Special Ops: Defiler and Destroyer - Wing assembly

I will stick around so both times are good for me.

 

Main group LRF. Archdragon with Coil or HB all purple, with the usual module setup required.

4pm-6pm match was aborted. Not enough players.

8pm-10pm is the next scheduled match for today.

Ok. Simple guide. I have enough of failures because someone did forget something or he was thinking something.

 

1st. Duplicators. No duplicators - GTFO.

2nd. TS - no TS, GTFO

 

Defiler - standard configuration

 

MAX EM survivability, EB on every single ship. If we get below 17 minutes, then EB can be optional, but not now.

 

Portal group: 3 ships :

  • Command (aura pref) with speed boost,dmg boost, ions and flares. Doomsdays. 
  • Empire recon doomsdays, flares
  • Fed Engie hull aura, hull egg, shield aura, flares. drones, doomsdays.

Main group:

  • Naga as an engie 
  • 2 auras with dmg/speed boost, one with hull res second one with shield res
  • 2 ELRFs: RT, Flares, EM scatter doesnt work, max dmg, at least 2 of them with 5k range and HB
  • rest: ELRFs: COIL MORTARS. simple as that. 

 

What to do: portal group - closing portals

Main group - max dmg. it should be centered around engie, but best position for shooting is a little behind and below. concentrate on emitters.

When MI spawn: at least 2 ELRFs RT ing  to them, if done properly MIs are 5k from them. Send some torps as well. If any ELRF cannot get there fast, use desintegrator. 

 

EASY.

 

Edit: I did the math. gunships are useless. 

One more thing:

Please list your preferred role for the defiler from the most preferred to possible but as the last resort:

 

Niripas: Portal command, Portal Engie, Main ELRF/gunship, Portal recon

Papitas: main Kraken, aura (main or portal).

 

If i had a nice rig i would record myself using the LRF for instructive reasons. Koromac, you could upload the pics adding the build options (J1 (1C) with 2 EM and armor plated/extended hull. E10 (10A)), placing the link for the guide here.

Koromac: Command (Aura) / Main Attack Group

Preferred weapon: Singularity Cannon Mark 5

 

Remember, having at least 10 Duplicators is required!

Guide for Spec Ops - Defiler!

 

https://forum.star-conflict.com/index.php?/topic/27703-guide-for-so/#entry329187

Mecronmancer: Main LRF, Portal Command, Main Engi

Main Gunship (Spark), Main Command (Aura). Both with either Ions or Singularity. I can survive in my Sword as you have already witnessed a couple of times, but I am working on these ships for Defiler.

I think, the biggest issue beyond ships is that you have too many slow ships that are not doing enough damage per second, but to make things worse, these ships are also moving back and forth from between the objective and the inverters. What needs to be clear is this. Peripheral aliens needs to be the duty of 6 personnel specifically allocated to the task. 3 players in your portal group and 3 players in Sparks in your inverter group should be tasked with pest control while you have 5 gunships and a command dealing maximum damage to the Defiler.

3 Sparks armed with short range crit-build Ion Emitters, Doomsdays and combat reboot can not only survive, but also destroy the inverters quicker than most other ships on the battlefield. If you really want to have your main group able to provide extra damage, have the assigned Command allocated a Gravi-Scanner and Valkyrie system, your 5 Sparks from that group all crit-built and using Engine Overcharge and then sync overdrives with the Valkyrie system. A single player needs to be coordinating this, preferably Koromac as he would usually play the Command role.

Hope this makes sense. Quick edit… I just realised I only accounted for 1 engineer. Switch an Inverter group Spark for a Naga, I say. 2 Sparks and a Naga should do it.

Main Gunship (Spark), Main Command (Aura). Both with either Ions or Singularity. I can survive in my Sword as you have already witnessed a couple of times, but I am working on these ships for Defiler.

I think, the biggest issue beyond ships is that you have too many slow ships that are not doing enough damage per second, but to make things worse, these ships are also moving back and forth from between the objective and the inverters. What needs to be clear is this. Peripheral aliens needs to be the duty of 6 personnel specifically allocated to the task. 3 players in your portal group and 3 players in Sparks in your inverter group should be tasked with pest control while you have 5 gunships and a command dealing maximum damage to the Defiler.

3 Sparks armed with short range crit-build Ion Emitters, Doomsdays and combat reboot can not only survive, but also destroy the inverters quicker than most other ships on the battlefield. If you really want to have your main group able to provide extra damage, have the assigned Command allocated a Gravi-Scanner and Valkyrie system, your 5 Sparks from that group all crit-built and using Engine Overcharge and then sync overdrives with the Valkyrie system. A single player needs to be coordinating this, preferably Koromac as he would usually play the Command role.

Hope this makes sense. Quick edit… I just realised I only accounted for 1 engineer. Switch an Inverter group Spark for a Naga, I say. 2 Sparks and a Naga should do it.

Mate, im afraid you are terribly wrong:

  1. Ions are the worst weapon for this game since the resistance piercing (like 75pts aprox) does not have any effect into structures (defiler and MI). Resistance pierce is considered in DPS, which is why slow beams have similar DPS but deal a lot more dmg while having the same RoF. Ions are only usefull for the portal group, since they are good for hitting drones, and the resistance pierce works with aliens.

  2. Gunships deal less dmg than HB LRFs, even considering them using bubbles and shooting emitters as well.

  3. The 3 ships from the portal group are enough for dealing with portals. Derivating more people for alien cleansing is a huge dps drop we cant afford.

  4. LRFs with RT can arrive to MI sooner than any ship and even have HB fully charged once MI spawns, while still having enough overheat time to take out the MI without interrupting fire (i do it all the time in my kraken).

  5. HB LRFs are by far the highest dps ships, gunships deal about 50-70% dps than LRFs.

  6. With E10 implant, RT recharges quick, allowing jumping in for MI and then back to defiler.

I plan to schedule more matches today! The Galaxy Guardian achievement should be our goal.

The time is not exact yet, so I way just do it, based on the amount of listed people online.

Otherwise we start at 4pm or 8pm (GMT+1)!

Quick calc reveals the max damage to defiler does ELRF with COIL MORTAR. If positioned properly it does 500k-700k dmg to hull every 20 seconds (yes, thats 25k-35k PER SECOND). 

 

Spark with Ions (crit build, not short ions) avg dps = 4535, so dmg to hull is just 11400-17400 per second. Almost exactly half the damage of LRF. 

Spark with bubbles and supercooled charges (better than supernova) - avg dps 5031, dmg to the defiler hull 14600-19600 per second.

 

All calculations were done with shared cooled spark, staying in 2.5k range from the emitters and hitting emitters with every single shot, not letting weapons to overheat. Same with LRF - shared cooled crit build Black Dragon, hitting 2 emitters with every single shot staying with range up to 3.6 km.

 

Regarding aliens. 3 biomorphs are spawning at every portal spawn and there is not much to do about it. HP of aliens are changed from the time beforementioned guide was written and now it is impossible to kill all of them with single doomsday. That’s where command from the main group is coming to play - equipped with doomsdays it can finish the job. Also - as Coil Mortar elrf is doing already a tons of damage it can swap EM torps for cruise missiles. Portals are spawning, retarget, shoot the missile without even breaking shooting the defiler with main weapon. 

Quick calc reveals the max damage to defiler does ELRF with COIL MORTAR. If positioned properly it does 500k-700k dmg to hull every 20 seconds (yes, thats 25k-35k PER SECOND). 

 

Spark with Ions (crit build, not short ions) avg dps = 4535, so dmg to hull is just 11400-17400 per second. Almost exactly half the damage of LRF. 

Spark with bubbles and supercooled charges (better than supernova) - avg dps 5031, dmg to the defiler hull 14600-19600 per second.

 

All calculations were done with shared cooled spark, staying in 2.5k range from the emitters and hitting emitters with every single shot, not letting weapons to overheat. Same with LRF - shared cooled crit build Black Dragon, hitting 2 emitters with every single shot staying with range up to 3.6 km.

 

Regarding aliens. 3 biomorphs are spawning at every portal spawn and there is not much to do about it. HP of aliens are changed from the time beforementioned guide was written and now it is impossible to kill all of them with single doomsday. That’s where command from the main group is coming to play - equipped with doomsdays it can finish the job. Also - as Coil Mortar elrf is doing already a tons of damage it can swap EM torps for cruise missiles. Portals are spawning, retarget, shoot the missile without even breaking shooting the defiler with main weapon. 

Re-make calculations with me using LRF with HB :slight_smile: (small tip: HB DPS is a mid calculation between min and max RoF (about 70%), so if you consider max RoF the DPS is much higher).

BTW, HB LRFs should never hit emitters with main weapon, only with torps; its a waste of dmg that other ships are in charge to do: coil LRFs and bubble gunships.

Re-make calculations with me using LRF with HB :slight_smile: (small tip: HB DPS is a mid calculation between min and max RoF (about 70%), so if you consider max RoF the DPS is much higher).

BTW, HB LRFs should never hit emitters with main weapon, only with torps ; its a waste of dmg that other ships are in charge to do: coil LRFs and bubble gunships.

Niripas will barge in here. xD

I don’t have Kraken, but for Black Dragon with max crit build (62% chance, 103% dmg) it’s sustained 10200 dps (spinup included) to whatever target at 2600m. It needs 4 EM torps to destroy Emitters, so it’s not the best ship to do the job (or 3 torps + remaining 16k damage by HB) so 20 sec burst with 3 EM torps would be 600-800k, but then comes 96 secs cooldown on torps. I have no idea how often can you hit emitter with fully spinned up HB so cannot calculate effective dmg to the hull using HB only (if you don’t hit emitters at all it’s just 204000 dmg to the hull in before you overheat ;)). 

 

Hitting emitters is crucial in both missions -  emitters have 75000 HP and exploding they are doing 200k or 300k dmg to the hull. I still need to figure out the destroyer, but for the defiler it looks like the most effective way is to go with 2 commands, 2 engies, 1 recon, 2 HB LRFS with RT, 5 LRFs with coils. 

 

 

EDIT: optimal range correction

8pm-10pm is a scheduled match for today, but only, if there will be enough proper players.

I don’t have Kraken, but for Black Dragon with max crit build (62% chance, 103% dmg) it’s sustained 10200 dps (spinup included) to whatever target at 2400m. It needs 4 EM torps to destroy Emitters, so it’s not the best ship to do the job (or 3 torps + remaining 16k damage by HB) so 20 sec burst with 3 EM torps would be 600-800k, but then comes 96 secs cooldown on torps. I have no idea how often can you hit emitter with fully spinned up HB so cannot calculate effective dmg to the hull using HB only (if you don’t hit emitters at all it’s just 204000 dmg to the hull in before you overheat ;)). 

 

Hitting emitters is crucial in both missions -  emitters have 75000 HP and exploding they are doing 200k or 300k dmg to the hull. I still need to figure out the destroyer, but for the defiler it looks like the most effective way is to go with 2 commands, 2 engies, 1 recon, 2 HB LRFS with RT, 5 LRFs with coils. 

Thats why you have some LRFs with coils. Coils deal with the emitters, HB offer max DPS over the defiler (after emitters are down, HB has superior dps than coils), besides HB works much better against MI.

My kraken deals 10k dps with 5km range (including crit chance/dmg), seems you did not took that into account, considering you are using curved reflector.

Dont forget that coils dont have optimal-max range falloff, while blaster drop dmg by 70% at max range

Thats why you have some LRFs with coils. Coils deal with the emitters, HB offer max DPS over the defiler (after emitters are down, HB has superior dps than coils), besides HB works much better against MI.

My kraken deals 10k dps with 5km range (including crit chance/dmg), seems you did not took that into account, considering you are using curved reflector.

 

I did. hence you have 10200 dps with max crit build (max range is over 4k). But as it was mentioned it’s only to 66% of range - so that’s why the number of 2600m  was used. If you switch to increased range - sustained dps falls down to 9600, but optimal range is now 3200m (max 4800m).  Coils are doing sustained damage of 5k, but as it was mentioned before - they are damaging 2 emitters and the hull at the same time. so looks like optimal wood be 3HB + 4Coils or so, where coils are located on both sides of defiler, 1 to the right, 1 to the left, 2 a little down at the back and HB just staying at optimal range shooting the hull around emitters on the left side with command trying to boost damage of max number of players.

Please someone correct me if I’m wrong. 

All calculations were done with shared cooled spark, staying in 2.5k range from the emitters and hitting emitters with every single shot, not letting weapons to overheat. Same with LRF - shared cooled crit build Black Dragon , hitting 2 emitters with every single shot staying with range up to 3.6 km.

Yo, show me your build for your Black Dragon. I think I’ve built mine close to what you have from my imagination, but I need some stuff to confirm.