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Drakolich's Ship builds


RickDagles's Avatar


RickDagles
11.14.2017 , 12:42 AM | #41
For T2 scouts and T1 strikes, an alternate strategy is to use turning thrusters (and engine turning) to get into tight LoS areas to avoid missiles rather than run away. If anyone chases you into the LoS areas you melt them with BLC/pod/retro or HLC/RFL/cluster/retro. This works really well on Kuat Mesas but not so well on Lost Shipyards since the LoS is hard to guarantee.

phalczen's Avatar


phalczen
11.16.2017 , 09:08 AM | #42
Drak, would you mind sharing the five ships on your bar? Or, at least three you always put on your bar no matter what, be it solo-queuing or team or whatever.
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Drakkolich's Avatar


Drakkolich
11.16.2017 , 02:27 PM | #43
Quote: Originally Posted by phalczen View Post
Drak, would you mind sharing the five ships on your bar? Or, at least three you always put on your bar no matter what, be it solo-queuing or team or whatever.
This is actually changing quite often as I keep testing new options out. The ships I'm currently playing the most are the 3 Strikes fighters, T1 Gunship (Quarrel/Mangler), T1 Scout (Novadive/Blackbolt).

Right now I'm absolutely loving the way Strikes fly (I mean I always have they were my most played ship type before hand, I just couldn't play them in "tough" games) so I pretty always have all 3 Strikes on my bar.
DrakolichDrakolích
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Flusssaeure's Avatar


Flusssaeure
11.25.2017 , 12:18 PM | #44
Quote: Originally Posted by Drakkolich View Post
This is actually changing quite often as I keep testing new options out. The ships I'm currently playing the most are the 3 Strikes fighters, T1 Gunship (Quarrel/Mangler), T1 Scout (Novadive/Blackbolt).

Right now I'm absolutely loving the way Strikes fly (I mean I always have they were my most played ship type before hand, I just couldn't play them in "tough" games) so I pretty always have all 3 Strikes on my bar.
Speaking of the Quarrel / Mangler I think you have the pre-patch burst laser cannon upgrades listet:
Primary: Burst Laser Cannon (Armor pen/Hull damage)
After Armor Pen is now the T3 upgrade.

Speaking about your bar would you elaborate if the set-up you mentoined is what you consider the new "best meta choice" or just personal preference like you said with the strikes? Let me explain why I ask this question. As we can see with thr voice chat veteran premade discussion, if we agree with them or not, you have a certain reputation in the community and people look what you do either what you write here or what you stream. If all people see from you in the stream is slinging Protorps and then read in the forum that you have all strikes in your bar someone might take that as a statement how strong Protorps and strike fighters are right now if that conclusion was correct or not. I remember that in one of your streams you mentoined that Domination still resolves around Hyperspace Beacon and Tensor field. This would be completly missed just looking on the ships that you mentoined are on your bar and some of the latter Protorps spam galore streams as of late. While I know people are still testing things while other still refused to adapt to the changes it would be interesting to see if you already updated you templates what the best combination of ship classes for domination and TDM is. And what ships you thing a single player or a team should have available to cover all situations. If the answer there would be have all 3 strikes on your bar then we should wonder if it is time to balance the balance patch becouse strikes were buffed to far.

To throw in my two cents:
-TDM 4 strike fightes, 2 gun ships and 2 scouts is possible the team set up ou want to have in TDM right now. While the strikes, like the line men in the NFL, clash in the center of the map, the gun ships stay "in the pocket" that the strike fighters created and pick off already wounded opponentens and execute them. The scouts flank the strike clash and either attack the gun ships or attack the opposing strikes that are already engaged with the friendly strikes to tip the scale of the strike fighter battle in favor of the own team.

While line and pocket might sound like a static engagement it is not. Especially gun ships does have to be much more carefull where are their teammates and where are the enemies and than look to keep their own team mates between them and the opponent than before. But if they can do that a gun ship can still lead its team in damage and kills, but if the line folds and the gun ships get over run than they do die much faster than before. The loser of this is clearly the bomber where I don't see any role for it in TDM right now. That is why I moved all my Legion / Warcarriers from Railgune Sentry drone to Interdiction Drone and I am surprised that you have not.

For Dom I really don't feal that much of an impact of the balance patch, it still feals if Domination is played like it was before the patch. Of course strike fighters are more effective then before but they are still the jack of all trade master of none kind of ship they where before and in domination I think that hurts them after the more specialised ships can do their job much better like you still want a bomber to defend a satellite. And that's why I think having a Razorwire / Rampart mark four and a Bloodmark / Spearpoint on your bar is still mandatory as long as you don't fly in a group where you know someone will fly that ship. I can also see the Interdiction Drone Legion / Warcarrier being used here because a team of a Razorwire / Rampart mark four and a Legion / Warcarrier on a satellite still requires some work to get ride off.

Ramalina's Avatar


Ramalina
11.25.2017 , 02:11 PM | #45
Quote: Originally Posted by Flusssaeure View Post
Speaking about your bar would you elaborate if the set-up you mentoined is what you consider the new "best meta choice" or just personal preference like you said with the strikes?
You should specify whether you want that for solo queue, or for a somewhat organized group.

In the solo queue you have to cover all the essential utilities yourself.

In an organized group you can divide the load of utility ships among team members, and gain some more flexibility for selection of offensive ship options. This is the better option if possible, because there are now enough competitive utility builds that you can potentially get too low on DPS options by stuffing your hangar bar full of desirable utility ships.




In any case it's fairly easy to work out what the competitive bars look like.

In domination both tensor and beacon are mandatory if you're serious about winning, so that's the Spearpoint/Bloodmark and Rampart/Razorwire.

You also need anti-nest utility. This is more open now. You probably want Ion Railgun, which gives you a Quarrel/Mangler. You also want some sort of EMP effect. You can get it on the tensor scout you already have with EMP missile, but the Blackbolt/Novadive with EMP field, and the Imperium/Clarion with EMP missile are stronger options, and also more survivable in TDMs. You can also get it on a Pike/Quell, but that's a sub-par option if you're bringing the ship for utility, though in trade it retains more offensive power than most of the other EMP options.

Having a strong healing ship with ammo refill is also nice, the options there being Legion/Warcarrier, Spearpoint/Bloodmark, Imperium/Clarion in order of desirability for that utility.

Nest building ability is valuable, but mostly that just adds an extra plus to the benefits of bringing bombers for beacon and Repair Drones.



So that gives a line up of Spearpoint/Bloodmark (tensor), Rampart/Razorwire (hyperspace beacon), Quarrel/Mangler (Ion Railgun, DPS Railgun), Blackbolt/Novadive (EMP Field), and Legion/Warcarrier (Repair Drone, Railgun Drone).

The trouble is that aside from the Quarrel/Mangler, you've filled up your bar with all the utilities and sacrificed DPS/killing power.

In a team setting you'd definitely want to dump at least two, maybe even three (possibly four if a real ace on multiple DPS ships) of the utility ships for something like a Battlescout, Rycer/Starguard, Pike/Quell, or Condor/Jurgoran. Might even have cartel ships to run variant builds of the Battlescout or T1 gunship, or possibly TT-Pods builds of the T1 scout if you don't have the cartel Battlescout. Even in a solo hangar you might swap out one to two utility ships for more pure offensive options.

The key changes from pre 5.5 are that now there's strong team utility in EMP components, the Rycer/Starguard and Pike/Quell are meta level offensive ships, for some ships the specific builds that are meta have changed, and some of the utility ships are now halfway decent outside of the utility component that you bring them for.


These days I'm always bringing a Tensor scout, usually bringing a Beacon bomber, and the three strikes. Sometimes I'll swap a battlescout or EMP T1 scout for one of the strikes or the bomber (even though I know I shouldn't swap out the bomber). This is influenced strongly by my love of flying strikes. After the tensor and beacon positions are filled all of the strikes, the T1 and T3 gunships, the T1 and T2 scout, and the dronecarrier are all viable choices based on what the player likes to fly. The T2 gunship is not bad, but there's not much reason to want it over the other gunships, and the poor Sledgehammer/Decimus is the one ship that's really not in the meta.

The beautiful thing about the current version of the game is that there is a fair amount of flexibility in hangar bar. It's a good idea to bring at least one utility ship, and if solo queuing maybe even two. After that though, there's really no reason be embarrassed or feel like you're letting the team down if you fill the rest of the bar with whatever you like flying. If they're strong builds at any rate. Double missile Jurgorans aren't really something to bring to a serious meta type match, even if they are fun to fly.

I leave specific meta viable builds to the reader as an exercise, because there's now more flexibility there as well, and making an exhaustive list of every meta build would be exhausting.
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Drakkolich's Avatar


Drakkolich
11.26.2017 , 07:08 PM | #46
Overall meta questions are pretty hard to answer right now, since it's way too early to think I have a handle on what it is yet.

We're still figuring out stuff and the builds are changing. Right now I'm super focused on Strike fighters and figuring out what the best builds are with them. I've played very very little of anything else actually, I'm not even sure what the best builds are for the other ships. The ship builds I am using on the not Strikes ships are mostly recommended ones by teammates that I liked and have been trying out.

We've all loved Strikes for so long but just couldn't play them in competitive matches. For example even more 5.5 Strike fighter was my most played ship class.


What I can tell you is what I think are the components/ships currently driving the meta. In Domination EMP missile is a huge part of how you have to play, if your node has turrets you actually don't want to be anywhere near the damn satellite because you'll be a super easy AOE target. Once EMP gets fixed next week, I actually think we might see a shift from people using it so much and because of that we might see Bombers actually return. Because these EMP missiles AOE are so powerful currently they are taking the spots of Gunships on many teams, so with them being changed we might see Ion Gunships return as well.

Also in Domination is the ability to kill things while on the node is super powerful and because of that Burst laser and the T2 Scout are still super good in that mode. (I say this mostly from fighting them more then flying as them since I've mostly been in Strikes)

In Death Match, it's all about stacking the same kind of damage currently. For example if half your team is running heavy shield Piercing damage, you don't really want to be running a ship that's trying to strip all the shields away from a target since you're going to have to do all the heavy lifting yourself. Since so many players right now are loving the new Shield piercing missiles, we're seeing very little "high damage" builds. It's more about landing Protons, EMP missiles, Slug Rails and Heavy Lasers on players. However that doesn't mean a "high damage" comp couldn't work.

We've tested a few of these and they work wonderfully, the problem is because the other one is more popular right now you'll be doing all that damage alone while your teammates are trying to do the Shield piercing ones.

For example a Heavy Gunship comp escorted by T1 Strikes build to do high amounts of raw Damage with say Ion cannon/ Heavy or Quad lasers with a high damage missile like Concussion or Clusters works great.


So as for what you want your ship bar to be to be optimal I think you just want to hit a few points to cover stuff. For Domination you'd want a ship that can fight on the node and a second ship which can be off a node and AOE it like an Ion Gunship or something with EMP missile.

For Deathmatch you'd want something that can stack either Shield piercing stuff or Raw damage.


You also have to keep in mind Strikes right now are super versatile there are multiple builds for each one. You could have 2 Different Strikes on your bar one for each of these categories for a single map type. Right now I think it's more about having ships for specific uses then the actual ships. There are multiple ships that can do the same jobs right now, as we keep testing I'm sure we'll figure out which ones do them the best, but I know I'm nowhere near figuring that out.

Sorry I couldn't be more specific, this type of question is really hard to answer.

I hope that helped.
DrakolichDrakolích
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Exocor's Avatar


Exocor
11.27.2017 , 07:28 AM | #47
Quote: Originally Posted by Drakkolich View Post
Imperium/Clarion
Primary: Quad Laser Cannon (Firing Efficiency/Hull Damage)
Secondary: Proton Torpedo(Arc/Range)
System: Remote Slicing (Blaster maximum reduction/Engine lockout)
Shield: Directional Shields (Less Shield Delay)
Engine: Power Dive (Speed)
Sensor: Communication Sensor
Capacitor: Damage Capacitor
Reactor: Large Reactor
Armor: Lightweight Armor
Copilot Ability: Blizz/B-3G9 Hydrospanner
Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive: Vector 5% Evasion/10% Shield max Tactical: Salana Rok 5000m Communication/3500m Focus Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool
Republic: Offensive: B-3G9 6% Accuracy/12% Secondary Cooldown Reduction Defensive: Nadia Grell 5% Evasion/10% Shield max Tactical: Akaavi Spar 2000m Dampening/5000m Communication Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool
That's an interesting build. I am currently running Remote Slicing with the Engine Power Reduction Ability. That has, in my opinion, a good synergy with Lockdown. However, I pretty much only run Clarion, when there is someone really annoying in the enemy team. Having someone locked down (-100 engine power combined) with nearly no engine power left makes him very easy to kill (or have him disengaged for quite some time, so he doesn't annoy me any further). That's also nice, if I am surprising a Gunship in TDM, that is hiding behind a mesa/asteroid. Having nearly no engine power dispossess him mostly of his chances to run away.

Another question: For what reason Light Armor? Are you going for Evasion here? The crew is also looking like that.

Oh, and can you eventually say something about a TDM-Pike/Quell-build?
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Drakkolich's Avatar


Drakkolich
11.27.2017 , 02:26 PM | #48
Quote: Originally Posted by Exocor View Post
That's an interesting build. I am currently running Remote Slicing with the Engine Power Reduction Ability. That has, in my opinion, a good synergy with Lockdown. However, I pretty much only run Clarion, when there is someone really annoying in the enemy team. Having someone locked down (-100 engine power combined) with nearly no engine power left makes him very easy to kill (or have him disengaged for quite some time, so he doesn't annoy me any further). That's also nice, if I am surprising a Gunship in TDM, that is hiding behind a mesa/asteroid. Having nearly no engine power dispossess him mostly of his chances to run away.

Another question: For what reason Light Armor? Are you going for Evasion here? The crew is also looking like that.

Oh, and can you eventually say something about a TDM-Pike/Quell-build?
Hey Exocor great questions!

Their really isn't any reason to run the Engine power reduction ability as what it does is lower the targets maximum engines by 20, this happens after they lose the 60 Engine power that Remote slicing removes by default.

To explain this a little better I'll use an example. Say your target has 100 Engine power at Max. If he is currently at 100 when you Remote Slicing him he will drop to 40 Engine power and then his maximum will be lowered to 80. So after all is said and done he will be at 40 of 80 Engine power and started at 100 of 100.

That's the reason I choose the Blaster maximum reduction if the target is at max blaster power when you use it they lose a little Blaster power this way, it's not a really great upgrade and probably won't ever really matter.


On to Lightweight armor, this ship is really only used in Deathmatch and what I've found is that because you're only really engaging with Protons on targets you're not exposed often to other missiles. You dive in Proton/Slice someone and then get the hell out of dodge to wait for your cooldowns to reset. Because of this I find most of my damage is coming from Railguns, Evasion is the best counter to them so I stacked it as hard as I could. This gives me 21.5% Evasion at all times which has really helped.


My Quell/Pike Deathmatch build is pretty easy actually just go to my Rycer/Starguard build and replace Rapids with EMP Missile and Turbo reactor with Lightweight armor. The other thing I might consider is taking +10% shield max crew passive over +15% regen/delay crew passive, but I think either could work just different playstyles.

To be completely honest I'd much rather run the Quell/Pike for Deathmatch I think it's a stronger ship then the Rycer/Starguard, however I can't have 2 of them and I also really like the Quell/Pike Domination build.


Thanks for the questions keep em coming!
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RickDagles's Avatar


RickDagles
11.28.2017 , 03:52 PM | #49
Quote: Originally Posted by Exocor View Post

Another question: For what reason Light Armor? Are you going for Evasion here? The crew is also looking like that.
I think you can make a case for either reinforced armor or lightweight armor. Lightweight armor can be really strong against railguns if you stack it with the engine overcharge evasion. I personally like reinforced armor better because itgives you 1647 armor which is realistically 1955 HP after using hydrospanner. In 40 seconds you can use hydrospanner again which brings you to 2263 "usable" HP. This effectively lets you eat 2 proton missiles in 40 seconds without dying. I feel like it allows you to play more aggressive. If you are fighting against more gunships than protons then lightweight is probably better.


EDIT: I blacked out the incorrect math, thanks Dulfy

Drakkolich's Avatar


Drakkolich
11.28.2017 , 06:02 PM | #50
Quote: Originally Posted by RickDagles View Post
I think you can make a case for either reinforced armor or lightweight armor. Lightweight armor can be really strong against railguns if you stack it with the engine overcharge evasion. I personally like reinforced armor better because it gives you 1647 armor which is realistically 1955 HP after using hydrospanner. In 40 seconds you can use hydrospanner again which brings you to 2263 "usable" HP. This effectively lets you eat 2 proton missiles in 40 seconds without dying. I feel like it allows you to play more aggressive. If you are fighting against more gunships than protons then lightweight is probably better.
Your math is a little off, and Reinforced is actually better then you're giving it credit for here. With Mastered Reinforced armor a Strikefighter has 1830 Hull not 1647. You likely used the Dulfy calculator to get your numbers and Reinforced is bugged on it so that it doesn't take any upgrades into account.

You are very correct that vs missiles Reinforced is much more useful then Lightweight I just find it very easy to avoid missiles currently and find most of my damage coming from Railguns.
DrakolichDrakolích
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