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Gena Gaiduk
12.11.21 06:52 pm
A little bit of information about ships. (Fractured Space)
A little about the thorns.Situation by ships (early December 2015):
Hunter. Nerfed armor on the sides. Poorly holding damage. Heavy Cannons and Normal Blink are also dangerous. But in a battle with several ships, it is extremely vulnerable. Afraid of Raven, because that deprives him of energy and, accordingly, the ability to do Blink. Without this ability, the Hunter cannot maneuver. Otherwise, with competent play, it is universal in most situations.
Enforcer. Deadly at close range. There is a bug related to the geometry of the ship: it can fire a volley not at the target, the shells will pass by crosswise. Very often there is a lag when using the Taser, it is impossible to stop blinking ships this way.
Brawler. Dangerous if he catches you with a harpoon. Useful for defense of the station on Gamma. According to the armor table, this is the most heavily armored ship in the game. Overall, one of the most persistent and damaging ships in the game.
Colossus (formerly Flagship). More or less versatile in any situation. Little thing kills well. Photonic charges are effective against medium ships. Useless against large and long-range ships. At close range, it can slow down and kill the Sentinel if the pilot of the aforementioned ship is an idiot and gets too close. When using haste, it can kill or severely damage ships with a ram.
Destroyer. Good at killing large ships (Leviathan, Colossus, Paragon, Destroyer). Useless against everyone else. Suddenly proved to be an effective ship in Frontline mode due to the range and good barrage of enemies, preventing them from protruding from their base after Sudden Death.
Leviathan. Piece of meat. Can kill Colossus if it's directly in front of him. Without the Fusion Beam and without support, the ship dies quickly. Doesn't take damage, despite the thick body. Theoretically, it can kill light ships if they fly too close to it and do not maneuver. It is a big burden for the team, because requires constant attention.
Paragon. A worthless piece of meat. Killed by any ship in the game. Only light ships annoy the squadrons.
Infiltrator. Nice ship in terms of gameplay, but absolutely disgusting damage compared to the rest. Can in theory kill light ships. In practice, once the ship has dropped the cloak, it will no longer turn it on. They won't give him. They won't be allowed to leave either.
Ghost (formerly Assassin). Strongly dependent on energy. Can be annoying with the constant grabbing of forwards. Likes to kill ships while jumping. After losing disguise, it also practically does not pose a threat if you have a ship that can unmask stealth ships.
Watchman (formerly Sniper). Has no problems. Still deadly with the LR cannon. The main thing is not to forget that on this ship you can and should capture mines and butt the enemy at close range.
Overseer. Dangerous for medium and heavy ships at any distance (not only long distance). Deals significant damage, reloads quickly, knows how to do a quick reverse, put up a shield and shoot back from the enemy at close range. Useless against light and medium ships with good maneuverability.
Ranger. With the current balance, it can only be annoying. Can't kill normally. Unless if only light ships and snipers (the ability to duck and repair helps).
Frigate. Slightly better than the Ranger, it can take a hit from any weapon, including from the Colossus with a shield. Good speed and maneuverability. Weak armor and hull. Very situational. If the enemy team has any medium ship, it is guaranteed to lose to it.
Venturer. Flying coffin. Can only deal adequate damage to broken armor. Can occasionally heal himself and allies, put up a shield to absorb damage. A cross between an attacking ship and a support ship. But objectively, Hunter is better.
Pioneer. The most useless piece of meat. Doesn't pose a threat. The wild spread of the main armament puts an end to hitting any ship. Something can only be done at close range and using a targeting laser. A burden for the team.
Raven. Before the nerf, it was the most interesting ship in terms of gameplay, it could cause decent damage. It has good speed and maneuverability, long range, but low survivability. It sucks energy from enemy ships, accelerates its recharge allied. Due to this, it can cause significant discomfort to ships dependent on energy. This is especially noticeable when your PDS is not working due to a lack of energy, and you are receiving a full packet of missiles from the enemy. Raven works well with the Reaper (it has the most powerful and fastest rockets in the game). Or the blink does not work. Or the support ship cannot help or heal you (activating any ability requires energy). In addition to draining energy, it can no longer do anything adequate. Almost completely useless against a strong team.
Reaper (Revenant, because it is completely similar). In the current balance, it is a very good ship. It easily kills heavy ships due to its range, it also copes well with medium ones (but it is extremely difficult to kill Hunter on it). Due to disgusting damage from any side except the front, it cannot adequately cope with maneuverable ships and ignore homing guns (Equalizer, Sentinel, Protector, Raven).
Protector. Support ship. Extremely effective in any situation. Without a shield, it practically does not pose a threat and dies quickly. Raven gives this ship a lot of problems, because Protector cannot activate his abilities at all after losing energy and becomes useless.
Equalizer. The speeding gate was repaired. Due to this, the ship quickly moves around the map and deploys allies. Weak damage compensates for the ability to heal itself at the expense of enemy damage. Works well when capturing mines. Not meant to kill. The fastest and most maneuverable ship in the game. But, unfortunately, it is not needed if there is an older brother - Sentinel.
Sentinel. Big brother Equalizer and the strangest ship in the game. Too good speed and maneuverability for its size. Acceleration allows this ship to ignore any enemy, escape from under fire, quickly reach and capture anything. Homing Cannons do almost the same damage as Hunter's Heavy Cannons. The only ship in the game with two sets of missiles. Some are homing, others are similar to those of the Ghost. Both sets of missiles will greatly slow the target on impact. Able to throw a buoy to speed up energy recharge to allies (useless rubbish, because the growth is very small, plus an area limit). Bad (or broken?) PDS make the ship vulnerable to missiles. But it's no use because having the maneuverability of a light ship Sentinel can withstand significant damage (plus, due to the narrow profile of the hull, it is difficult to hit it), and the boost allows you to overtake missiles (!). Objectively, the most versatile and powerful ship in the game. If the enemy team has more than one of them, write wasted. Subjectively, the most unbalanced ship in the game. It is too good at killing for a support ship, much better than some attacking ships.
Disruptor. Support ship. The second after the Equalizer in terms of speed and maneuverability. Uses drones to heal himself and allies. Healing itself makes this ship practically the only one who, due to speed and maneuverability, can approach the Sentinel, and ignoring its weapons, kill him. Knows how to detect invisible people, while also slowing down enemies. Theoretically, under drone treatment, it can kill any ship one-on-one. But he is very weak without drones and dies quickly, tk. Consider no armor. Drones die very quickly thanks to PDS, Detect and other abilities of other ships, making Disruptor almost useless. Afraid of missiles. It is useless against experienced players and a strong team - it cannot act as effectively as Protector.
Displacer. Interesting in concept and terrible in implementation ship. In theory, it works like a Brawler, only on the contrary, it pushes ships away from itself. But it does it extremely slowly and not far. Almost useless for the team. But it can kill large ships at a distance, because the main armament is very accurate and shoots far.
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