Loadout and captain skills shown at the end of the video. I want to move away from inbuilt Reinforced Bulkheads, but I'm not sure what to replace it with. Once I get access to 3 S-Mods, ITU and Adjunct are going to be built in, but I'm not sure what to make the last one. Hardened Subsystems is redundant because with all of the CR I'm getting from captain skills I'll run out of ammo before I run out of CR. All other options seem redundant or non-contributory. I might just stick with Reinforced Bulkheads, especially since I'm kinda double dipping on the bonus it provides thanks to Damage Control and Combat Endurance regeneration. Suggestions?
Maybe Insulate Engine Assembly/Automated Repair Unit? Most common issue with phase frigates I see is that, while they have as much presence as they have operating time, if their engines get shot, they're screwed (wastes operating time and messes with flux management). Same goes for engine malfunctions from low CR, which is why Hardened Subsystems works well, but with your skills, it's not as important. You could add Unstable Injector, as it could maybe beat shield rotation speed, and the extra speed is nice too. Heavy Armor/Armored Weapon Mounts may help reduce the logistics cost of fielding Afflictors, but Damage Control already helps with that, so there's not as much need.
Auxiliary Thrusters is a solid pick for the Afflictor, having more forceful manouvers is going to get you into those perfect rear positions faster. But pairing a Monitor with SO to draw the enemy attention would be a bigger boon
try to use an alternative variant with "loose" phase coils and an unstable injector(no ITU), sometimes, especially at the start of the battle speed is much more helpful than dps
Pick one extremely good player phase-ship pick a good contact and bounties strike and assassinate enemy flagship Refuse to elabore any further and retreat Repeat Stonks
That's a damn good build. As long as you manage the hard flux from phasing, you're almost invincible. Sseth said something like "I can turn anything into a bomb and dip into another dimension. I don't have to answer for shit. (**ship explodes**)" Those drones are vicious though.
This is why I exclusively play Phase fleet, if only AI was as good as me though, it would've been perfect. I (used to) play Touhou, so I'm used to evading bullet/shots, in Touhou if you got hit with just 14 of enemy bullet you are dead. So I go with same mentality when I play phase ship.
Seeing how that kite at the end just shut off from low CR you might as well have a medicore fleet in tow and CR grief them with phase ships until they are all sitting ducks.
I usually go unstable injector instead, which makes it much easier to evade fighters and frigates, except maybe thunders. You might consider using an "opening" afflictor with this instead of integrated targeting. This will make dealing with frigates much easier. Why did you ignore kites for so long?
In my testing I decided against Unstable Injector as I found myself getting clipped by Capital explosions too often for it to have been worth it. The idea of different Afflictors for different jobs has some merit, though, and Unstable Injector might be good at hunting Carriers, but again Carriers tend to be cruiser size or larger, which is an explosion size that's very difficult to thread in the heat of battle while you're also avoiding other stuff. As I've begun hunting High Tech fleets with Paragons in them, the extra range from Integrated Targeting Unit is essential for bypassing the shields of Shield Accelerated Paragons that would eat an Unstable Injector Afllictor alive. "Why did you ignore kites for so long?" Two reasons. Number one is threat assessment; if a ship isn't an immediate threat to me, I tend to ignore it and go after more valuable ships instead, that's why you often see me ignore frigates and Conquests in favor of hunting down carriers. Number two is that when you're outnumbered to this degree, you don't want to kill things too quickly to give them access to that DP again. If I open the fight and just kill all the kites, the DP those kites were using can be recycled for bigger threats much earlier in the fight alongside the other threats I was already facing. Leaving them around, their CR will drain and then they're stuck on the battlefield using that DP while unable to harm me. That's why you'll also see me critically wound some ships and then not finish them off right away, allowing them to make the slow journey to the top of the map to escape. If I just killed them immediately, that DP freed up would allow something to replace it immediately, but if I let it run away, that's 20 to 30 seconds of it going to the top of the screen, and then 20 to 30 seconds of whatever replaces it coming back to me, which gives me a lot of breathing room and alone time with whatever is left. That's why there were so many nearly-dead ships in the Pursue portion of the fight after they surrendered. Basically, if the enemy has 400 DP worth of ships and they can field 200 of it, and of the 200 they can field maybe 100 of it is nonthreatening and can be safely ignored, it's in your best interest to keep those ships alive holding that DP hostage so that you only ever have to face 100 DP worth of threatening ships at a time as opposed to 200.
@@YourSponsor unstable injector allows you to be much faster where you need, you might cripple stuff to the point you force them to retreat but not finish them off. The issue with kites is that they actually constantly harassed and zoned you with missiles and those 4 DP won't allow OpFor to deploy anything really intimidating. Moreover, an unstable injector allows you to much easier to slip behind shields with more speed. Yes, finishing off cruisers and capitals is tricky and must be done almost always completely manually, reverse speeding with precise time to shot, but you are getting there much faster because fighters are not really a threat anymore, they are too slow to follow afflictor with the speed of 300.
The main disadvantage is that in every battle you need to be 100% involved and focused. It is super fun but after like 30 battles it is not so fun anymore.
what in the fuck, if that's sloppy then me modding my game into letting me have a cainhurst(modded emp onslaught) with phase teleporter and shoving cyclones into the engines of remnants is "optimal play"
theresa mod that adds little nuke missiles (small med large) personally its far to op but its fun to chuck on the fastest thing you can and watch enemies charge into nukes
@@DustyPazner Nerfing a ship because of the skill of some players sounds a bit much. I can destroy an onslaught with a kite with reapers and expanded missile racks 1v1. Should we nerf kites? Surely a DP 1 ship shouldn't be that powerful!
@Jon Titor yeah you're right kites are broken as fuck. Friggets, in general, are insanely meta. What's the point of crusers battleships and capital ships if you can just stack friggets.
@@DustyPazner maybe because the AI doesn’t use them nearly as well as a player with a brain and a lot of practice. But I’ll say I’m willing to relent if you can show me you can consistently do what the vid showcases and 1v1 an onslaught with a kite. While it seems OP, don’t discount the amount of skill these players require to do this shit.
Loadout and captain skills shown at the end of the video.
I want to move away from inbuilt Reinforced Bulkheads, but I'm not sure what to replace it with. Once I get access to 3 S-Mods, ITU and Adjunct are going to be built in, but I'm not sure what to make the last one. Hardened Subsystems is redundant because with all of the CR I'm getting from captain skills I'll run out of ammo before I run out of CR. All other options seem redundant or non-contributory. I might just stick with Reinforced Bulkheads, especially since I'm kinda double dipping on the bonus it provides thanks to Damage Control and Combat Endurance regeneration. Suggestions?
Maybe Insulate Engine Assembly/Automated Repair Unit? Most common issue with phase frigates I see is that, while they have as much presence as they have operating time, if their engines get shot, they're screwed (wastes operating time and messes with flux management). Same goes for engine malfunctions from low CR, which is why Hardened Subsystems works well, but with your skills, it's not as important.
You could add Unstable Injector, as it could maybe beat shield rotation speed, and the extra speed is nice too.
Heavy Armor/Armored Weapon Mounts may help reduce the logistics cost of fielding Afflictors, but Damage Control already helps with that, so there's not as much need.
Auxiliary Thrusters is a solid pick for the Afflictor, having more forceful manouvers is going to get you into those perfect rear positions faster. But pairing a Monitor with SO to draw the enemy attention would be a bigger boon
try to use an alternative variant with "loose" phase coils and an unstable injector(no ITU), sometimes, especially at the start of the battle speed is much more helpful than dps
Pick one extremely good player phase-ship
pick a good contact and bounties
strike and assassinate enemy flagship
Refuse to elabore any further and retreat
Repeat
Stonks
That is one nasty strike frigate
that spin at 25:58 is just the perfect finishing touch
Your reverse psychology has worked, and I will be subscribing promptly.
That's a damn good build. As long as you manage the hard flux from phasing, you're almost invincible.
Sseth said something like "I can turn anything into a bomb and dip into another dimension. I don't have to answer for shit. (**ship explodes**)"
Those drones are vicious though.
You're insanely good at this. Although i wonder if this would work against fleet with any proper carriers - they are nasty vs. Phase-ships.
6:00 Oh hey there. Should've watched the whole video before commenting, god damn.
This is why I exclusively play Phase fleet, if only AI was as good as me though, it would've been perfect. I (used to) play Touhou, so I'm used to evading bullet/shots, in Touhou if you got hit with just 14 of enemy bullet you are dead. So I go with same mentality when I play phase ship.
Seeing how that kite at the end just shut off from low CR you might as well have a medicore fleet in tow and CR grief them with phase ships until they are all sitting ducks.
22:21 "He is right behind me isn't it?"
I usually go unstable injector instead, which makes it much easier to evade fighters and frigates, except maybe thunders. You might consider using an "opening" afflictor with this instead of integrated targeting. This will make dealing with frigates much easier.
Why did you ignore kites for so long?
In my testing I decided against Unstable Injector as I found myself getting clipped by Capital explosions too often for it to have been worth it. The idea of different Afflictors for different jobs has some merit, though, and Unstable Injector might be good at hunting Carriers, but again Carriers tend to be cruiser size or larger, which is an explosion size that's very difficult to thread in the heat of battle while you're also avoiding other stuff. As I've begun hunting High Tech fleets with Paragons in them, the extra range from Integrated Targeting Unit is essential for bypassing the shields of Shield Accelerated Paragons that would eat an Unstable Injector Afllictor alive.
"Why did you ignore kites for so long?" Two reasons. Number one is threat assessment; if a ship isn't an immediate threat to me, I tend to ignore it and go after more valuable ships instead, that's why you often see me ignore frigates and Conquests in favor of hunting down carriers. Number two is that when you're outnumbered to this degree, you don't want to kill things too quickly to give them access to that DP again. If I open the fight and just kill all the kites, the DP those kites were using can be recycled for bigger threats much earlier in the fight alongside the other threats I was already facing. Leaving them around, their CR will drain and then they're stuck on the battlefield using that DP while unable to harm me. That's why you'll also see me critically wound some ships and then not finish them off right away, allowing them to make the slow journey to the top of the map to escape. If I just killed them immediately, that DP freed up would allow something to replace it immediately, but if I let it run away, that's 20 to 30 seconds of it going to the top of the screen, and then 20 to 30 seconds of whatever replaces it coming back to me, which gives me a lot of breathing room and alone time with whatever is left. That's why there were so many nearly-dead ships in the Pursue portion of the fight after they surrendered. Basically, if the enemy has 400 DP worth of ships and they can field 200 of it, and of the 200 they can field maybe 100 of it is nonthreatening and can be safely ignored, it's in your best interest to keep those ships alive holding that DP hostage so that you only ever have to face 100 DP worth of threatening ships at a time as opposed to 200.
@@YourSponsor unstable injector allows you to be much faster where you need, you might cripple stuff to the point you force them to retreat but not finish them off. The issue with kites is that they actually constantly harassed and zoned you with missiles and those 4 DP won't allow OpFor to deploy anything really intimidating. Moreover, an unstable injector allows you to much easier to slip behind shields with more speed. Yes, finishing off cruisers and capitals is tricky and must be done almost always completely manually, reverse speeding with precise time to shot, but you are getting there much faster because fighters are not really a threat anymore, they are too slow to follow afflictor with the speed of 300.
Don't know much about the game, but that build looks pretty overpowered.
untill you get just a tad too close to a capital ship as it explodes or a random missile slaps your ass and you explode. It's very fragile.
The ship is built with wet tissue paper. This is all on the pilots skill
It is when the pilot is this good 😄
It demands the skill of the pilot and the build
The main disadvantage is that in every battle you need to be 100% involved and focused. It is super fun but after like 30 battles it is not so fun anymore.
Wtf! 2 shot a Champion!?!
yep, the amplifier is a very strong system, most cruisers die within one salvo
Harder than zigurat
First song?
cool
what in the fuck, if that's sloppy then me modding my game into letting me have a cainhurst(modded emp onslaught) with phase teleporter and shoving cyclones into the engines of remnants is "optimal play"
theresa mod that adds little nuke missiles (small med large) personally its far to op but its fun to chuck on the fastest thing you can and watch enemies charge into nukes
what’s the music?
Deus Ex Return To New York Combat theme
@@YourSponsor thank you… i can die peacefully now…
This needs a nerf.
Does it really? Like the afflictor is only this effective when used by the player. AI rarely uses any ship to its full potential.
@Jon Titor there shouldnt be a frigate that can consistently 1v4 capital ships and fleets.
@@DustyPazner Nerfing a ship because of the skill of some players sounds a bit much.
I can destroy an onslaught with a kite with reapers and expanded missile racks 1v1. Should we nerf kites? Surely a DP 1 ship shouldn't be that powerful!
@Jon Titor yeah you're right kites are broken as fuck. Friggets, in general, are insanely meta. What's the point of crusers battleships and capital ships if you can just stack friggets.
@@DustyPazner maybe because the AI doesn’t use them nearly as well as a player with a brain and a lot of practice. But I’ll say I’m willing to relent if you can show me you can consistently do what the vid showcases and 1v1 an onslaught with a kite.
While it seems OP, don’t discount the amount of skill these players require to do this shit.