- The more you can get away with not using your shield, the more damage you can deal, and the quicker you'll kill your target. This means it's usually a good idea to have point defense weapons.
- Get real comfortable hitting that V button. Get used to toggling shields a lot.
- Venting while under fire can be viable if you're not facing overwhelming firepower. Try to spread armor damage while venting.
- When using Burst Jets, you'll lose bonus speed faster if you both strafe AND accelerate. Steering straight ahead keeps the bonus speed for slightly longer.
- Burst Jets can save you if you are facing an impending flameout. Use the system just before you lose engines, and you will keep floating away at high speed.
- If you have multiple burst damage weapons, such as Volley Guns and Gale Cannons, you may want to use Hold Fire to intentionally stagger your firepower for easier overloads and tighter flux control. This is especially powerful on the Mantis, Desdinova and Nevermore.PER-SHIP TIPS:
- The Robberfly is one of the most logistically undemanding, yet flexible ships in the game. It's also agile enough to evade LRMs even without a single PD weapon. This lets you deck it out with aggressive weaponry if you so please.
- If you carry torpedoes, you can give them enormous speed by using Burst Jets on the approach, and then rapidly change course.
- Due to its fragility, the Robberfly must be allowed to flank enemies. They make poor escorts - use a Weevil instead.
- 3 Spark Drive charges will get you in a half circle around the enemy. Use this to your advantage against ships with front shields.
- The Locust can have a surprising amount of staying power against other frigates, due to its better-than-usual shield.
- Unlike most Blackrock frigs, you lack the ability to easily disengage from a bad fight. However, your Sentinel Drone can cover for you if you tell it to stand by.
- Use your firepower to destroy other frigates that come too close, or escort a bigger ship. If you get surrounded by frigates or end up in a firefight against a destroyer alone, you will be in trouble.
- Weevils are very hard to beat in a frigate-on-frigate fight.
- Swoop in, unload, swoop out, repeat. Vent every time you get a chance to.
- Watch your shields. You'll need them to soak missiles and HE damage, but you cannot fire all your guns and absorb damage at the same time. Try to outmaneuver your enemy.
- Never waste your Hammerclaw!
- You basically play this ship like you would an Enforcer, except you have worse PD, more mobility, and more flexibility in choice of armament.
- With 3 torpedo racks and the Hammerclaw, very few ships can survive a one-two punch
- The ULTIMATE SHRIMP MANEUVER is to Hammerclaw an enemy frig, wrecking it and flinging it into a bigger enemy ship.
- The trick to piloting a good Desdinova is to manage your flux and your shield direction. An untimely overload or a stray missile or two can seriously ruin your day, and it's easy to lose track of things while jetting about. Play like an opportunist, not like a crazy Rambo. (Okay, play like Rambo
against enemy frigates)
- Do not get surrounded. You have the tools to prevent it, so watch the enemy movement. From the front, nothing less than an Aurora or kinetic-heavy Dominator can threaten you.
- Despite being a cruiser, the Nevermore is agile enough to catch a breather if it has to. Because of this, you can easily let loose a barrage of shots, retreat and vent, and then dive in when your weapons have cooled down.
- The Nevermore is one of the few BRDY ships that comes with a truly useful shield.
- If you need to line up a precise AM Lance shot, Burst Jet first so your ship will track the cursor more accurately.
- PD is very good on the Stenos, because it gives you the freedom to lower shields more often, and thus fire more salvoes. You don't need a big gun in every slot, because you have a ship system that lets you have one gun do the duty of three.
- Mount long-cooldown weapons like Gale Cannons, Scalaron Blasters etc
- You are the artillery, not the cavalry.
- Mount as many torpedoes as possible. Seriously, just do it.
- You can broadside your 3 Medium Ballistics to the right.
- The Convergence is the slowest of all BRDY ships, and also the least maneuverable. However, it still has a lot of guns, so use that to your advantage, and do as much damage as you can before you need to rely on your shield.
- The Bulwark Drone is not very good at attacking enemy ships. Use it to keep frigates, fighters and missiles off yourself instead.
- Watch the map. If you see a fragile, but fast and annoying ship, like a Tempest, freeze it with your Interdiction Array and then lob some shells and missiles at it.
- Because it can slow enemy ships, you can mount sluggish weapons like Gale Cannons and Squall Batteries on it to great effect, and murder enemy frigates.
- Using the ship system may let you back away from enemy ships and catch a breather.
- Remember that you are a capital ship with a deep flux pool. You can keep your shields up and slug it out if you have to.
- If you warp into a bunch of enemies, you have to be sure you can kill them or have backup coming. Getting surrounded with your Deracinator down is not a good thing.
- Torpedo bombers are your worst enemy.
- Remember that you are vulnerable while charging your Scalar Deracinator.
- A point-blank blast on a lone enemy will usually overload or cripple them. If you see a lone ship and it's anything smaller than a Paragon, you have a good shot at killing it. Just make sure nothing's going to flank you.
- As with the phase teleporter, you will face your target when you finish warping, or the direction of the teleport if you have no target.
- If in doubt, just vent.
IMAGINOS:E: Scalar Deracinator
- teleports to target location after a short delay, during which the ship is vulnerable. Upon arrival, the ship deals a modest amount of EMP and Energy damage to anything nearby. The system has two charges and can be fired off twice in short succession, the charges then regenerate. Right mouse
: Scalar Rejector
- phases out, boosting speed and maneuverability for roughly one second. Nearby projectiles and missiles are sucked in and absorbed, and a burst of damage is released once you unphase, with damage based on the damage value of the absorbed projectiles. Damage dealt is always Energy and EMP. Fragmentation and kinetic damage is weighed less than energy and HE. The Imaginos glows when the Rejector is online. When it's on cooldown (four seconds) the ship goes dark until it recharges.Built-in Weapon
: Rift Cannon
- a fixed, large energy weapon that shoots a burst of slow-moving, short-range energy bolts. These bolts can be sucked in by your Rejector to act as fuel for the resulting discharge. Leading the enemy and using your own momentum to propel your shots further is vital in order to maximize the efficiency of this weapon.Built-in Hullmod
: Nanolattice Armor
- While the ship lacks a shield, it can regrow armor over time. This armor regeneration causes your peak CR time to tick down and is less effective the higher your flux level is. If you want to get the most out of this ability, you need to vent early and often to keep your flux low.Strengths:
Escaping, harassing weak ships, AoEing fighter wings, clearing out missiles, disabling frigates and destroyers, crippling capital ships, protecting allied big targets, and capping objectivesWeaknesses:
Precise, hard-hitting weapons, like the Tachyon Lance, Phase Beam, Heavy Mauler, AM Blaster, Heavy Blaster, etc. Your armor regeneration won't help you and two or three unlucky hits can kill you, or force you to waste a lot of CR regrowing armor or dodging around. EMP can also be troublesome. The Imaginos also doesn't do a whole lot of sustained damage, killing a tough target like the Enforcer can take more than a minute. This makes it a better fleet ship than solo ship.
Off the top of my head, here are all the weird tricks/techniques I've discovered so far:Extended Rejector:
By exploiting the fact that phase ships cannot unphase inside an enemy vessel, you can extend your Rejector duration and keep absorbing shots by skirting the insides of an enemy ship. This is most useful against big ships with a permanent weak spot, such as the Dominator or Onslaught. If done correctly, you will be pushed out by your high flux level naturally, and all the EMP arcs from the Rejector will hit the closest armor tiles once you unphase, dealing a vast amount of concentrated damage.Shield Breaker:
Frontal shields will take a vast amount of damage from the Deracinator explosion if you position yourself at the front of the vessel. This seems to be because the shield absorbs every single EMP arc generated by the system. This makes it a valid decision to teleport IN FRONT of ships like the Eagle in certain situations. Shot Deflection:
The Scalar Rejector begins sucking in projectiles in a much bigger radius than the actual radius in which shots get converted into energy. This allows you to redirect missiles into enemy ships. Most useful against enemy torpedoes and bombs, if you position yourself so the torpedoes will be sucked to the side and into a hapless ship.Rejector Cancel:
You can interrupt the Deracinator by using the Rejector. This can be useful sometimes, if you're about to be fried by an Antimatter Blaster, for instance.
Have fun flying the thing and chime in if you discovered any tricks/bugs.