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Vandrayk's Starship Combat Guide
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== Supercapital Ships == (THESE SHIPS ARE HIGHLY END GAME FOCUSED, THEY ARE VERY EXPENSIVE AND DIFFICULT TO USE EFFECTIVELY. ONLY INVEST IN THESE IF YOU HAVE DESIGNED ONE AND TRAINED IN ONE IN SPACE-ARENA. BOTH ION TURRETS AND QUAD TURRETS HAVE SLOW FIRING, SLOW VELOCITY TURRETS. THESE SHIPS ARE DESIGNED AND INTENDED AROUND FLEET COMBAT, HIGHLY RECOMMENDED TO NOT USE ONE OF THESE WITHOUT AT LEAST ONE SUPPORT ESCORT. NEW PLAYERS BEWARE) === Cruisers (16,000 Blocks) === (There are no relevant subclasses worth using) Cruisers are the most unique ship class on Horizon’s End, they are a direct counter to nothing, but they are by and far one of the most effective classes to have in a fleet. Their damage output is similar to that of a destroyer, but it’s powerful ion turrets slow down cruise speeds. Upon hit, an ion turret particle will disable all thrusters in a 8 block radius. This means that cruisers can prevent capital ships and even some smaller ships from causing super long chases, and also allows cruisers to slow down enemy capitals so that your own capital ships can apply damage more effectively. These ships are highly tanky, gaining access to two enhanced shields, they should be played aggressively against anything except battlecruisers. Cruise is the only movement mode available. Cruise diagonally and shift fly towards your enemy, then use your size and speed to bully capital ships to a full stop, your ion turrets have a range of 375m so you need to be close to apply effective damage. Aim for thrusters of any ship you’re fighting when you can. POWERMODE WHILE FIGHTING: 50 10 40 or 40 10 50, you do not need weapons powermode increased with supercapitals An optimal cruiser has 21 shields, (two enhanced shields, place one on your bridge and the other on reactor/fuel/magazines), ion turrets covering all angles on top/bottom, tri turrets on top/bottom, and a top bridge. Countered indirectly by fast moving DC based ships (starfighter up to attack frigate), countered directly by battlecruisers (20k) KEEP IN MIND THAT CRUISERS MUST HAVE FUEL AND A CRUISER REACTOR TO PILOT === Battlecruiser (20,000 Blocks) === (There are no relevant subclasses worth using) Battlecruisers are the most expensive and most punishing ship in the game. This is your true pride of the fleet, the magnum opus of HE SvS. Battlecruisers have a damage output that is unmatched by any other class, and their powerful quad turrets rip capital ships to shreds. They also have enhanced shields from their onboard reactors giving them unprecedented tankiness at the cost of speed. *You should not operate this ship without at least one escort ship, but the playstyle is to be aggressive against anything smaller than you. You will be able to outtank multiple capitals, and you want to have the best chance to apply quad turret damage, cruise towards your enemy while shift flying. Make sure to lead your shots (500m range), against other battlecruisers, you want to again be aggressive if you are not confident in your aim (in render = easier to aim), but a skilled pilot will keep the other battlecruiser as far away as possible as to minimize incoming damage by turning/dodging away from the slow moving enemy quad turret projectile. POWERMODE WHILE FIGHTING: 50 10 40 or 40 10 50, you do not need weapons powermode increased with supercapitals An optimal battlecruiser has 26 shields, (2 enhanced shields, one on the bridge, other on the reactor/fuel/magazines), quad turrets covering as many angles as possible, tri turrets covering as many angles as possible, and a top bridge. Countered indirectly by fast moving DC based ships (starfighter up to attack frigate), countered directly by other battlecruisers (20k) KEEP IN MIND THAT BATTLECRUISERS MUST HAVE FUEL AND A BATTLECRUISER REACTOR TO PILOT [[Category:Guides]]
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