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[FAQ
Forum Index » » Tactics & New Players » » Guide to ICC Destroyers - 1.671
 Author Guide to ICC Destroyers - 1.671
The Fridge
Chief Marshal
Templar Knights


Joined: December 13, 2008
Posts: 559
From: In Your Fridge, Eating your Foods.
Posted: 2011-09-30 11:41   
Congratulations on your promotion or demotion for some to Lieutenant Commander. You have survived long enough in this war to be promoted to a rank with access to Destroyers. ICC has 5 specific ships across 2 ship hulls in the destroyer class for all kinds of combat.
You will be in Destroyers till you reach 2nd Rear Admiral, with the promise that you will return to this class in your future career, most specifically you'll be returning to the Combat Destroyer.


-=Destroyers=-

- Pretty decent combat ships that can hold there own.
- There ICC, so you hold the advantage of being able to out turn and accelerate/decelerate better then your opponent. (I Think)
- Combat Destroyer pretty much makes the rest of the ships you have in this class obsolete.



-=M-186E Escort Destroyer=- *Lieutenant Commander w/ no badge*

- 10 Laser slots covering multiple arcs. 6 Lasers can be fired in any direction.
- 6 Cannon slots covering multiple arcs. 3 Cannons can be fired in any direction.
- Very even set up, you'll never be at a disadvantage no matter which direction you face. But you'll have no firepower unless you get up close and use your lasers.
- Can alpha at 25gu/s and lose energy at a steady pace, if you get behind another dessie and stay there you won't have to worry about energy for at least 80 seconds. With Shields off this will increase. (Based on firing with one arc only)
- Your 10 lasers can be used for PD, and should but I'd recommend only switching the 2 laser slots that cover all arcs to pulse beams. If you plan on using this offensively switch all laser slots to Chemical Lasers.
- It gains energy back at a pretty slow rate.
-Can kill a Kluth Beak with 4? Alpha's at about 100gu. So it can hurt small kluth ships pretty decently.
- Because of the even distribution of lasers and cannons you cannot get out maneuvered. Even if they get behind you, you can deal the same amount of damage back no matter where they are in comparison to you. This doesn't mean you let them get behind you however because as a decent pilot you was to restrict the firepower of your opponent at all times.

-Roles-

*"You shall not Pass!" - Picket Duty, you run around at 10-20gu/s using your 2 pulse beams and 8 Chemical lasers to shoot fighters and missiles out of the sky. If you get targeted by the enemies fighters retreat to the side of your allies so your about 200-300gu behind an ally which can then shoot those fighters down for you.

*Fighting like an Owl. - General Combat, you run round ideally at more then 15gu/s killing mice like it's nobodies business. It doesn't matter at what angle they come at you as you'll dish out the same firepower no matter what.
But since your a dessie and borderline fragile, try to use your ICC advantage of being able to out turn your enemy to get in behind and laser away.

-Recommended Setup-
Change the 4 pulse beams to Chemical lasers and if you want to PD, the two chemical lasers which cover all arcs to pulse beams.

[/End]



-=M-184B Minelayer Destroyer=- *Lieutenant Commander w/ Bronze Support*

- It's basically a Escort Destroyer with less stuff and less firepower.
- In exchange for 6 lasers you get 3 TN Mines
- Mines can only be used in combat if your being followed closely.
- Mines seem to be alright in damage but they aren't going to kill anything bigger then a scout.
- You can't cover the mines with ECM as you have no slow on board.
- Since mines are weak and unable to be used in combat or as a ambush, I'd say don't bother with this ship.

-Roles-

*Gate Hugger - You hug them gates like a little lost puppy, set up your mines on one side and drag in prey on the other side. Don't expect to get much prestige from this.

-Recommended Setup-
You can't do much with it so stock is the only option.

[/End]



-=M-192M Missile Destroyer=- *Lieutenant Commander w/ Bronze Combat*

- Most powerful alpha of any ship in this class, 6 Phoenix missiles will deliver a bit of hurt
- PD can usually counter more then half the alpha, and if you fire on someone close to another player or AI you'll be ineffective.
-You can only engage Dreadnoughts and Stations, and usually only UGTO ones.
- You can't move at speed (15gu/s+) while firing if you hope to use up all 18 missiles in your slots.
- You can turn off shields but energy drain will still be about the same and your have no rear armor so you have to pay attention
- If it's a one on one situation and your against a UGTO dread, you can take it but you won't be able to kill him before his JD recharges and they run off.

-Roles-

*dERP - Basically you jump in about 1.6k away, pick a decent target like a dread already distracted and fire at it, if you get noticed you leg it. Rinse, wash, repeat. Due to the massive energy drain you can't shoot and scoot like before.

-Recommended Setup
Change all the missiles to Phoenix as the only thing worth hunting with this is dreads and stations.

[/End]



-=M-190B Bomber Destroyer=- *Commander w/ Bronze Bomber*

- Awkward Setup with 3 MIRV's
- It's got dual fore armor and a single aft armor but none to the sides.
- It has 5 lasers facing forward and to the aft. Because when you're bombing your going to have to PD down those missiles coming from the planet or something?
- All it's beams are pulse except for the 2 laser slots which are Chemical lasers that have full arcs.
- It's sort of obsolete compared to the Bomber Frigate.

-Roles-

*"Ah damn, Left my Bomber Frigate in my other pants" - It has no role other then to bomb, compared to the bomber frigate which can bomb and scout.
Sure it gets 12 more bombs, but a stack of 4 inf only need 2 bombs to kill which the bomber frig can kill easily and if in hostile space, with less risk.
This can be used when your protected by about a billion other ships.

-Recommended Set up-
Switch the chemical lasers to Pulse beams as well, you shouldn't have to even use the PD anyways as if there is something firing missiles at you, it's not the time to bomb yet.

[/End]



-=M-190A Combat Destroyer=- *Captain w/ no badge *

- I'd say it's the Pride of the ICC fleet.
- It has a decent punch.
- It can maintain sustained fire at top speed.
- Since it's at top speed it can dodge a lot of the time even up close.
- Very durable with shields and top speed coupled with ICC's turning advantage.
- It's a ranged ship but can get as close as 70gu or so of the target to hit them with torpedoes.
-It's very compatible with most enhancements. Speed and Def are the best i think.
- Will use it past Captain rank.

-Roles-

*[Spacebar][Spacebar][Spacebar] - Since you can get away with space-barring on this ship use it, Watch your ammo, learn to tell when a target is not likely to be hit by your projectiles especially especially torps.
Stay at 500-600 range or more as you can safely dodge, jump or run if you get jumped on at close range. Your durable but you'll be toast very fast due to silly amounts lasers damage you.

-Recommended Setup-
Switch the two chemical lasers to Pulse beams for general pd duty.
Keep to using all rail guns as energy loss is minimal.

[/End]


There's another lot done.
_________________



CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2011-09-30 15:57   
PDing Harpex missiles with pulse beams will leave you dead in a flash. Even cruiser pulse beams cannot outrange Harpex AoE. Least, this is my observation.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Forger of Destiny
Chief Marshal
We Kick Arse


Joined: October 10, 2009
Posts: 826
Posted: 2011-09-30 22:17   
Quote:

On 2011-09-30 11:41, The Fridge wrote:
-=M-190B Bomber Destroyer=- *Commander w/ Bronze Bomber*

- It has 5 lasers facing forward and to the aft. Because when you're bombing your going to have to PD down those missiles coming from the planet or something?
- It's sort of obsolete compared to the Bomber Frigate.

-Roles-

*"Ah damn, Left my Bomber Frigate in my other pants" - It has no role other then to bomb, compared to the bomber frigate which can bomb and scout.

Sure it gets 12 more bombs, but a stack of 4 inf only need 2 bombs to kill which the bomber frig can kill easily and if in hostile space, with less risk.
This can be used when your protected by about a billion other ships.



bombers dont really need that much PD. the bomber destroyer should have 4 of its lasers removed in favour of side armor (or a 3-arc armor plate covering the sides), because a bomber is more susceptible to cannon and torpedo damage...
_________________
Forging legends and lives outside till naught remains inside.


Demigan
Vice Admiral

Joined: September 12, 2011
Posts: 88
Posted: 2011-10-01 05:36   
Add to the missle destroyer: you don't need the speed so much (only your tachyon drive), so switch out for Proton Fusion engine (PFE) for more energy production.

Yours sincerely,
Demigan.
_________________


Kenny_Naboo
Marshal
Pitch Black


Joined: January 11, 2010
Posts: 3823
From: LobsterTown
Posted: 2011-10-01 11:43   
Tip:

If you jump in and attack a Kluth Cruiser/Dread, and it cloaks to "escape".....

Well... don't assume that it's running away from you with its tails between its leg, and whip out your victory cigar or start gloating.

That is all i have to say.


_________________
... in space, no one can hear you scream.....


Talien
Marshal
Templar Knights


Joined: May 11, 2010
Posts: 2044
From: Michigan
Posted: 2011-10-01 14:26   
Quote:

On 2011-09-30 11:41, The Fridge wrote:
-=M-190B Bomber Destroyer=- *Commander w/ Bronze Bomber*

- Awkward Setup with 3 MIRV's
- It's got dual fore armor and a single aft armor but none to the sides.
- It has 5 lasers facing forward and to the aft. Because when you're bombing your going to have to PD down those missiles coming from the planet or something?
- All it's beams are pulse except for the 2 laser slots which are Chemical lasers that have full arcs.
- It's sort of obsolete compared to the Bomber Frigate.



The fore/aft setup for armor and beams is a relic from the previous planet defense system so it needs a rework, I mentioned it to Jim a while back and he said he was going to see what he could do about removing a few beams and adding more armor.
_________________
Adapt or die.

Flux Capacitor
Marshal

Joined: July 30, 2010
Posts: 305
From: the place
Posted: 2011-10-03 05:59   
i'd like to add "always go full speed" to the icc dessie guide
_________________
my signature is awesome

  Goto the website of Flux Capacitor
CM7
Midshipman
Faster than Light


Joined: October 15, 2009
Posts: 1812
Posted: 2012-01-02 00:07   
much needed bump.

I see lots of new names out there. Come See what ICC has to offer.
_________________
Defiance and Opposition, a tribute to teamwork. I will remember always
339,144

Lark of Serenity
Grand Admiral
Raven Warriors

Joined: June 02, 2002
Posts: 2516
Posted: 2012-01-03 03:29   
ICC destroyers and cruisers are excellent when fighting kluth. kluth tend to field cruisers and dreads: ships with a very slow turn radius, and most of their weapons pointing forward. get in behind them, get close, and tear them apart. i have beaten a claw using a sensor frigate like this.
_________________
Admiral Larky, The Wolf
Don't play with fire, play with Larky.
Raven Division Command - 1st Division


-(kha-ti the silent watcher)-
Grand Admiral

Joined: September 12, 2011
Posts: 185
From: the land of silent watchers
Posted: 2012-01-03 10:08   
Quote:

On 2011-10-01 11:43, Kenny_Naboo[+R] wrote:
Tip:

If you jump in and attack a Kluth Cruiser/Dread, and it cloaks to "escape".....

Well... don't assume that it's running away from you with its tails between its leg, and whip out your victory cigar or start gloating.

That is all i have to say.




its true...you never know if we are running or just waiting to finish you off by stabbing you in the back like some kind of frigin space ninja
_________________


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