Suppressor

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Intro

Destroyer is a huge and powerful ship, that deals a lot of damage. Terrible enemies of other classes of ships at long range, capable of supporting their team with dense fire and special abilities. For their power and range destroyers pay high vulnerability in melee and additional damage from the loss of modules. Their modules are so large that they are installed only outside. Because of this, they can be knocked down and cause additional damage to the destroyer. Also, the ship has a complex structure, for this reason it is easier to find vulnerable points in its structure and quickly destroy with aimed fire. True, the enemies can take advantage of this vulnerability only at a very close distance.

For effective control of such a large ship, destroyers are equipped with a special control system that allows you to switch between the control of the weapons and the engine right during the battle.


Features:

  • Additional weapon turrets (the destroyer has 12 weapons, but at the same time can fire with only 8)
  • On-board fire (maximum fire of 8 weapons is achieved when attacking from a ship)
  • Huge size (+ 150% to the volume of the hull and shield size in relation to the frigates)
  • Huge weight (-80% to the speed of strafe and -33% to the maximum speed in relation to the frigates)
  • Complicated construction (+115% damage to the ship from enemies at a distance closer than 1000 m.)
  • A large number of electronics (-45% protection against the effects of control)
  • Warp limiter that does not allow the ship to fall apart during a warp jump (-75% of the maximum speed in the warp)
  • External modules (if the module is lost, the ship receives additional serious damage, 5-15% of the hull volume for each module, damage is applied in units and is specified in the module description)
  • Expensive operation (maintenance of the ship, its repair and purchase of ammunition, costs several times more expensive than ordinary ships)
  • Huge size (125% of additional shields)
  • Very large body (175% of explosive damage and external incoming recovery)


Main tasks:

  • Pushing the enemy defense
  • Massive sweep of the strategic point


Strengths:

  • High permanent damage
  • Tremendous strength
  • Powerful modules of mass destruction


Weak sides:

  • Low mobility
  • Vulnerability in melee
  • Huge vulnerability to control effects.


Counter-roles:

  • Strong against: Command, Engineering, Tacklers and Guard
  • Weak against: Covert Ops and ECM


It shows itself best in long-range attacks from a safe distance. Needs the protection of allies.

If you like huge, powerful, slaughter ships and are ready to play as a team, then this role is for you.

Special Module

Energy router

Reroutes energy flow in ship systems. Allows to select between max speed, weapon damage or restoring shield volume.

Spatial stabilizer

Upon activation ship is fixing its position for 2 s. Weapon damage is increased by 45% and range is increased by 5%. For 14 rank destroyers.


14 rank destroyers and Ze'Ta also have unique Special Modules.


Active modules

- all

- Sirius

- Tyrant

- Vigilant

- Ze'Ta


Player opinion and Gameplay

  • Strong offencive active modules, but they require micromanagement due to line of sight of each module and they can be destroyed after your shields are gone, or if small interceptor flew under your shields and damaged them directly, for example with plasma arc.
  • Vulnerable to explosive weapons like coil mortair - static shield is not far enough from the hull to prevent explosion dmg, rendering it pretty much useless in such situations.
  • Fly controls are considerably harder than regular ship, requires a lot of micromanagement and situational awareness.
  • High energy consumption for Afterburners, high energy consumption by active modules and low base energy regeneration forces the pilot to pay more attention to energy management than in a 'standard' ship.
  • Considerably longer re spawn time than regular ships and higher repair costs, deaths are more punishing.
  • Try to avoid charge through the center - you will be exposed to enemy fire from different sides, making maintaining Static shields a next to impossible task and will distract you from doing dps pew pew, always try to have enemies shoot at you from same directions, avoid being surrounded. On Fed and Jericho, implant 7-3 (bottom, energy for taking dmg in shields) is a very good source of unlimited energy, making you next to capped while perma AB in the combat so you always can use any of you still alive modules at will, and able to spam Static Shield by CD.