The revelation cruser rush fleet is pretty bad ass on bases, pretty much get 6 cruisers and put 2x spec 5; 4x thermal 2 or 3 (depends how much you want to compensate for armor); special should be the highest rear thruster you can fit and focused optics whatever level you can fit (and in the upcoming event ionized optics would work good too).I also like having 3 rancors with shock 3; 2x iridium 2; 4x hydra 1. Three of those will insta rep and auto a 27 cargo, and 6 of them can insta rep up to 35 (I think it might be 33) and insta rep is usually repair each ship separately.Then a good snipe fleet for bases under aroud 25- 34 is broadsword destroyers with siege driver (event prize) or mass driver if you don't have siege. It's good to have one or two cruiser with good armor/shields for a decoy.
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Since some of you probably rarely ever met a carrier or encountered a fleet bay with squadrons (or just dont completely understand it) here are the basics to squadron mechanics and how they work:. Squadrons deal damage over time (DoT). Their damage is proportional to their remaining health (so squadrons with 10% hp deal 10% DPS). The scramble range (the range that is shown when you mouse over a carrier) is the range of which the squadrons will take off from their parent ship to the target. But they can still persue the target if the target moves out of the scramble range.
Squadrons will do damage to whatever ship or module they pass over to their intended target. (i.e they will shoot at whatever targets they can while they fly to their target - if you set any primary target). The Squadron has it's own hitbox (area you need to hit in order to damage it) when it is flying.
Once a squadron reaches the target, it begins to 'swarm' it, at this stage, the squadron loses its original hitbox and instead uses the hitbox of whatever ship or module it is attacking. Even if the squadrons look like they are looping around, sometimes a bit far from their target, the hitbox is still their target(so instead of having to hit the individual squadrons, you just need to hit whatever the squadrons are attacking). If you do not set a primary target, each carrier squadron will each engage different ships.
All Infernal Weapons(Vector, Wave, Gatling)These weapons weigh significantly more, but in turn do a huge amount of damage compared to their regular counterparts. Aurora Ray For those who don't know or don't pay attention, the aurora fires 6 shots that home into the target and does 25% extra damage to shields.This weapon provide a higher damage but shorter range alternative to the ECHO Ray.Compared to the ECHO the Aurora is even more versatile, but some players still use the ECHO for the range advantage.Like the ECHO, the Aurora is quick to fire and easy to handle. It is one of the easiest weapons to focus fire with due to its firing cycle,the extra shield damage is a nice bonus.The only downside compared to the ECHO is that it can be obstructed by ships if the primary target is hiding behind another.This Weapon also pairs nicely with the extra shield damage of Ionized Optics, and if you have the extra mass capacity you can replace focused optics 5 with it. Although reduced armor damage can hurt due to the overall reliance of armor in the current meta.This weapon can be considered to have no major downsides on its own. It performs well on all situations except base attacks due to its shorter range. And as you guessed you need focused optics or ionized optics to make this weapon work.The Aurora is also one of the best weapons against squadrons, as each of the 6 shots fired will home in to different squadrons instead of hitting the same one.
Ensuring each squadron recieves just enough damage to kill them.Pros. Good Range. Solid damage on all ranges. Excellent vs Squadrons.
Versatile and can be mounted with great effect on all ship types, easy to handle. Great at focus firing.Cons. Needs Focused/Ionized Optics. Not enough range to be effective on base attacks. Has some risk of overkilling low health targets.Anti Squadron Rating: 4Mount on all ship classes, works well with all of them (on FvF). Siege DriverThis weapon is made for base hitting, and is ONLY made for base hitting. And its the best in business.
Bomber SquadronThe gold standard of squadrons. High health, high damage over time, good range and speed. Storm Driver A medium-short range projectile weapon, with great damage potential, combined with its firing cycle makes it pretty much a projectile version of the Aurora Ray, although with shorter range because it can't be extended.
When combined with Reinforced rails, you can shred low armor opponents through their shields. However, such a versatile weapon comes at a price, its Demon Corp only.Because its projectile damage based, you will ignore resistance tech used by players, since currently, nobody uses projectile resistors, except on FvB fleets. Reinforced rails will boost its already admirable performance, but this weapon is a rare sight to behold, as it is Demon Corp only. Its short range prevents it being used effectively on Battleships, so its almost relegated to Cutter and Cruiser use.Pros. High sustained DPS.
Good vs squadrons. Solid damage at all rangesCons. Has a small (although negligible) minimal range. has a small unlisted spread, will miss some shots at max range. Sub par rangeAnti Squadron Rating: 4They actually have a small area splash damage, at least when facing squadrons, and can fire off 2 salvos before they get close enough to strike, more often than not resulting in squadron kills.
Tempest DriverA Short range projectile weapon, firing a spread of 5 projectiles, rounds are highly effective against anything it impacts, and passes through an enemy ship to obliterate anything foolish enough to take cover behind it.and since it is a projectile, few mount any kind of resistances. These Weapons can be used as alternatives to the meta weapons. You won't find them as common as the meta weapons, but they are still excellent weapons in their own right, and you can still surprise and beat people using more mainstream tactics with these. But, they usually are plagued with 1-2 weaknesses that prevent them from being as effective as meta weapons.Impulse BeamThe Impulse beam trades versatility and ease of use for sheer burst damage potential. No other weapon can deal as much focus fire damge from range as the Impulse.The DPS Stat might seem just slightly more than your average energy weapon, but once it fires you know it is something else entirely.It takes 4 seconds to charge the weapon, during which a small yellow glow can be seen on the ship that is using this weapon.
But it deals massive damage in a very short period of time. This immense damage is both a blessing and a curse as there is a great risk of overkilling a target and wasting potential damage, as well as forcing you to go through the charging cycle again.This is the most difficult part about using this weapon, keeping your enemy inside firing range until the weapon finishes delivering damage.That being said, this weapon is only made for dealing immense damage to a single target from range, nothing more, and its arguably the best in business.This weapon is also capable hitting targets that are hiding behind other ships, by setting them as primary target. Hydra MissileThis Hydra fires missiles that aggressively track their targets, while splitting into 2 additional dumb fire warheads that deal bonus damage.This is a somewhat underrated weapon on high level play, mainly due to its below average range and lower AoE damage compared to SICOs. But in reality this is still a devastating weapon, if you manage to focus fire targets they will go down relatively quickly, just not as quickly as SICO Missiles.Unlike the SICO Missles, it doesn't suffer from spread, single targets are just as easy to hit as bunched up targets. The AoE Splash radius without specials is a bit underwhelming, but the weapon it self is still usable without specials.
But Spectral Warheads is highly recommended to increase damage and AoE.Like the SICOs, it has a minimal range (although slightly smaller), making it difficult to handle at point blank range because you have to make sure at least 1 target is in firing range for all 6 of your ships in combat.Vs Squadrons, the weapon behaves like the Vectors, the missiles reach the targets and loop around (at least for bombers) because the missiles are slower compared to the squadron. But because of the increased speed compared to vectors, the bombers usually only get to do very minuscule damage before getting instakilled. These Weapons are simply outclassed compared to higher tier weapons in terms of their performance. They can still to a degree compete with Meta weapons and Alternative weapons, but unless your opponent is bad, don't expect much out of them.
Unless you already have the weapons earlier on this guide, you might want to skip them in favor of a better weapon / special / base weapon during an event.Also, we are going to keep it shorter after this, the descriptions are not going to be as long. And im not going to give a pros and cons because you shouldn't use these if possible. Gatling RayThe Gatling Ray is a powerful weapon in its own right, the ability to hit 2 enemies lining up certaintly has its uses, but the main reason the Gatling is useless, is that it just doesn't compare to all other top tier energy weapons, the Aurora and ECHO (and Impulse to an extent)Main Reason is that it has poor damage per shot, probably the worst damage per shot out of all weapons.
The pierce ability is mostly a gimmick, as you need to have your ship, the target, and a third ship in a perfect straight line. That rarely happens, and it needs to happen for an extended period of time, because of the lack of burst damage.To add to that, this weapon can miss.because it doesn't home into targets like ECHO or Aurora, further reducing potential damage. And it also is pretty heavy to mount, as kixeye intended it to deal 2x damage with the pierce ability.It also has a delay when switching targets, don't know why that's there, since the weapon is already weak anyway. I guess kixeye just doesn't want the entire screen to be filled with lasers all the time.Not much else to say, the weapon just is too weak on a per shot basis, despite what the DPS Stat says.Contrary to popular believe, you can only hit 1 squadron at a time with this weapon, because it doesn't have AoE. But you can hit 1 Squadron on 2 ships provided that the rounds pierce the first ship with squadrons and hit the second one.Anti Squadron Rating: 2.
Overall useless in PvP (Compared to their competitors), although some of them may still find use in farming, or very low level combat.Every Researchable Projectile WeaponsThey miss 99% of the time, and even if they hit they deal next to no damage.