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Drakolich's Ship builds


Drakkolich

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Updating this once again, I'm gonna go ahead and put the date here for future reference. As usual I'm still messing with some of these builds but for now these are the current ones I'm playing.

 

- May 11th, 2019

 

Scouts:

 

Blackbolt/Novadive

Primary: Light Laser Cannon (Accuracy/Shield Damage)

Secondary: Thermite Torpedo (Arc/Duration)

System: EMP Field (Missile break/Engine Lockout)

Shield: Distortion Field (Missile break)

Engine: Power Dive (Turning)

Armor: Lightweight Armor

Capacitor: Frequency Capacitor

Thruster: Turning Thruster

Sensor: Dampening Sensor

Copilot Ability: Blizz/B-3G9 Hydrospanner

Crew: Empire: Offensive: Jaesa Willsaam 6% Accuracy/2 Degrees to Arc: 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

 

 

Sting/Flashfire

Primary: Burst Laser Cannon (Tracking penalty/Shield damage)

Secondary: Rocket Pods (Ammo/Range)

System: Targeting Telemetry (Evasion/Crit Magnitude)

Shield: Distortion Field (Missile break)

Engine: Retro Thrusters (Turn)

Armor: Lightweight Armor

Capacitor: Damage Capacitor

Thruster: Turning Thruster

Reactor: Large Reactor

Copilot Ability: Malavai Quinn/Lieutenant Iresso Wingman

Crew: Empire: Offensive: Lieutenant Pierce 6% Accuracy/30% Ammo Capacity Defensive: Vector 5% Evasion/10% Shield max Tactical: Malavai Quinn 3500m Focus Range/2000m Dampening Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool

Republic: Offensive:Kira Carsen 6% Accuracy/30% Ammo Capacity Defensive: Nadia Grell 5% Evasion/10% Shield max Tactical: Lieutenant Iresso 3500m Focus Range/2000m Dampening Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Ship Showcase videos for this build:

1:

2:

 

Bloodmark/Spearpoint

Primary: Light Laser Cannon (Accuracy/Shield damage)

Secondary: EMP Missile (Damage/Engine lockout)

System: Tensor Field (Evasion/Engine regen)

Shield: Repair Drone (Ammo)

Engine: Power Dive (Turn)

Armor: Lightweight Armor

Capacitor: Frequency Capacitor

Sensor: Range Sensor

Reactor: Large Reactor

Copilot Ability: Blizz/B-3G9 Hydrospanner

Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive: Vector 5% Evasion/10% Shield max Tactical: Mako 3000m Radius/5000m Communication 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: Kendra Novar 3500m Focus Range/5000m Communication Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Strike Fighters:

 

Rycer/Starguard

Primary: Heavy Laser Cannon (Armor pen/Shield Pen)

Secondary: Quad Laser Cannon (Efficiency/Hull Damage)

Secondary: Proton Torpedo (Arc/Range)

Shield: Quick Charge Shield (10s less Cooldown)

Engine: Retro Thrusters (Turning)

Thrusters: Speed Thrusters

Capacitor: Damage Capacitor

Magazine: Regeneration Extender

Reactor: Large Reactor

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

 

Quell/Pike

Primary: Light Laser Cannon (Accuracy/Shield damage)

Secondary: EMP Missile (Damage/Engine lockout)

Secondary:Cluster Missile (Range/Double Volley)

Shield: Quick Charge Shield (10s less Cooldown)

Engine: Koiogran Turn (Turning)

Thrusters: Turning Thrusters

Capacitor: Frequency Capacitor

Magazine: Efficient Targetting

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

 

 

Imperium/Clarion Deathmatch

Primary: Light Laser Cannon (Accuracy/Shield damage)

Secondary: Proton Torpedo(Arc/Range)

System: Remote Slicing (Blaster maximum reduction/Engine lockout)

Shield: Directional Shields (Less Shield Delay)

Engine: Power Dive (Turning)

Sensor: Range Sensor

Capacitor: Frequency Capacitor

Reactor: Large Reactor

Armor: Lightweight Armor

Copilot Ability: Doctor Lokin/C2-N2 Lockdown

Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive: Vector 5% Evasion/10% Shield max Tactical: Doctor Lokin 5000m Communication/2000m Dampening Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool

Republic: Offensive: Qyzen Fess 6% Accuracy/2 Degrees arc Defensive: Nadia Grell 5% Evasion/10% Shield max Tactical: Treek 2000m Dampening/3000m Radius Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Imperium/Clarion Domination

Primary: Light Laser Cannon (Accuracy/Shield damage)

Secondary: Emp Missile (Damage/Engine lockout)

System: Remote Slicing (Blaster maximum reduction/Engine lockout)

Shield: Directional Shields (Less Shield Delay)

Engine: Power Dive (Turning)

Sensor: Range Sensor

Capacitor: Frequency Capacitor

Reactor: Turbo Reactor

Armor: Lightweight Armor

Copilot Ability: Blizz/B-3G9 Hydrospanner

Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive:Torian Cadera 5% Evasion/15% Shield regeneration Tactical: Scorpio 3500m Focus Range/3000m Sensor Range Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool

Republic: Offensive: B-3G9 6% Accuracy/12% Cooldown Reduction Defensive: Oro Wogawa 5% Evasion/15% Shield regeneration Tactical: Elara Dorne 3500m Focus Range/3000m Sensor Range Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Ship Showcase videos for this ship:

The first 4 videos are of a build using the Turbo reactor setup but with Proton instead of EMP missile

1:

2:

3:

4:

 

 

Bombers:

 

Razorwire/Rampart mark four

Primary: Heavy Laser Cannon (Armor pen/Shield Pen)

Secondary: Seismic Mine (Radius/Dot)

System: Interdiction Mine (Extra Mine/Slow)

Shield: Charged Plating (Engine recharge)

Engine: Hyperspace Beacon (Beacon health)

Sensor: Communication Sensor

Magazine: Regeneration Extender

Reactor: Large Reactor

Armor: Deflection Armor

Copilot Ability: Blizz/B-3G9 HydroSpanner

Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive: Xalek 9% Damage Reduction/10% Shield max Tactical: Mako 5000m Communication/3000m Range Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool

Republic: Offensive: B-3G9 6% Accuracy/12% Reload Cooldown Defensive: M1-4X 9% Damage Reduction/10% Shield max Tactical: Lord Scourge 5000m Communication/3000m Range Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Legion/Warcarrier

Primary: Heavy Laser Cannon (Armor pen/Shield Pen)

Secondary: Seeker Mine (Speed/Extra mine)

System: Interdiction Drone (Interdiction effect/Extra Drone)

Shield: Repair Drone (Ammo)

Engine: Shield Power Converter (Max Engine and Shield pool)

Sensor: Communication Sensor

Magazine: Regeneration Extender

Reactor: Large Reactor

Armor: Reinforced Armor

Copilot Ability:Scorpio/Lord Scourge Suppression

Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive: Xalek 9% Damage Reduction/10% Shield max Tactical: Scorpio 3000m Radius/3500m Focus Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool

Republic: Offensive: Qyzen Fess 6% Accuracy/2 Degrees arc Defensive: M1-4X 9% Damage Reduction/10% Shield max Tactical: Lord Scourge 3000m Radius/5000m Communication Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Decimus/Sledgehammer

Primary: Heavy Laser Cannon (Armor pen/Shield Pen)

Secondary: Concussion Missile (Range/Slow)

System: Concussion Mine (Extra mine/Hull Damage)

Shield: Directional Shield (3 sec recharge delay)

Engine: Power Dive (Turn)

Thruster: Regeneration Thruster

Magazine: Regeneration Extender

Reactor: Large Reactor

Capacitor: Frequency Capacitor

Copilot Ability: Salana Rok/Akaavi Spar Wingman

Crew: Empire: Offensive: Jaesa Willsam 6% Accuracy/2 Degrees arc Defensive: Xalek 9% Damage Reduction/10% Shield max Tactical: Salana Rok 5000m Communication/3500m Focus Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool

Republic: Offensive: Qyzen Fess 6% Accuracy/2 Degrees arc Defensive: M1-4X 9% Damage Reduction/10% Shield max Tactical: Akaavi Spar 2000m Dampening/5000m Communication Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Gunships:

 

Mangler/Quarrel

Primary: Burst Laser Cannon (Tracking/Hull damage)

Secondary: Slug Railgun (Hull Damage/Extra damage)

Secondary: Ion Railgun (Aoe Drain/Slower Regeneration)

Shield: Distortion Field (Missile Break)

Engine: Barrel Roll (Speed)

Sensor: Range Sensor

Magazine: Regeneration Extender

Reactor: Large Reactor

Armor: Lightweight Armor

Copilot Ability: Malavai Quinn/Lieutenant Iresso Wingman

Crew: Empire: Offensive: Gault 6% Accuracy/12% Reload Cooldown arc Defensive: Vector 5% Evasion/10% Shield max Tactical: Malavai Quinn 3500m Focus Range/2000m Dampening Engineering: Blizz 13% Engine efficiency/ 15% Engine Pool

Republic: Offensive: B-3G9 6% Accuracy/12% Reload Cooldown Defensive: Nadia Grell 5% Evasion/10% Shield max Tactical: Lieutenant Iresso 3500m Focus Range/2000m Dampening Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Ship Showcase Videos for this build:

1:

2:

 

Dustmaker/Comet Breaker

Primary: Heavy Laser Cannon (Armor pen/Shield Pen)

Secondary: Slug Railgun (Hull Damage/Extra Damage)

Secondary: Proton Torpedo (Arc/Range)

Shield: Directional Shields ( 3 sec less recharge time)

Engine: Barrel Roll (Turn)

Sensor: Dampening Sensor

Magazine: Regeneration Extender

Reactor: Large Reactor

Capacitor: Frequency Capacitor

Copilot Ability: Salana Rok/Akaavi Spar Wingman

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: Qyzen Fess 6% Accuracy/2 Degrees arc Defensive: Nadia Grell 5% Evasion/10% Shield max Tactical: Akaavi Spar 2000m Dampening/5000m Communication Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

Jurgoran/Condor

Primary: Burst Laser Cannon (Tracking/Hull damage)

Secondary: Slug Railgun (Hull Damage/Extra Damage)

Secondary: Interdiction Missile (Range/Engine Drain)

Shield: Distortion Field (Missile Break)

Engine: Power Dive (Speed)

Thruster: Regeneration Thrusters

Magazine: Regeneration Extender

Reactor: Large Reactor

Capacitor: Range Capacitor

Copilot Ability: Empire Salana Rok Wingman Republic: Nadia Grell Bypass

Crew: Empire: Offensive: Gault 6% Accuracy/12% Reload Cooldown 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% Reload Cooldown Defensive: Nadia Grell 5% Evasion/10% Shield max Tactical: Treek 2000m Dampening/3000m Radius Engineering: C2-N2 13% Engine efficiency/ 15% Engine Pool

 

These are the ships I'm currently playing with now that I'm getting used to the 5.5 patch. Keep in mind I do think you can build some better ships however many of these are specialized for certain roles. The biggest example is the Quell/Pike, that is a pure Domination build, a Deathmatch build would look very different from that one.

 

Feel free to criticize and comment on anything or just ask questions.

 

I may have screwed up something when writing this all out so if you see something that doesn't make sense like a certain ship has a component it can't possibly have please bring it to my attention so I can fix it.

 

Enjoy, and hope this helps. :)

Edited by Drakkolich
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I added these in at the bottom of each section! That being said...

 

What the heck, dude? Why do you play gunship? They're so unfair, unbalanced and take absolutely no skill. You can fire any type of railgun and instantly annihilate an opponent from anywhere on the map with 100% accuracy! There's no opportunity cost in firing a railgun because they instantly charge and don't require you to be stationary! Anyone can run an aimbot and score 30+ kills in a gunship. Getting an amazing K/D takes no skill at all in a gunship. I'm almost tempted to change my entire guide to stress the importance of gunship play.

 

 

I was kidding. Still take this seriously? Well then, go hum* a goat. Maybe this game will let you do it.

 

P.S.: Why do I keep feeling obligated to add these in? Are people really that dense? I guess so...

 

 

OK, OK, I'll actually read your builds now. :rolleyes:

Edited by TrinityLyre
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  • 3 months later...

Made adjustments to the ships as they have changed slightly since I put this up.

 

Major changes include:

 

Bloodmark/Spearpoint:

Changed Snap turn into Power Dive

Changed Ion Missile into Thermite Torpedo

 

Imperium/Clarion:

Changed Thermite Torpedo into Proton Torpedo

Changed Charged Plating into Directional Shields

Changed Deflection Armor into Lightweight Armor

Changed Damage reduction crew passive into Evasion crew passive

Changed Copilot ability from Nullify into Wingman

 

Razorwire/Rampart mark four:

Changed the talent on Interdiction Mine from Radius to Extra Mine

 

 

I'm currently trying out Power Dive on the sting instead of Barrel roll, it looks very promissing. I'll change it if I decide it's going to be permanent.

 

If anyone has any questions about any of the builds or changes feel free to ask below.

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I don't know if we can be friends anymore drak :).

 

I never ever play that ship, when I do I want it to be really different to atleast make me feel like theres a reason I'm playing it. After the buff Fortress is a ton of shields, but I hear ya it's still not good in my opinion. It's also why it has Proton, that isn't a very "good" choice it's just a fun one. The ships I think are terrible tend to be fun build ones, cause they are never on my bar anyways.

 

Hope that clears it up and we can be friends again. :p

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According to your post, you sure do run Lord Scourge a lot. He's super common! You must really like Suppression...

 

 

Or maybe you just dumped out your Empire ships and labelled them pub :p

 

 

Recommend: Change tactical component from "+5000 comms / +3000 range" (which is Lord Scourge on pubside, and Mako on Empire, but you really meant to type Salana Rok's passives most of those times) to "Varies" (since you almost always mean Akaavi Spar or Salana Rok, both of whom have wingman). Both sides have very low cost access to Wingman, Suppression, and Running Interference, as all appear on Tactical crewmembers, and the tactical bonuses are all similar in utility, unlike the others.

 

 

You also have an impossible recommendation for the Razorwire/Rampart, which needs to be the Razorwire, and the Rampart, as those are different.

 

Offensive: 6% Accuracy/2 Degrees arc Defensive: (This means Jaesa Williams or Qyzen Fess)

Defensive: 9% Damage Reduction/10% Shield max: (This means M1-4X or Xalek)

Tactical: Covered above, but none of these guys have hydro spanner.

Engine: 13% Engine efficiency/ 10% Engine Pool: (This means 2VR8 or Yuun)

 

So how do you get Hydro Spanner? I would recommend the Rampart be changed to:

Offensive: 6% Accuracy / Rapid Reload (B-3G9)

And the Razorwire be changed to:

Engineering: +10% max engine / -13% engine cost (Blizz)

 

Or just actually go and dump out which crewmembers you are using for real. Someone shouldn't be copying your builds and finding that they can't actually put the pieces together!

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Major Changes:

HUGE crew Overhaul, added all the names and faction specific crews

Changed 13% Engine Efficiency/13% Blaster Efficiency to 13% Engine Efficiency/10% Engine Pool on the Jurgoran

 

 

Thanks Verain for the push to not just lazy put 1 line saying the pub crew members are about the same, that should be much better now. Please go over it and find all my mistakes. :p

Edited by Drakkolich
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I never ever play that ship, when I do I want it to be really different to atleast make me feel like theres a reason I'm playing it. After the buff Fortress is a ton of shields, but I hear ya it's still not good in my opinion. It's also why it has Proton, that isn't a very "good" choice it's just a fun one. The ships I think are terrible tend to be fun build ones, cause they are never on my bar anyways.

 

Hope that clears it up and we can be friends again. :p

 

I know - once I maxed it I really didn't play it again. None of the options are good :p.

 

I ran feedback, since when I took it out it was for farm matches, and might as well wring out a little more dps.

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Hm, why do not you take on the Mangler Malavai who has Silent Running and Wingman. Fits better to the Dampening sensors, I mean. :confused:

 

I ran Running Interference for a very long time on my Mangler, swaping to Wingman is a recent change.

Honestly I didn't even look for another Wingman crew member, and on all the other ships I run Wingman communication would be much better then Dampening. I really like this idea, thanks.

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I like Salana much better at that, tbh. Communications is probably the best boost in there, especially when it comes to getting data on tabbables who are trying to ambush you, and sensor radius and sensor focus are both close, but I'll take sensor focus if given the choice.

 

Meanwhile, I think that a stealth build is not bad, and you definitely are taking the dampening sensors, and whats his face is better for that. I just, I mean, normally I run range sensors on a type 1.

Edited by Verain
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I like Salana much better at that, tbh. Communications is probably the best boost in there, especially when it comes to getting data on tabbables who are trying to ambush you, and sensor radius and sensor focus are both close, but I'll take sensor focus if given the choice.

 

Meanwhile, I think that a stealth build is not bad, and you definitely are taking the dampening sensors, and whats his face is better for that. I just, I mean, normally I run range sensors on a type 1.

 

I like the Dampening builds on gunships as your team is usually doing the spotting for you, I would obviously prefer communication/dampening but we can't have everything all the time. I'd love to say I'm going to test it out and get back to you however sensors are such a small part of builds that I don't think it really matters.

 

To be honest I'm going to give this new guy a shot and whoever's voices I prefer are going to be who I choose. :p

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To be honest I'm going to give this new guy a shot and whoever's voices I prefer are going to be who I choose. :p

 

Try out Scorpio! Her voice is sex and vodka over ice, and everything she talks about is murder.

 

 

I've actually gotten pretty good at using Suppression on my imperial ships. It's surprisingly not bad for peeling, but I wouldn't put it on a recommended guide or anything.

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Oh, you left this out:

 

 

Trollmark/Trollpoint

Primary: Light Laser Cannon (Accuracy/Hull damage)

Secondary: Thermite Torpedo (Extra Arc/DoT duration)

System: Combat Command (not tensor/not tensor)

Shield: Repair Probe (ammo)

Engine: Power Dive (Turn)

Armor: Lightweight Armor

Capacitor: Frequency Capacitor

Sensor: Communication Sensor

Reactor: Large Reactor

Copilot Ability: Wingman

 

 

 

Strategy: Take this lil' beaut out for a spin and your team has to run TWO snigglepoints to get Tensor! Run up to everyone, pop your accuracy things, and point blank them right in their enemyface! Then poop a repair probe in a corner or, alternatively, like just near nothing at all. Just like, super duper so far away.

 

PROTIP: Since you're Drakolich, you'll do great damage in a jalopy, so be sure to point to the fact that you can still contribute, to a degree, in this monstrous build.

Edited by Verain
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PROTIP: Since you're Drakolich, you'll do great damage in a jalopy, so be sure to point to the fact that you can still contribute, to a degree, in this monstrous build.

 

Lmao, this was my favorite part, you get so mad at me when I play really dumb builds and then say "hey look 70k damage clearly viable right?". :p

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It's funny, whenever I see Quell/Pike builds posted on here it's almost always a Cluster/Proton build. By far the Quell is my favorite ship, and it's the ship I best decimate with- I don't know why, but it just clicks with me. However no matter how many times I try to use Proton Torps, I can never get the feel for them. I run with Clusters/Concussions, and it wrecks. The Concs don't have as long a range as Protorps, but the faster lock on time is worth it to me. I built my Quell for all-round sat clearing and patrolling, and I find it works well in the tighter confines. Nothing against Proton users of course, they definitely make use of it.
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I think cluster/conc is the highest damage of the Pikes, but that doesn't necessarily make it the best. What I like about cluster/proton is that you have all the surgical threat and swap of any proton build, plus a high dps missile for close range.

 

But cluster/concussion is a very solid build for a Pike. You know, if you are gonna run a Pike.

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It's funny, whenever I see Quell/Pike builds posted on here it's almost always a Cluster/Proton build. By far the Quell is my favorite ship, and it's the ship I best decimate with- I don't know why, but it just clicks with me. However no matter how many times I try to use Proton Torps, I can never get the feel for them. I run with Clusters/Concussions, and it wrecks. The Concs don't have as long a range as Protorps, but the faster lock on time is worth it to me. I built my Quell for all-round sat clearing and patrolling, and I find it works well in the tighter confines. Nothing against Proton users of course, they definitely make use of it.

 

I've played many games as Cluster/Concussion as well, It's a great build does tons of damage, It's also really fun if you wanna do a missile only game. The reason I usually run protorps on my quell/pike though is really simple, I don't use it in competitive games at all, I don't feel its strong enough to use it in those. So it becomes a "for fun" ship. I LOVE protons, the explosion, the range, the difficulty of actually landing it, the satisfaction that comes with a proton crit on someone that hasn't been hit by anything else. The cluster missiles provide me with the ability to waste my opponents missile breaks which afterwards I proton them.

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  • 2 months later...
  • 7 months later...

Updated my ship builds

 

Changes:

 

Sting:

Ammo on cluster to Range

Engineer crew from 2V-R8 13% Engine efficiency/ 13% Blaster efficiency to Blizz 13% Engine efficiency/ 10% Engine Pool

 

Rycer:

Cluster missile (Ammo/Double Volley) to Concussion Missile (Range/Slow)

Engineer crew from 2V-R8 13% Engine efficiency/ 13% Blaster efficiency to Blizz 13% Engine efficiency/ 10% Engine Pool

 

Legion:

Aoe on seeker mine to Extra mine

Tactical crew from Salana Rok 5000m Communication/3500m to Scorpio 3000m Radius/3500m Focus

Copilot ability Wingman to Suppression

 

Mangler:

Crit chance on Slug railgun to Extra damage

Slow on Ion Railgun to No regen

Engineer crew from Aven Geth 13% Engine efficiency/ 10% Blaster Pool to Blizz 13% Engine efficiency/ 10% Engine Pool

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Updated my ship builds

 

 

Mangler:

Crit chance on Slug railgun to Extra damage

Slow on Ion Railgun to No regen

Engineer crew from Aven Geth 13% Engine efficiency/ 10% Blaster Pool to Blizz 13% Engine efficiency/ 10% Engine Pool

 

Re: the bolded - can I ask what the reasoning was? I know the case for each choice (at least, the conventional wisdom), just wondering why you decided to make the change.

Edited by MaximilianPower
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Re: the bolded - can I ask what the reasoning was? I know the case for each choice (at least, the conventional wisdom), just wondering why you decided to make the change.

 

Hey Zuck, hey Drak -

 

I have actually debated the Mangler/Quarrel {crit chance to more base damage} change myself for a while, and finally made the switch several days ago to try it out. Sadly my matches since then have only had me in a gunship once or twice so not a lot of "field testing" yet. Regardless, looking at the theory on paper, I'll take a stab at this one. I'm gonna keep the math very basic & assume "perfect" probability & random number generator behavior to make it easier on myself.

 

Slug Railgun w/ 16% Crit Bonus

 

Standard Base Damage = 1,600

50% Crit damage bonus

84 normal shots X 1,600 damage = 134,400

16 crit shots X 2,400 damage = 38,400

total damage dealt = 172,800

 

Slug Railgun w/ 10% bonus to standard damage

adjusted standard base damage = 1,760

100 shots X 1,760 = 176,000

 

 

The difference in total damage dealt isn't huge but the 10% bonus wins a bit on paper. In real matches, the gap could actually be much larger. Because probability/RNG is involved, you never know when a crit hit might be "wasted" on a miss, in which case you "lost" 2,400 damage instead of 1,760. Likewise, even if your accuracy for a match was 100%, there is still no guarantee you will have even 1 critical hit. Another thing to consider is the shield piercing. In comparing non-crit hits you get about 40-50 points more past the shields with every slug shot using the 10% bonus option, in theory speeding up every enemy death.

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True, the 10% damage is better on paper. But in flight, the extra damage is just way too small. Once your target is stripped of its shield, the only ships with enough hull to survive a slug without the 10% and die to a slug with the 10% are strikes with Reinforced Armor. Without shield, Sheeps and scouts get 1-slugged. If you're playing correctly your Quarrel, most of the time, you will face ships with very low shields.

The only time you should slug a target with shields up is if you're attacked.... And against every single attacker, ideal would be to Ion once then follow-up by a slug. 10% increase only the chance of 1-slugging unshielded strikers if they use a rather rare component. 16% crit gives you a chance to 1-slug shielded scouts, gunships and unshielded bombers.

So, in ideal conditions, when you can Ion your target before slugging, the crit chance is more valuable because it actually give you a chance to kill an unshielded bomber with one slug. If you can't Ion, the crit chance is still more valuable because it can 1-shot the enemy scout/gunship.

Personally I prefer having a chance to 1-shot in situations where I can't use two shots rather than needing to use two shots anyway.

Edited by Ryuku-sama
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True, the 10% damage is better on paper. But in flight, the extra damage is just way too small. Once your target is stripped of its shield, the only ships with enough hull to survive a slug without the 10% and die to a slug with the 10% are strikes with Reinforced Armor. Without shield, Sheeps and scouts get 1-slugged. If you're playing correctly your Quarrel, most of the time, you will face ships with very low shields.

The only time you should slug a target with shields up is if you're attacked.... And against every single attacker, ideal would be to Ion once then follow-up by a slug. 10% increase only the chance of 1-slugging unshielded strikers if they use a rather rare component. 16% crit gives you a chance to 1-slug shielded scouts, gunships and unshielded bombers.

So, in ideal conditions, when you can Ion your target before slugging, the crit chance is more valuable because it actually give you a chance to kill an unshielded bomber with one slug. If you can't Ion, the crit chance is still more valuable because it can 1-shot the enemy scout/gunship.

Personally I prefer having a chance to 1-shot in situations where I can't use two shots rather than needing to use two shots anyway.

 

Yeah, this is kinda where I land on the issue. Ultimately it seems that while the guaranteed extra damage is nice, it doesn't end up making a real difference - while a crit will frequently make a rather significant difference, even if you're at the mercy of RNGesus.

 

But I know Drak is aware of this, and also of the other side of the argument (as summarized by BK). Which is why I'm wondering why he decided to switch talents.

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So all the reasons you guys stated is exactly why i used the Crit chance for so long on my Slug.

 

However there is one very key aspect I had overlooked. Damage Overcharge.

 

I typically only play Gunship in Deathmatch. When I play Deathmatch I average around 5 Damage Overcharges per match. (honestly that number might be higher)

I am of the opinion that once you get Damage Overcharge I don't Ion anymore only Slug, because what I'm looking for are one and done shots. I scan for targets that don't quite have full health still. Fire one shot and because of Damage Overcharge I usually finish my target. In this situation you're not looking for a Crit at all you just want to make sure you can finish the target. The extra damage with Damage Overcharge lets me do this to higher health targets.

 

The other minor reason I swaped is that when I don't have Damage Overcharge I started using Ion a lot more and found that once you had the target Ioned you didn't really need the Crit anymore.

 

Because of the swap my playstyle has changed a little to compensate, I now always open with Ion on any ship class (unless they are already low on health or I have Damage Overcharge).

 

 

Now for some fun math I've done that might explain it a bit better and/or help people. ^^

 

All the following number are assuming the player has taken 10% extra shield crew member and is not using reinforced armor. (I'm making these assumptions as this is the current meta in GSF)

 

Slug Railgun numbers with Damage Overcharge:

Crit talent: 3200 normal, 4800 crit

+10% damage talent: 3620 normal

 

Alright so here are some standard meta builds Shield + Health totals if you were firing a Slug at them.

 

Distortion field Sting 2380

Would get one shot no matter what so talents once you have Damage overcharge don't matter.

 

Distortion field Mangler/Jurgoran 3320

Here is the big one, without the 10% extra you would only one shot this target on a crit with Damage overcharge. In sniping war games having to do that 25% charge shot to finish another Gunship is a real pain especially a Distortion field one because now they have even more time to notice you firing at them and activate it meaning they get to retreat and you miss out on a kill.

 

Feedback Mangler/Jurgoran 3460

Even though this build is less popular I do see it quite a bit on Harbinger. This one also get's one shoted by the 10% extra damage shot once you have Damage Overcharge. It's a little less important as since they don't have the ability to activate more evasion you're follow up shot should still be pretty easy but it's a nice bonus.

 

Directional Jurgoran 3630

So this ship still can't be one shot even with Damage Overcharge, however because it's so close we can calculate what % of health the target would need to be able to and watch out for them with that health.

So we take 3630 - 3520 = 110 . I figure out percentages wierd apparently but from here I do 110x100=11000/1250=8.8 or for the number we are going to use 9 So if you have DO and a Directionals Jurgoran is under 91% hull in your targeting computer you can one shot it.

 

Those are the main targets I'm looking out for when I'm playing Gunship. Just incase anyone is interested I'll leave my list of % healths players need to be so you can finish them off with a DO +10% Slug. I find it very useful, I have it on a posted note on my monitor. :p

 

 

Directionals Strike fighter 82%

 

Directionals Jurgoran 91%

 

Shield Converter Bomber 67%

 

Alright that was way longer then I had planned but I hope that makes sense to you guys.

 

 

 

TLDR: +10% Damage on Slug lets me one shot Manglers at full health.

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