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IronDoge
Nov 6, 2008


Fractured Space is a F2P team-based capital ship combat game. Games are 5v5 battles where you fight for control over resource generating areas and ultimately work to capture the enemy base. You have a wide variety of capital ships to choose from that cover various roles and configurations like frontline brawlers, stealth, artillery, healers, etc. All ships and load-outs are purchasable through in-game currency. The only real-money items you can't buy with spacebux are cosmetics. There are 3 free ships in the beginning. These are not starter ships that will be useless in 5 minutes. These ships are always viable. You can also get another questionably useful ship if you provide an email for them in game.

The game is also quite visually stunning. A lot of thought went into the design of each individual ship. If you zoom in you can see all the little details of lights, armor layers, missile tubes, launch bays, turrets, and more. Turret placements are not just cosmetics either. They actually affect your firing arc and how quickly you can bring your weapons to bear. There are several ships in the game where your max damage potential is achieved by facing your ship in the correct direction, whether it be broadside or head-on.
https://www.youtube.com/watch?v=nSPT9tajrss

GAMEPLAY
There are two game modes: Conquest and Frontline. I'll explain the basics here, but the in game tutorial you are forced to do does a pretty good job of explaining conquest and the nitty gritty details. These can be played either as co-op PvE or PvP.

Conquest
The only mode anyone ever plays really. There are two lanes/sectors you fight in, each containing a forward base for each team and 3 mines. Forward bases must be captured in order to jump to an enemy's home base. There is also a center sector called Gamma which provides an important combat buff on a timed basis that you have to capture.

Frontline
A much more streamlined form of the game where there is simply a single lane and no Gamma sector. Wait times for this mode are absolutely atrocious and most people seem to avoid it.

SHIPS
There are three different manufacturers each with their own unique styling. Ship prices are based on how new they are and not how good they are, so don't go buying the most expensive stuff right away. Be sure to hit the "Try Ship" button when considering purchases. You'll be allowed to give it a test drive on a static target and fly around a basic course before buying. Most ships also have loadouts which provide alternate weapons or abilities. These are often side-grades which switch up the firing mode of a weapon or extend ability timers at the cost of cooldown. Ship write-ups are posted below.
A neat chart showing relative ship sizes:


CREW
Your ship comes with 5 basic crew members. Everybody starts out with the same ones. They provide bonuses to certain things like turn speed, armor, attack speed, etc. Different crew members can found either through a very lucky spin when you level up or real-money purchases via the store. If you manage to get a new crew member, you must spend DNA on them in order to unlock them. DNA is acquired through level up spins or can be purchased with space bux or real money. It's a not a very well thought out system at the moment, but thankfully crew members only vary from each other by a couple percentage points. A well flown ship won't really do much better or worse with one crew or another.

BEGINNER TIPS
  • Port is left. Starboard is right.
  • You take double damage when jumping. Run away or hide from enemies before attempting to leave a sector. You can still move and use abilities while jumping so do everything you can to avoid damage.
  • When jumping to another sector, be sure to check what direction you're facing in. The correct orientation can mean the difference between life and death in certain ships. Look at the mini-map to orient yourself.
  • You have two kinds of jumps with separate cooldowns. A regular sector-to-sector jump and a home jump. The home jump will take a couple seconds longer to charge.
  • To switch back and forth between alpha and beta quickly, you can use the home jump then regular sector jump in quick succession.
  • Enemy ships explode when they die and do a good chunk of AOE damage. Try and not get close when they are near death. Conversely, you can attempt to kamikaze enemies if they are low and you are about to die.
  • Listen closely to your crew! They'll tell you when enemy ships are detected and if your armor breaks.
  • Armor is separated into 6 directions: top, bottom, port, starboard, front, and rear. Make sure to face fresh armor towards enemies for reduced damage.
  • Broken armor is indicated by flaming sections on a ship. Hitting these does extra damage.

SPACE GOONS
Are pubbies letting your forward bases get captured? Is your support running off into combat by himself? Hit us up in our Discord chat to get some decent teammates (or at least teammates you can yell at).
https://discord.gg/dYGyRdc
The game has no built-in voice chat, so this is all you got really other than angrily typing into text chat.

IronDoge fucked around with this message at 20:40 on Oct 6, 2016

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IronDoge
Nov 6, 2008


USR SHIPS
A collection of flying tubes and re-purposed science vessels.


Pioneer
Class: Medium Attack
Offense Rating: 8
Defense Rating: 6
Utility Rating: 5
---------------------
This is the ship you start the game with. It can hold its own in a fight pretty well, so you're not going to be outclassed when you start. Two detection abilities come with this ship so you can counter stealth ships and do recon on sectors. The ship's rate of fire and damage output allows it to go toe-to-toe with a good majority of ships in the game.


Watchman (formerly called the Sniper)
Class: Medium Attack
Offense Rating: 9
Defense Rating: 6
Utility Rating: 5
---------------------
The Watchman is a long-range attack ship created by United Space Research. It contains two powerful, long range weapons mounted on turrets above and below the central axis of the ship. But these turrets can't point backwards, so don't let enemies get behind you. Its role is to provide long-range damage, lane suppression, and lane control. It comes with a fully enclosed shield system you can activate in case you need to escape pursuers. It lasts long enough to allow an escape jump to a neighboring system.


Colossus (formerly called the Flagship)
Class: Heavy Defense
Offense Rating: 7
Defense Rating: 8
Utility Rating: 5
Strategy Guide by Zernach
---------------------
The Colossus is the most basic heavy defense ship in the USR fleet roster. Its role is to act as the tank, drawing fire to protect lighter ships and providing a zone of control in the lane and during fleet battles. It excels at dealing with lighter ships, fighters and drones, and bombers. A boost ability allows you enter/exit combat very quickly. Just be aware of the long cooldown. Despite your heavy armor, charging in alone is just asking to get swarmed due to the ship's relatively low DPS.


Disruptor
Class: Light Support
Offense Rating: 5
Defense Rating: 6
Utility Rating: 9
---------------------
The Disruptor is a light support ship manufactured by United Space Research. Its role is to provide friendly ships support with use of its Repair Drones, and to weaken enemy ships with Disarm and Detect Slow.


Ghost (formerly called the Assassin)
Class: Medium Attack
Offense Rating: 9
Defense Rating: 4
Utility Rating: 7
---------------------
The Ghost is a stealth ship built around delivering massive damage in a sneak attack. You have the ability to cloak, mark a target for double damage, and use your primary burst fire missile to take off a good chunk of their health. The ship has extremely light armor so using your decoy and blinks to survive are crucial while your cloak is on cooldown.



Brawler
Class: Medium Attack
Offense Rating: 8
Defense Rating: 7
Utility Rating: 6
---------------------
The Brawler is a very powerful close-attack ship, featuring the extremely powerful Harpoon system, as well as the equally powerful Thumper main weapon. the Thumper is designed to be a point-blank powerhouse; the weapon itself has a terrific rate of fire and deals extreme damage at point-blank range, the damage per second beings to fall off very sharply with range. At distances of 5,400 or more, the weapon will no longer damage the target. Be sure to keep a target as close as possible to maximize your killing potential. This ship has very high armor ratings on its sides, so broadsiding enemies during fights is recommended.


Destroyer
Class: Heavy Defense
Offense Rating: 7
Defense Rating: 8
Utility Rating: 5
---------------------
The Destroyer is the latest Heavy capital ship to appear in Fractured Space. Boasting massive cannons with a range surpassed only by that of the Sniper, the Destroyer is capable of putting severe firepower downrange before other ships are able to engage it. Despite this capability for long-range fire, the Destroyer is a good ship in close-quarters combat. The main armament struggles with hitting light craft, but is very potent against mediums and other heavies. The ship is extremely slow, so be careful when advancing in combat as you will not be able to retreat easily.


Ranger
Class: Light Attack
Offense Rating: 7
Defense Rating: 6
Utility Rating: 5
---------------------
The Ranger is fast ship with a decent range on its main weapon (Longbow cannon 20km) – this has a hold and charge system allowing you to hold and release at different rates to sacrifice damage for rate of fire. The Ranger also has the ability to heal itself using Shutdown and Repair at the cost of shutting down almost all its systems and rendering itself vulnerable.


Displacer
Class: Medium Support
Offense Rating: 7
Defense Rating: 6
Utility Rating: 5
---------------------
The Displacer is a support ship with the ability to shove other ships in or out of position. Much like the Brawler you have to fire a missile anchor on a hostile/friendly ship and start pushing. Its main gun does decent damage as well.


Guardian
Class: Medium Attack
Offense Rating: 9
Defense Rating: 5
Utility Rating: 5
---------------------
The Guardian is the second offering of long-range attack ships from the USR. The main guns are different in that they can be charged to get maximum damage out of them. You can't hold the charge too long though or else you'll overheat. The best feature about the Guardian is its blink buoy. It allows you to mark a position before a battle where you can escape to at any time. So when enemies finally close in on you, you can simply disappear to another position and escape or continue laying down fire. A well played Guardian is extremely hard to pin down.


Black Widow
Class: Medium Attack
Offense Rating: 8
Defense Rating: 6
Utility Rating: 6
---------------------
The Black Widow is another stealth ship. It has a weapon disable and loads of missiles for you to use. The main gun is on a magazine, so once you expend everything you'll have a lengthy reload period. The Black Widow isn't quite played as much as the Ghost due to it's lack of options for escape mechanisms other than cloak.

IronDoge fucked around with this message at 02:38 on Oct 9, 2016

IronDoge
Nov 6, 2008


ZAREK SHIPS
Re-purposed Russian mining ships.


Raider (formerly called the Frigate)
Class: Light Attack
Offense Rating: 8
Defense Rating: 6
Utility Rating: 6
---------------------
The Raider is a light attack ship created by Zarek Industrial. It uses its very high agility and screen ability to protect itself while harassing at enemies with both its lasers and missile batteries. The screen is a directional shield that blocks wherever you are looking, allowing you to withstand much more enemy fire a ship your size normally could. The Raider's agility allows it to do hit and run attacks on larger ships with ease.


Enforcer
Class: Medium Attack
Offense Rating: 9
Defense Rating: 5
Utility Rating: 6
---------------------
The Enforcer's role is to prowl the battlefield, searching out targets to pounce on. Its Boost and Jump to Target abilities give it impressive ability to close in on its target, and its Escalate guns can dish out a truly impressive burst of damage. It's practically a flying shotgun. Each shot of its main gun landed successfully increases the damage of the next hit.


Hunter
Class: Medium Attack
Offense Rating: 9
Defense Rating: 6
Utility Rating: 5
---------------------
The Hunter's role is a close combatant. Its Blink provides it with great mobility, letting it get into optimal positions before letting loose with its cannons. It also is a great counter-pick for any stealth ships the enemy might have. Its mobility and detect pulse let it seek and destroy any cloaked ships that might be waiting around to pounce.


Infiltrator
Class: Medium Attack
Offense Rating: 9
Defense Rating: 6
Utility Rating: 5
---------------------
The Infiltrator is Zarek's version of a stealth ship. You have a cloak, slowing shot, and a weapon disable. You're probably better off picking any other stealth ship.


Overseer
Class: Medium Attack
Offense Rating: 9
Defense Rating: 4
Utility Rating: 6
---------------------
The Overseer is more of a giant mining laser that happens to have a ship around it. It's a long range combat ship like the Watchman or Guardian. The main gun requires a short charge time and fires a continuous beam for several seconds. You also need to turn the entire ship in order to aim the gun. An auto-orient ability is available to assist you with targeting. Larger capital ships are juicy targets as you'll easily rack up a couple thousand points in damage on them. Your escape mechanisms include a bigass shield wall and a backwards boost. These should allow you plenty of time to jump out.


Superlifter
Class: Medium Support
Offense Rating: 7
Defense Rating: 4
Utility Rating: 9
---------------------
The Superlifter is a very capable support ship with an ability that disables ship engines and also heal friendly targets with repair buoys. It also has tugboat drones which can speed up friendly targets, letting bigger and slower ships reach the frontline faster.


Venturer
Class: Medium Support
Offense Rating: 7
Defense Rating: 7
Utility Rating: 6
---------------------
The Venturer is technically classified as support but it's pretty deadly in a fight owing to the fact it can instantly break the armor on any side of a ship it desires. Its main purpose is to help initiate fights by smashing the armor on heavy ships. It also has a healing pulse that will restore a small portion of health and destroy incoming missiles.


Gladiator
Class: Heavy Defense
Offense Rating: 7
Defense Rating: 8
Utility Rating: 5
---------------------
The Gladiator is a flying fortress bristling with cannons on its port and starboard sides. Broadside bombardments will quickly whittle down any opposing ships. Activating the phalanx armor ability entrenches you in a spot and increases your fire rate and armor. It is however extremely slow. Enemies that can close the gap quickly can flank in front or behind you to avoid the brunt of your attack cone, so it's essential to have smaller ships backing you up.


Paragon
---------------------
The Paragon is a space aircraft carrier. It has a large complement of fighters and bombers to fight with. It also has flak guns to supplement them as well. With the current state of fighter/bombers, it's not recommended to purchase this ship as you'll be severely disappointed in the lack of damage.

IronDoge fucked around with this message at 20:41 on Oct 6, 2016

IronDoge
Nov 6, 2008


TITAN DEFENSE SYSTEMS SHIPS
The TDS fleet are purpose built ships for the military, so they're much sleeker looking than their counterparts.


Executioner
Class: Medium Attack
Offense Rating: 7
Defense Rating: 6
Utility Rating: 8
---------------------
The Executioner is a nimble attack ship that does a massive amount of burst damage every 8 seconds or so. The gauss cannons take a little time to learn how to lead, but they are extremely rewarding. Their range is limited however, so you'll have to use Overdrive to close the gap quickly. If you end up in a sticky situation, it also has a Chrono blink ability, which takes you back to where you were a few seconds ago.


Persecutor
Class: Medium Attack
Offense Rating: 8
Defense Rating: 6
Utility Rating: 7
---------------------
The Persecutor is another fast attack ship meant to counter other ships with escape abilities. It can disable blinks while unleashing a good amount of firepower in close quarters combat. It also has its own blink for escape or repositioning.


Paladin
Class: Medium Support
Offense Rating: 6
Defense Rating: 5
Utility Rating: 9
---------------------
The Paladin is a healer ship that can steal energy from enemy ships for even more healing. It also has an AOE damage field to deter attackers as well as a torpedo to remove any negative status effects. In big team fights, this is one of the ships you should take down first.


Sentinel
Class: Light Attack
Offense Rating: 6
Defense Rating: 6
Utility Rating: 8
---------------------
The Sentinel is a very fast attack ship meant for hit and run attacks. Its slim profile and high speeds make it very hard to hit for ships that have slower projectile weapons. The main gun is also has tracking bullets, so you can set a target and wildly spray your shot without missing. The big issue with this ship is the almost negligible amount of damage it can deal out. If you gotta go fast, this is your ship, but bear in mind you can't go toe-to-toe with most other ships unless you can dodge all their fire.


Basilisk
Class: Light Support
Offense Rating: 6
Defense Rating: 5
Utility Rating: 9
---------------------
The Basilisk is an interesting stealth support ship. The gravity anchors and wells it deploys are meant to lock enemy ships in a location and the pulsar charge does a good amount of damage to any trapped ships. Played well, it can control movement in a sector very effectively.


Interceptor
Class: Medium Attack
Offense Rating: 8
Defense Rating: 6
Utility Rating: 6
---------------------
The Interceptor is a forward facing attack ship that can do massive burst damage with its gauss driver, and finish off ships with the extremely fast firing main guns. Keep in mind that the main guns can overheat if you lay on the fire button too much. You also have to be facing towards an enemy to have the max amount of turrets firing at once.


Equalizer
Class: Light Support
Offense Rating: 6
Defense Rating: 6
Utility Rating: 6
---------------------
The Equalizer is a small and fast support ship. Its not that great of a fighter, so avoid combat if you can. It can put down a boost gate to propel itself and allies to cap points more quickly. It also has an detection buoy to keep an eye out for stealth ships and its main gun steals energy from ships. The main damage source from this ship is its plasma torpedo, which has a long cooldown, so be sure to use it when you know it can hit.


Leviathan
Class: Heavy Cruiser
Offense Rating: 6
Defense Rating: 8
Utility Rating: 6
---------------------
The Leviathan is the big boy of the TDS fleet. It can focus a single target down to nothing with its magma lance and fusion beam. The main tempest guns can keep smaller ships at bay. A crucial ability of this ship is to place down a jump buoy, allowing your entire team to converge on your position. This can turn the tide in any fight, cutting your fleet response time down from a minute to mere seconds.


Protector
Class: Light Support
Offense Rating: 5
Defense Rating: 6
Utility Rating: 9
---------------------
The Protector is small, but very important support ship. It can keep allies alive by disabling enemy abilities, providing defensive shields, and of course using its healing beam. Extra energy can be obtained via its syphon drones by targeting enemy ships. An interesting feature of this ship is its pre-charged jump drive, which allows you to jump in half the time. This combined with your fast ship speed allows you to weave between asteroids and make your escape should the enemy start focus firing you. On enemy teams, this should always be one of your first targets.


Raven
Class: Light Attack
Offense Rating: 5
Defense Rating: 6
Utility Rating: 9
---------------------
The Raven is the smaller cousin of the Executioner. It has an interesting mechanic in which you must steal enemy ship energy to supply your main damage dealing ability with enough power to use. Your main gun and one ability allow you to suck up energy very quickly. You have no escape ability however, so clever flying is required to stay alive while keeping your overcharge beam fed with energy.


Reaper
Class: Medium Attack
Offense Rating: 8
Defense Rating: 7
Utility Rating: 5
Strategy Guide
---------------------
The Reaper is the Interceptor's big brother. It operates with the same forward facing mechanics with its main guns, although these ones don't overheat with continuous fire. The main ability of this ship is to instantly cut through armor with its forward facing scythe beam, then focus the broken amor with its reaper cannons. An in-depth strategy guide to playing the Reaper can be found here. Thanks radintorov!

IronDoge fucked around with this message at 18:16 on Oct 6, 2016

Knifegrab
Jul 30, 2014

Gadzooks! I'm terrified of this little child who is going to stab me with a knife. I must wrest the knife away from his control and therefore gain the upperhand.
This a good thread. Question: is there a place to read all the load outs for ships since the devs hosed us over by removing that from us?

IronDoge
Nov 6, 2008

Knifegrab posted:

This a good thread. Question: is there a place to read all the load outs for ships since the devs hosed us over by removing that from us?

I'm a bad person and bought the Armada pack, so I have access to all that info. I'll have it up here soon-ish.

u fink u hard Percy
Sep 14, 2007

Reposting this epic goon trailer from when the game was more strategic and less of a videogame™

https://youtu.be/cf6hWKV7-S0

radintorov
Feb 18, 2011
I think I'll do a writeup of the TDS Reaper tomorrow, since it's probably going to be one of the first unlocks for a new player and is just a great workhorse when used correctly.

Taiso
Feb 20, 2002

Crush them now!

u fink u hard Percy posted:

Reposting this epic goon trailer from when the game was more strategic and less of a videogame™

https://youtu.be/cf6hWKV7-S0

You leave that protector alone you monster!!!! You are triggering my PTSD here.

Meme Poker Party
Sep 1, 2006

by Azathoth
Is this game good or is it bad?

Sard
May 11, 2012

Certified Poster of Culture.

Chomp8645 posted:

Is this game good or is it bad?

It is good but YMMRMMV

Dulkor
Feb 28, 2009

I'm enjoying the hell out of the actual game, though I really wonder what drugs are being passed around the Edgecase offices sometimes.

Inimicul
Oct 14, 2006

Shenanigans!
What's this about getting a free ship of you give them your email address?

You didn't mention the pve co-op mode either. It's super beer friendly.

Raged
Jul 21, 2003

A revolution of beats
This is the game that dreadnought wishes it could be. So many unique ships that are nothing alike.

Brackhar
Aug 26, 2006

I'll give you a definite maybe.
I enjoy this game and would like to play it with other people.

radintorov
Feb 18, 2011
TITAN DEFENSE SYSTEMS - REAPER


The TDS Reaper is a mid-range medium attack craft designed as a "heavy killer" that is capable of dealing with most ships in the game when flown properly.
As one of the first TDS ships introduced in the game, it is arguably one of (if not the) best balanced ship with the following distinct strenghts and weaknesses:

Strenghts
  • high sustained damage in the forward arc
  • ability to instantly destroy armor from up to 20km away
  • good maneuverability
  • defensive shroud
  • versatile weapon loadout
  • Azrael skin looks awesome
Weaknesses
  • severely reduced firepower when shooting outside the optimal fire arc
  • lack of burst damage
  • no detection skills
  • high-priority target due to damage potential
  • Scythe beam can easily miss at range
  • Azrael skin requires real money

LOADOUT
Weapons
  • Reaper Cannons: the default weapon of the Reaper, these turreted cannons have a relatively low damage per shot but a very high rate of fire and an optimal range of approximatively 13km (12km in the tooltip). Up to 4 cannons will fire at the same time if the target is within the main arc of fire to the front, but outside of it only 2 or 1 cannons will be able to be fired at once, severely reducing the damage output. The main arc of fire is very limited vertically but has a generously wide horizontal arc allowing the Reaper to benefit from its Shroud while still being able to bring all 4 cannons to bear.
  • Missiles: the Reaper carries 2 missile launcher each firing 4 missiles diagonally from the ship, forming an \ pattern with all of them (with the Azrael skin carrying 4 with an X pattern instead). Armor and point defense are very effective against these, but they can deal respectable damage against a target with low energy reserves and impacting on a broken armor facing. Their maximum range is around 14.5km (the tooltip incorrectly claims the range to be 18km)

  • Scythe Beam: the scourge of heavy ships everywhere, the Scythe Beam projects a series of hit-scan beams that sweep from left to right centered on the aiming point that will break the armor of whatever ship facing they hit. In addition to its armor-breaking effect, the Scythe Beam causes a small damage-over-time plasma effect for a few seconds and deals direct damage increasing in power the further away the target is from the ship (capable of killing a damaged ship trying to jump out near max range). Its maximum range is 20km but due to how it operates, targets that present a small profile can "squeeze" in-between beams when far away.

Skills
  • Shroud: the main defensive ability of the Reaper, the Shroud projects an energy field that covers the sides of the ship and blocks all damage and skills that impacts it (including the heal beam from a friendly Protector). The Shroud wraps around slightly above and below the ship making it hard for an enemy perpendicular to the Reaper from inflicting damage, but it does not extend fully to the front or rear so that an enemy at a slight horizontal angle can still hit the ship when aiming accurately enough. It's main uses are to reduce incoming damage when flying at an angle to still be able to fire with all 4 cannons, block at least one volley from high-alpha ships (like the Executioner, Enforcer or Leviathan's Fusion Beam) or as an escape mechanism by allowing the ship to perform an emergency jump mid-combat (hopefully) without exploding in the process.

  • Fighters: the Reaper carries a squadron of 8 fighters that can be used to attack or defend against enemy bombers/drones or to tie up an enemy ship Point Defense, increasing the chances of succesfully hitting with missiles while dealing very small amounts of additional chip damage. Fighters have limited fuel, but when flying in a defensive formation around the ship they will be able to refuel mid-flight and remain active. When defending they will automatically engage any hostile target that gets within a couple of kilometers from the mothership and unlike bombers or drones their damage output is not tied to the number of crafts alive in the squadron.

HOW TO PLAY
The Reaper is a ship that is designed to fight from mid-range against targets that are in front of it on aproximatively the same horizontal level and as such enemies will try to exploit this and close in while flying above or below it: fast ships like the Sentinel or Equalizer can just shoot from above or below without being able to do much about it, while the Hunter or Persecutor can just keep blinking outside of your main fire arcs and close-range ships can ambush from behind a station or, in the case of an Enforcer, use their boost to quickly close the distance and minimize the time they are exposed to your full firepower.
Because of this the Reaper is a ship that requires a bit of caution and strafing a lot to dodge incoming fire while returning it, backing away if needed to prevent ships like the Brawler to close in too fast; once an enemy gets too close or when engaged by another high sustained damage mid-range ship like a Destroyer or a Gladiator, turning at an angle while being on the same horizontal plane will allow the Reaper to use the Shroud to absorb most of the incoming damage while still firing with all 4 cannons; if a ship is closing in on a different vertical level, climbing/diving will tilt the ship in the direction of movement allowing the Reaper to keep someone in the forward fire arc and in extreme cases backing into an asteroid or a station can be used to flip the ship even further, though this tactic is a bit situational and requires some practice. :v:
Due to its good optimal range the Reaper should hang slightly behind heavy and/or close-range ships like the Leviathan or Brawler so that the enemy will have to get within their optimal engagement range before they can be a threat.

The Shroud is a powerful defensive tool that can allow the Reaper to win against some of the ships that would normally counter it like the Hunter and Enforcer in a 1v1 situation, but an important thing to keep in mind is that it won't block AoE damage. "Shroud jumping" is a very important tactic to master since it allows the Reaper to escape while under fire due the Shroud lasting 10 seconds while the normal jump animation is shorter.


Cloakers are a Reaper bane since it does not possess any detection skill and they can position themselves undetected before striking: if there's a cloaker on the enemy team, it's even more important than ever to stick near an ally that can assist.
Ships capable of blinking are also a counter, but unlike cloakers they can be seen coming and can be dealt with by forcing them to close the distance while constantly damaging them so that by the time they manage to get in range to avoid the forward fire arc they will be damaged enough that they can be killed before they manage to destroy the Reaper.

Finally these two HUD elements are your best friend when flying the Reaper (or any ship with limited firing arcs):



ALTERNATIVE LOADOUTS
The Reaper can choose between 5 sidegrades: the Reaper Flamer and Sequential as a main weapon, the Scourge Beam instead of the Scythe Beam and the Vertical Shroud and Omni Shroud.
Reaper Flamer: this side-grade modifies the regular cannons to fire bursts at a higher rate of fire than normal, but at a reduced damage per shot; the effective damage per second is similar to the normal cannons, but the higher fire rate and number of shots fired makes this a good alternative when dealing with light ships.
Reaper Sequential: this side-grade causes the cannons to fire one at a time with a higher damage per shot but slower rate of fire.
Scourge Beam: this side-grade causes the beam to sweep twice and double the chances of hitting a target, but at half the hull and armor damage per hit
Vertical Shroud: same as the standard Shroud, but covers the top and bottom instead.

Omni Shroud: combines both regular and Vertical but lasts for only 5 seconds. (no image because I didn't bother unlocking it :v: )

When it comes to cannons, I prefer to stick with the regular ones but there have been experienced players arguing in favour of either side-grades when having to deal with an enemy team that uses mainly light or heavy ships. Scourge beam is an interesting modification since it doubles the chances of hitting small targets from afar while still dealing the same effective damage when used against a heavy ship close enough, so I'm tempted to say that the Scourge might be preferable to the regular Scythe.
As for the alternative shrouds, I wouldn't bother: while the omni-shroud sounds nice in theory, having its duration halved means that it cannot be used as effectively as the regular Shroud and it does leave some small gaps open; meanwhile the Vertical Shroud does protect from ships like the Sentinel attacking from above, but the area covered is smaller than the profile presented by the ship and to get the most out of it in combat the player can only get at most 50% of the Reaper firepower to bear. My advice? Stick to the regular Shroud.

Demicol
Nov 8, 2009

I bought this game when it came out in EA, last year they sent me a key for a "free copy", I don't know if it still works or if it does anything since its now F2P but since I haven't had anyone to give it to, someone can try what it does:

X**MW-Y58D7-L84WQ

*=Y

IronDoge
Nov 6, 2008

Thanks for the write-up radintorov. Added a link to the Reaper section.

Inimicul posted:

What's this about getting a free ship of you give them your email address?

When I first started the game like two weeks ago, they popped up a notification in game that gave you an Enforcer for free in exchange for your e-mail address.

IronDoge fucked around with this message at 15:41 on Oct 6, 2016

Sailor Dave
Sep 19, 2013
Reapers are a little annoying to have on my team as Protector because their shroud seems to actually block my own repair beam as well. Makes it really difficult to keep them topped up, or if they're trying to escape.

radintorov
Feb 18, 2011

Sailor Dave posted:

Reapers are a little annoying to have on my team as Protector because their shroud seems to actually block my own repair beam as well. Makes it really difficult to keep them topped up, or if they're trying to escape.
Indeed, it blocks all forms of direct damage and all skills that aren't AoE-based (like the Brawler Concuss).
Knowing that is how I developed a specific tactic against Enforcers if I find myself in a 1v1 inside of a standard lane: namely most Enforcer players will try to get in range, boost in, Tazer and then Blink2Target>Escalate.
So when I find myself in such a situation I first back away while trying to keep level to get all my guns firing and, when the Enforcer boosts in, I turn sideways while strafing away and activate my Shroud: almost always what happens is that as soon as the Enforcer is in range, its Tazer will be deflected by the Shroud followed by the first Escalate volley, and since I was already sidestrafing and the guy is likely pointed in the opposite direction from me, I can get some distance while bringing my forward guns to bear.
Something like this can also be done with the Hunter, although in its case I will hold onto my Shroud until he blinks behind me or to the side, since that will maximise the time I'm being shielded; and if it blinks above or below me, i'ts going to only be able to get half the guns firing like I do so I don't have to worry too much about damage. This tactic doesn't work against a Persecutor, though, since that ship doesn't care about fire arcs and will just keep blinking above and below me. :v:

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS
That's a really good Reaper write-up. I like mine, a lot, but I think it's also one of the better ship balances Edge Case has done: It's powerful but you can counter the gently caress out of it.

And there are times when the enemy is distracted or trying to focus a heavy on your team, so they basically sit right in front of a level 9 Reaper and get obliterated. When I'm flying that Reaper, it's great.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.
An Enforcer that can't absolutely savage a Reaper is a really bad Enforcer - they're effective to the point that I would call them a hard counter. They'll come in hard on the vertical to minimize fire and Blink2Target on your underbelly or topside. 3 volleys and it's all over, there's nothing that can be done. You can't create separation on a ship that can hit you with a slow and can blink to your location.

radintorov
Feb 18, 2011

Megaman's Jockstrap posted:

An Enforcer that can't absolutely savage a Reaper is a really bad Enforcer - they're effective to the point that I would call them a hard counter. They'll come in hard on the vertical to minimize fire and Blink2Target on your underbelly or topside. 3 volleys and it's all over, there's nothing that can be done. You can't create separation on a ship that can hit you with a slow and can blink to your location.
Which is why if you see them coming, you need to climb/descend to try and stay on the same horizontal plane. :v:
The Enforcer is a counter to the Reaper, but depending on the situation there are steps a player can take to minimize the ship weaknesses. It certainly isn't easy, but I've killed enough overconfident players seeing what they thought was an easy target to know that it's indeed possible.

Megaman's Jockstrap
Jul 16, 2000

What a horrible thread to have a post.

radintorov posted:

Which is why if you see them coming, you need to climb/descend to try and stay on the same horizontal plane. :v:

Enforcers cross 20km relatively easily. If you're telling me that you're mirroring the height of a ship that's 25km away then I've got some bad news: if the Enforcer captain has a drat brain in their head they're going to pull you out of position from safety, countering you in another way. That's what I'm talking about when I say how effective they are. They'll either pull you into a bad position to prevent you doing your job or get in and blast you if ignored. If they start their boost when they're on the same plane as a Reaper then they are an absolute dogshit Enforcer and deserve to be space dust.

Zernach
Oct 23, 2012
Seeing radintovs effort post on the Reaper has motivated me to write something about my favorite heavy ship, the USR Colossus


The Colossus is is a medium range tank that will pick a target (or targets) and will then wear it down with its wall of flak. With 15,000 base hull you can wade into places that most ships won't even consider to kill a key target. While the cheapest of the 15k hull ships, I don't see it as often as I see the more expensive Leviathan. Most propably because the Colossus doesn't have any flashy skill to kill enemy ships with.

So why do I like this ship then? It's the flak cannons. While sitting at lowly 140 dps (Reaper for comparison has 288) and adequate 8.6k range, the flak cannon boasts a disgusting 1.8k AoE with no damage falloff. The flak explosion is also unique in that it damages everything caught in it. Light craft, missiles and buoys all just vanish if they stay in flak. The last great thing about the flak explosion is that it goes through walls, so you can just shoot your targets cover and still hurt them. So those were the upsides, now for the downsides. Flak has a somewhat limited firing angle, so if you aren't somewhat on the same horizontal plane with your target you only get 66% damage. The biggest thing though is that flak doesn't benefit from hitting broken armour which is normally double damage and you only do armor damage with direct hits.

The Colossus missiles are pretty run-of-the-mill with ~17k range, the variants only let you decide whether you want to shoot the missiles from the sides, top or in a circle around your ship. Personally I use the top lauching ones. With them I can shoot over stations I'm capturing and I only have to care that there is room above the target, instead of both sides.

Despite being the slowest ship in the game you're actually decently mobile when you need to, thanks to your Boost. With it you can cross suprisingly long distances, either to get into or out of trouble. Since you are so slow, it's troublesome to keep up with your targest, which is why you have the Engine Shutdown. It's a 15k range projectile that will immediately disable all movement for 5 seconds on hit, but will not stop the enemy from blinking or jumping. Geting good with the shutdown is oh so satisfying, for example nailing a fleeing Superlifter with one when it's being chased by a friendly Executioner/Enforcer is always hilarious.

The Colossus has 3 different light craft to choose from: fighters, slow drones and plasma drones. The plasma drones work by applying a plasma DoT, but are very weak to point defence. Can't really tell how the damage compares since I don't use them. The slow drones deal low damage, but cut the targets thrust and yaw by 50%. This is my main tool to deal with everyone being faster than me and I always use them, since my flak can deal with everything I'd use the fighters for.

How to play
Being a tanky ship without outstanding damage, your main job is to enable your team to focus down targets by stopping their movement and slowing them down while harassing their healer with your ~10.5k range if they try to help. Since most dedicated brawling ships can kill you before you kill them, you are super realiant on your healer to survive such encounters. This means you have to constantly keep an eye out where your healer is and if someone is making a run for them. Good aim with Shutdown shows here, since being able to hit even fast targets at 10k means that by the time the disable fades, your drones are now slowing them down.
Gamma is where the Colossus really shines. In the cramped quarters of Gamma it's very easy to catch 2 or even 3 ships in the flak, meaning you are doing double or triple damage and stopping most of the missiles launched from those ships. Enemy buys that are normally out of reach unless you expose yourself to overwhelming retun fire are easily dealt with from your own cover. Stopping someone for 5 seconds when they are out of cover or going after your healer can be a death sentence with 4 ships shooting them. Same deal applies to your slow drones too.

There is one ship in particular that I love to see on the enemy team, because I know that they will hate me with such passion. It's the Disruptor. They absolutely cannot operate their heal drones around a Colossus since flak eats them up in no time. The Black Widow gets an honourable mention too as a ship I love going against. They have no mobility options and they rely on missiles for damage which of course get eaten up by the flak exploding around them.

Parallelwoody
Apr 10, 2008


It's important to add, especially with the colossus, to rotate your ships sides to face enemy fire as your armor wears down. This also helps the healer repair your broken armor.

Sard
May 11, 2012

Certified Poster of Culture.
The last time I played the Colossus at length, the photonic charges were preferable to the default flak because they had a little more reach and didn't suffer reduced DPS due to turret coverage. I haven't seen anyone using it since I came back, though; what happened?

Grognan
Jan 23, 2007

by Fluffdaddy

Sard posted:

The last time I played the Colossus at length, the photonic charges were preferable to the default flak because they had a little more reach and didn't suffer reduced DPS due to turret coverage. I haven't seen anyone using it since I came back, though; what happened?

Flak has more reach now.

Parallelwoody
Apr 10, 2008


The aoe on flak makes it easier to spray down an area and pop a ship out of stealth as well.

Stevefin
Sep 30, 2013

The Colossus also seems to have a hard time dealing with its most expansive counter part ,Leviathan, and for what I have seen they are in every match. what is the trick against them when caught?

Parallelwoody
Apr 10, 2008


Stay out of the firing arc of the Levi's beam weapon, and make sure to rotate your ship so the armor takes the brunt of any damage. If it's a straight 1v1 use cover and the aoe damage from the flak gun to wear them down, but honestly disengaging and coming back with help is probably the better bet.

Knifegrab
Jul 30, 2014

Gadzooks! I'm terrified of this little child who is going to stab me with a knife. I must wrest the knife away from his control and therefore gain the upperhand.

Parallelwoody posted:

Stay out of the firing arc of the Levi's beam weapon, and make sure to rotate your ship so the armor takes the brunt of any damage. If it's a straight 1v1 use cover and the aoe damage from the flak gun to wear them down, but honestly disengaging and coming back with help is probably the better bet.

What is the firing arc on that brutal ability?

Synthbuttrange
May 6, 2007

Which ship has the best jiggle physics?

radintorov
Feb 18, 2011

Grognan posted:

Flak has more reach now.
And Photonics have the same DPS as Flak: they do effectively the same damage with none of the benefits, and the community has let the devs know about this newbie trap at lenght. :v:

Plasma drones are nigh-useless, so like Zernach don't bother unlocking them: I've seen them kill something ONCE and that was a Disruptor on around 500hp with no energy left after it hid in the FOB, which would've survived if the drones weren't on cooldown/an ally used his PD/had jumped home as soon as it Blink2Ally/wasn't a Disruptor/it got inside the FOB a couple of seconds early/the Colossus had been killed fast enough.
The standard drones with their slow+chip damage or the Slow drones with their buffed slow effect are the only two drones worth usinge: Had no idea they removed the basic drones and just gave standard fighters. In that case yeah Slow Drones are the only way to go

Finally I remember asking a dev and he told me that the arc of fire indicator on the Colossus was bugged or something and can be ignored. I will run a few tests in the Firing Range later e: it really shows I haven't played the Colossus in a while: the arc of fire indicator has been fixed and now the Colossus shows as 100% always with Flak :v:

Edited a few things now that I booted up the game.

radintorov fucked around with this message at 12:23 on Oct 7, 2016

Meme Poker Party
Sep 1, 2006

by Azathoth
Played for the first time since release last night with two buddies. Glad the got rid of the tech tree, I was able to get my Disruptor (which I LOVED back in the early access days) unlocked straight away. Such a boss rear end ship.

Wrecked some people's poo poo last night, felt good. Disruptor engine disable + buddy standing by with reaper beam = MLG play.

Meme Poker Party fucked around with this message at 19:06 on Oct 7, 2016

Meme Poker Party
Sep 1, 2006

by Azathoth
Also am I imagining things or did they reduce the available control options? I swear there used to me more keybinding options for advanced targeting and drone management and such.

Zaodai
May 23, 2009

Death before dishonor?
Your terms are accepted.


I've got this re-downloading while I'm at work, going to give it a try over the weekend. :getin:

Jesus Christ
Jun 1, 2000

mods if you can make this my avatar I will gladly pay 10bux to the coffers
Holy gently caress, just got Ace with the interceptor. Something like 23 kills, 4 defenses, 2 support, and 9 caps.

loving OWNED. On a 5 match win streak too. I'm glad I kept playing after that 13 loss streak, this game is good times.

MrDorf
Apr 28, 2006

Grimey Drawer
I downloaded this way into early access and totally forgot about it. Played a couple of rounds this afternoon and am pretty happy so far. I'm not much of a MOBA fan, but the slow pace tactical feel of this is great.

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Jesus Christ
Jun 1, 2000

mods if you can make this my avatar I will gladly pay 10bux to the coffers
how do you turn this into a tv show?

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