Video demo:
I see more mentions about manticores or the pirate variant but for some reason no love for a cruiser with
accelerated ammo feeder which is
crazy to me - essentially an attack speed boost which is a highly coveted stat in any other game and now it's on a
cruiser. Whaaaaaaaat? So I went ahead and designed a fleet to make use of my favorite ship system that usually stops being relevant once I phase hammerheads out of my fleet into late game.
Character skillsLargely flexible, but the two I consider essential are
Electronic Warfare and
Flux Regulation. Range is the strongest advantage of this fleet and ECM reducing the enemy's peen by 10% just makes yours look that much bigger and makes every inch they take (heh) into weapons range that much more painful. It also ensures that taking on REDACTED, who will come out of the gates swinging over 40% ECM, won't be reducing our range advantage by much. It becomes uncommon that a brilliant is able to use anything other than its HVD or Tachyon lance. This also means that common shield poppers such as the autopulse cannon, the bane of many an SO build, is largely a non threat.
Flux Regulation is taken to keep this flux close to neutral and AI friendly.
My personal recommendation is to also take
Officer Training and
Officer Management for +1 level/+1 elite skill and +2 officers, as well as
Best of the Best for +1 S mod. In the video I also take Neural Interface for an extra "officer" to pad out the battle lines, but that's just me.
Officer SkillsImpact Mitigation - The Eradicator's shields would be worth saving if there were enough skill points to pass around, but that's not the case so armor tanking is the economical choice. Elite version would be nice, but honestly one of the low key perks of the Eradicator is its generous turret arcs.
Polarized Armor [Elite] - Pairs well with AI defensive behavior as it likes to get near max flux before armor tanking. Elite version is taken here in conjunction with Resistant Flux Conduits for +50% vent speed.
Systems Expertise - Enhances the rug that really ties the room together. Having 33% more uptime for the AI translates to better chances that it's up at crucial moments, and an overall DPS boost.
Target Analysis - Anti Brilliant, Anti Radiant. Essential for peeling Radiants off a focused Eradicator.
Gunnery ImplantsBallistics Mastery [Elite] - 33% faster projectile speed makes a night and day difference in landing shots on fast frigates such as the ever annoying Glimmer. Frigates need to be checked - letting even one behind battle lines will draw away attention from the front line meaning less peeling power when its needed.
Ordnance Expertise - I considered but ultimately left out because I need the Eradicators to (a) tank and survive a Radiant long enough for (b) its buddies to deal damage and push it away. Impact Mitigation and Polarized Armor are essential for (a), Target Analysis & Systems Expertise best fulfill (b).
Hull ModsS ModsBallistic Rangefinder - Unfortunate Railgun tax, but necessary to push Railgun range into the 1200s. Once an enemy enters Railgun range it's already deep into Hvy Mauler/HVD territory and now the shield pressure really starts. This is what the +1 S Mod is for.
Heavy ArmorIntegrated Targeting UnitSolar ShieldingFlux Distributor - Without
Ordnance Expertise this does a good job in its place.
Shield Conversion - Front - Cuts shield flux useage in half. And I play with mouse look.
Resistant Flux Conduits - In conjunction with Elite Polarized Armor brings vent speed up to +50%. Good for ensuring AI gets back into the fight sooner. Also, HVD's/Tachyons become the most common weapons that will actually reach so it helps with EMP.
Note: Without an extra S Mod I'd replace either shield conversion or resistant flux conduits with Ballistic Rangefinder/Integrated Targeting Unit.
Fleet CompositionFleet comp is flexible but I'd recommend on any capitals you bring to install the
ECM hull mod and any piloted frigates to have
Elite Gunnery Implants. In the demo I have 37% ECM and still start off at a -6% range disadvantage, though towards the end it swings back to 10% in my favor.
ThoughtsThe Eradicator by itself isn't very strong as it is a fast cruiser. Its shields are subpar, it doesn't have much hull, and so despite it looking like an obvious SO candidate on paper the reality is assault chainguns lack armor punching power, which means it needs to brawl a Radiant for an unacceptable amount of time. SO Eradicator is... eh, it'll get the job done but like a spoon would for a knife and probably lots of eradicated Eradicators along the way. However its strength in this fleet isn't only its range but that it's coupled with Accelerated Ammo Feeder (AAF) which means that Eradicators can lend great covering fire for each other and peel Radiants, which is something every fleet will need a solution for. This is also why I take
Systems Expertise over
Ordnance Expertise, the added DPS is that important. I think there are many instances of this being showcased in the video, and I have more footage I may upload later. This is also a reason why I took Neural Interface in my personal character skill as it is an extra "officer" on the field (a total of 12). The more buddies watching each other's back the less chance a Radiant will have success in separating one away from the pack.
AAF also really makes the reworked Heavy Mauler shine in this build by making up for the Heavy Mauler's low rate of fire. With all damage bonuses, if I've calculated correctly, the Heavy Mauler will hit for 500 x 3 against Radiant armor - that's Plasma Cannon numbers, boys. And this build is packing two of them. However, three is greedy and there is a noticeable drop in shield pressure without the HVD, in my experience. And shield pressure is key for making the most out of the range advantage because if nothing else it checks any brilliants from bullying its way into your lines with its superior shields, flux, and superior shield popping weaponry (autopulse). It's also why I put away the MIRVs and put Squalls on my Conquests (reworked Squalls are pretty good).
As far as flux goes in this build I really wanted to take
Ordnance Expertise and be done with it. Reaaally wanted to. It would be completely flux neutral for everything you have shields on all weapons hot all the lights on, the fridge door open,
your crypto Alpha core slaving away, and it would save me from taking Flux Distributors. But after playing the build, it actually is kind of flux neutral in practice. Weapons flux starts at 944 if everything is hot - but not everything is hot, ever. 4x Vulcans not firing discounts 80 flux, and if only shielding as needed, which I do, that's another 80. Flux Dissipation is 880, so with two commonly met conditions this build
is flux neutral. Add to that, if railguns aren't firing (AI will tend to prefer HVD/Hvy Maulers) that's another 450 flux not used. So in practice it is very AI friendly as far as flux usage goes.
Final thoughts - Eradicator needs lovin' so notice her, Senpai.