Name: Berserking Ravager
Note: Has four berserk phases that increase its speed and armor as you deal damage to the hull |
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!
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
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.