T11.5 Assault Strategy Guide

KIX Drake
KIX Drake
KIXEYE Community Manager
Joined Mar 2014 Posts: 1,788
edited 7 Nov 2022, 11:23PM

T11.5 Assault

STRATEGY GUIDE

Captains, welcome to the official T11.5 Assault Strategy Guide. This guide aims to give you some insights on target mechanics for the new Assault hull, the Confessor. Learn about your enemies, and find general target info to help you in battle. Good luck! 

Reaver Gas Refinery

Ferox Hellborn has utilized the plans Grimshine stole from the Legion and Scourge to create a signal tower and take command of an ancient satellite. With the intel and tracking systems on the satellite, Ferox intends to deploy long range launchpad missiles against his foes. To this end, Ferox has begun underwater mining operations for materials- in Scourge waters. Between the Legion plundering their sacred city ruins and the Reaver’s environmentally reckless mining, the Scourge are livid. While Grand Primul Isurus is away battling the Draconian, Makara takes to the waters to terrify the Reaver.

Tier 11.5 Assault Hull: Confessor

The Confessor is equipped with 8 weapon slots, 4 armor slots, 6 special slots and 1 heavy weapon slot which is unlocked at U1. 4 of the Confessors weapon slots can be equipped with counter measures and on the flagship you will be able to equip up to the maximum of 8 countermeasures. 


The Confessors main weapon, the Sacrilege Missile, fires at medium range, dealing Penetrative damage. The Missiles are accuracy based and thus have no splash. Since they only deal single point damage they make up for the lack of splash with High damage.

Using the built-in Mindkiller Missile




The Confessor is meant to control the tide of battle by disabling its enemies ability to move and fire accurately, it does this with its built in debuff weapon; The Mindkiller Missile. 


While this weapon deals no damage on its own it does severely inhibit the movement of enemies in the target, stunning them with the initial blast and then slowing them for as long as they remain in the aura.


The aura produced by the Mindkiller also increases the spread of scatterguns in the target by 300%, this massive increase of spread has the potential to send most if not all of the scattergun projectiles veering off target, completely missing your fleets.


The Mindkiller has a large forward facing firing arc to allow clever captains the ability to choose when and where they apply the aura.


Enemy Info


Name: Berserking Ravager

  • Type: Scattergun Hull

  • Health: High

  • Damage: High

  • Damage Type: Corrosive

  • Splash: Medium

  • Accuracy: N/A

  • Range: Medium

  • Countermeasure Vulnerability: No

Note: Has four berserk phases that increase its speed and armor as you deal damage to the hull 


Name: Grimshines Wrath

  • Type: Missile Hull

  • Health: Medium

  • Damage: Medium

  • Damage Type: Penetrative

  • Splash: N/A

  • Accuracy: Medium

  • Range: Long

  • Kingkiller: Yes

  • Countermeasure Vulnerability: Yes



Name: Marauders

  • Type: Scattergun Hulls

  • Health: Low

  • Damage: Low

  • Damage Type: Corrosive

  • Splash: Low

  • Accuracy: N/A

  • Range: Short

  • Countermeasure Vulnerability: No


Note: Fast moving hulls that can be outranged. They will aggro in fleets of 4 or more, don’t let them encircle your fleets.



Name: Spite

  • Type: Scattergun and Missile Hull

  • Health: Medium

  • Only present in high skill targets

Spite Scatterguns:

  • Damage: Low

  • Damage Type: Corrosive

  • Splash: Low

  • Accuracy: N/A

  • Range: Short

  • Countermeasure Vulnerability: No

Spite Missiles:

  • Damage: Low

  • Damage Type: Penetrative

  • Splash: N/A

  • Accuracy: Medium

  • Range: Long

  • Countermeasure Vulnerability: Yes

Note: Moving on waypoints these hulls should be approached from the front or rear so as to be able to outrange their forward and rear scatterguns. The side facing missiles will deal high damage but can be countered with CMs


Sprites will only be used in high skill targets



Name: Armageddon Scatterguns

  • Type: Scattergun

  • Health: Medium

  • Damage: High

  • Damage Type: Corrosive

  • Splash: Medium

  • Accuracy: N/A

  • Range: Long

  • Countermeasure Vulnerability: No


Note: Narrow firing arcs with a long range. Approach from the sides to avoid damage


Name: Aftermath Missile

  • Type: Missile

  • Health: Medium

  • Damage: Medium

  • Damage Type: Penetrative

  • Splash: None

  • Accuracy: Medium

  • Range: Medium

  • Kingkiller: Yes

  • Countermeasure Vulnerability: Yes

Name: Brimstone MIRV Missile

  • Type: Missile

  • Health: Medium

  • Damage: Medium

  • Damage Type: Corrosive

  • Splash: High

  • Accuracy: N/A

  • Range: Very High

  • Kingkiller: No

  • Countermeasure Vulnerability: Yes


Note: Fires missiles with MIRV into 6 warheads, dropping corrosive fields around the player fleet. Has a large minimum range that the player fleet can get inside to avoid it firing.

Name: Dredge Missiles

  • Type: Missile

  • Health: Medium

  • Damage: High

  • Damage Type: Penetrative

  • Splash: Medium

  • Accuracy: N/A

  • Range: Short

  • Kingkiller: Yes

  • Countermeasure Vulnerability: Yes

Note: Can be outranged by Confessors

Name: Distortion Scatterguns

  • Type: Scattergun

  • Health: Medium

  • Damage: Medium

  • Damage Type: Corrosive

  • Splash: Medium

  • Accuracy: N/A

  • Range: Short

  • Countermeasure Vulnerability: No

Note: Can be outranged by Confessors

Name: Napalm Missile - Barrage

  • Type: Scattergun Hulls

  • Health: Low

  • Damage: Low

  • Damage Type: Corrosive

  • Splash: Low

  • Accuracy: N/A

  • Range: Short

  • Kingkiller: No

  • Countermeasure Vulnerability: No

Note: Auto fires a barrage of missiles which leave fire fields dealing corrosive damage.


Napalm Missiles will only be used in high skill targets

Name: Anti UAV Countermeasures

  • Type: CM

  • Health: Medium

  • Damage: N/A

  • Damage Type: N/A

  • Splash: N/A

  • Accuracy: High

  • Range: Long

  • Countermeasure Vulnerability: No


Glossary

Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets they can outrange and which turrets may be firing on you from a considerable distance away.

  • Very Short = Easily out-ranged.

  • Short = Out-rangeable.

  • Medium = At least the same range as the player but generally not much more.

  • High = Will easily outrange the player hull.

  • Very High = Will cover a significant portion of the target.


If the arc is not specified then it has a 360 degree arc.

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