to ARs? Or maybe Im all wrong and some other weapon is ‘better’?
And a bit different question. I’m using Empire gunships, who should I sign contract with? When is it worth changing faction? Weapons and modules require very different faction tokens to upgrade and it confuses me 
@offtop
Do you play OSU on mouse+keyboard or tablet?
I recommend switching contracts at least once a week. Most of the time you will be needing vouchers from all sorts of factions.
Usually active modules need vouchers with the faction that specializes in them. For example Recon, Gunship and LRF active modules are specialized in the Empire Faction so therefore they would need empire vouchers. You can tell which faction specializes in each ship role by going to the ship tree. In the Federation ship tree you can tell the main branches are Covert Ops, Tackler and Engineer.
Main weapons need vouchers according to what type of damage they deal. Empire focuses on thermal, Fed on EM and Jerry on Kinetic.
Ship modifiers are the most confusing but eventually you will get the hang of them. Shield modifiers usually need Jerry vouchers since they focus on shields while Hull modifiers usually need Empire vouchers since they focus on hull. Feds focus on energy and speed.
If you want more info go to YouTube and search “CDB Academy”. The series isn’t done yet but I keep uploading new videos and updating old ones. The next one I’m doing is about synergy, free synergy and leveling up ships. Be sure to subscribe for some awesome tips!
Can u do a guide on the Storm Viking?
For Storm Viking what you need is good rotation (like on every interceptor) so use 2 vernier engines, or 1 + anything if you’re using the fed rotation implant. On capacitor I like having good energy regeneration because your speed is mostly what keeps you alive. Depending on your weapon you can play a lot with the 3 capacitor slots, like using one Iridium Heatsink for Pulse Laser or RFB, or using Power Unit Conduit to add speed to the ship if you’re a player that enjoys fast ships. On the Shield slot Adaptive Shield works best for obvious reasons, if you’re using Kinetic Supercharger/Plasma Gun and you don’t move constantly you may make better use of another module.
Setup for Deimos/Deimos 2 pretty please :3
Just put a Voltage Regulator because those ships have very bad energy stats, and on the hull put resistance to the most common damage in Tier 2. On Deimos 2 put Vernier Engine on the engine and a Proton Wall on the CPU. If you’re not using E2 Implant (more crit chance and faster lock on time) I’d use Overlocked CPU since ECMs are not that scary on T2. There’s not much more to say. I’d put Combat Reboot + Hull Repair Kit + Engine/Aiming overcharge (depending on your taste). For Deimos since it has only 2 slots, Combat Reboot + Repair Kit.
Also, I saw most ppl use Singularity Cannons on gunships, I find them extremly hard to hit. Personally, I prefer using Assault Railguns. Is it only weapon of choice or SRs are somehow superior to ARs? Or maybe Im all wrong and some other weapon is ‘better’?
When you get to higher tiers it will be easier because Singularity projectile speed increases each tier. I prefer Assault Railguns over Singularity also on Empire Gunships since they’re most of the time more stationary. I’d recommend always Singularity over Rails on Fed Gunships because they’re constantly moving and Singularity is the perfect short range weapon for that kind of gameplay.
And a bit different question. I’m using Empire gunships, who should I sign contract with? When is it worth changing faction? Weapons and modules require very different faction tokens to upgrade and it confuses me
You just need to have clear which modules you want and focus on the faction that will provide you vouchers for them. But if you’re not planning to stay on T2 for much time I wouldn’t bother upgrading to Mk3. Also in T3 you will find a problem. The Phobos is a weak ship because of it’s rank, and there’s no R9 non premium gunship, so you will see yourself overwhelmed by Desert Eagle and Nukem II users. If you have and you’re willing to spend some money on the game, I would just buy the necessary GS to buy Nukem II on a sale (like today). With that, you whould stay in T3 a lot of time to get a lot of vouchers. and Nukem II is an awesome ship.
Do you play OSU on mouse+keyboard or tablet?
I use mouse+keyboard, both very average. Logitech G105 keyboard and RAT 3 mouse.
What are main differences between Tackler and Gunship in playstyle? So far I feel like Gunship is stright forward gunpower glasscannon, while Tackler is more sneaky in picking targets. What targets should both of them look for in the battlefield and which one avoid? “Best” weapons on low levels (4-6 rankings aka II )? Links to some good youtube vids of Tackler/Gunship gameplays (pref most recent) would be nice (yes, I know I could find them on my own, but I couldn’t tell the difference if the guy is winning because he plays well or he’s just lucky to play against bad team).
Also, build for Fox and Fox-M plx 
And Dagger V 
Gunship is stright forward gunpower glasscannon
when you reach t3+ they become weapons of mass destruction B)
T1 and T2 don’t give you a completely accurate depiction of the playstyles of different roles.
Like Alex said, gunships in T3+ become weapons of mass destruction, capable of taking out many ships in a short period of time. Empire gunships are fairly survivable, do great damage, but tend to be less mobile. Fed gunships are dive-bombers (most of them) that have lower survivability, but high mobility and fairly high damage.
Tacklers, on the other hand, are the masters of stealth. They are designed to hunt down and help destroy interceptors. They are faster than gunships, typically have better mobility, but don’t have great survivability or damage (depending on the ship and build).
Okay, this gives me some clues on their roles, how about interceptors? I feel like in T2 they are quite powerful, esp. covert ops because of their active +% damage. Could you explain their roles on T3 like Ricasso?
Okay, this gives me some clues on their roles, how about interceptors? I feel like in T2 they are quite powerful, esp. covert ops because of their active +% damage. Could you explain their roles on T3 like Ricasso?
Covert ops=best ship for going YOLO and geting lot of kills in all tiers 