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Primary Tactical Information:
The Defiance medium fighter by Esthar Fleet Technologies is built to destroy turrets or other fighters. Defiance fighters make great bombers or interceptors, due to their versatile combat loadout.
Each Defiance is equipped with two banks of homing missiles (indigo, to be harder to see), two banks of autocannons (also indigo, for the same reason), shields, and a warp drive for extended sorties.
Recommended Tactics
The Defiance is guns strapped to thrusters and a warp drive. You've got shields that provide some margin for error, but the best defense is a good offense.
Before battle, charge your warp drive. It's critical in surviving fights. Also, don't go into a fight with less than 100% energy and shields.
You should always be initiating fights in a Defiant. Start off by launching a seeker at an unaware enemy. A turret or an escort fighter makes a good starting point. As soon are you've core-breached that target the fight has began.
Hold off on your autocannons until you've closed some range; instead, let your Seekers reload. Your next target should be the thing firing at you (most likely a turret.) Be patient but aggressive; pick off each target, then evade like crazy.
When fighters close to dogfighting distance, don't let them get behind you! Remember the tactical egg and use it to your advantage in such a dogfight. Use auto-cannons to harass the attacking craft, though - you want to be lobbing seekers at anything that's actually pressuring you.
If all goes well, by the time the last Seeker goes off, there will be a ship graveyard around you, ripe for the looting. If not, use your warp drive to retreat and repair any damaged blocks. Then, go back and finish the job.
Remember, you pilot a Defiance. And, you don't take s***.
Inspiration/Background
The Defiance hull is strongly inspired by the NX-74205 Defiant from Star Trek: Deep Space Nine. The idea came after my first homeworld was bombed due to my stupidity (leaving faction blocks in the open? Not a wise choice.) I realized I needed a vessel to aggressively seek out and destroy threats; this is what I came up with.
Technical Specifications:
Primary Tactical Information:
The Defiance medium fighter by Esthar Fleet Technologies is built to destroy turrets or other fighters. Defiance fighters make great bombers or interceptors, due to their versatile combat loadout.
Each Defiance is equipped with two banks of homing missiles (indigo, to be harder to see), two banks of autocannons (also indigo, for the same reason), shields, and a warp drive for extended sorties.
Recommended Tactics
The Defiance is guns strapped to thrusters and a warp drive. You've got shields that provide some margin for error, but the best defense is a good offense.
Before battle, charge your warp drive. It's critical in surviving fights. Also, don't go into a fight with less than 100% energy and shields.
You should always be initiating fights in a Defiant. Start off by launching a seeker at an unaware enemy. A turret or an escort fighter makes a good starting point. As soon are you've core-breached that target the fight has began.
Hold off on your autocannons until you've closed some range; instead, let your Seekers reload. Your next target should be the thing firing at you (most likely a turret.) Be patient but aggressive; pick off each target, then evade like crazy.
When fighters close to dogfighting distance, don't let them get behind you! Remember the tactical egg and use it to your advantage in such a dogfight. Use auto-cannons to harass the attacking craft, though - you want to be lobbing seekers at anything that's actually pressuring you.
If all goes well, by the time the last Seeker goes off, there will be a ship graveyard around you, ripe for the looting. If not, use your warp drive to retreat and repair any damaged blocks. Then, go back and finish the job.
Remember, you pilot a Defiance. And, you don't take s***.
Inspiration/Background
The Defiance hull is strongly inspired by the NX-74205 Defiant from Star Trek: Deep Space Nine. The idea came after my first homeworld was bombed due to my stupidity (leaving faction blocks in the open? Not a wise choice.) I realized I needed a vessel to aggressively seek out and destroy threats; this is what I came up with.
Technical Specifications:
Mass - 75.0 Newtons
Dimensions - 15M x 7M x 15M
Block Count - (In Progress)
Docking - Requires an enhancer array with dimensions 4m x 1m x 4m (7 Enhancers)
Dimensions - 15M x 7M x 15M
Block Count - (In Progress)
Docking - Requires an enhancer array with dimensions 4m x 1m x 4m (7 Enhancers)
Generation - 7853 V/s
Capacity - 79850 V
Full Recharge from 0% to 100% - ~10 seconds.
Capacity - 79850 V
Full Recharge from 0% to 100% - ~10 seconds.
Generation - 66 shields/s
Capacity - 2971 Shields
Full recharge - ~45s (Out-of-combat)
Capacity - 2971 Shields
Full recharge - ~45s (Out-of-combat)
2x 15 Seeker Missiles, 1 frontal tube (Indigo) - ~3000 damage/shot
2x 15 Autocannons, 1 frontal tube (Indigo) - 75 damage/shot
2x 15 Autocannons, 1 frontal tube (Indigo) - 75 damage/shot
Overdrive - No; Recommended in nearly all situations. If you can find room and a reason to add one to yours, do so.
Warp Drive - Yes; Two banks of four blocks. A 100% energy charge converts to slightly more than 25% of a jump; charging for a jump can take roughly 60-80 seconds depending on how much you choose to divert to the warp drive.
Radar Jammer - No; recommended for surprise attacks, patrols, or exploration.
Cloaking Device - No; not recommended due to the power requirements of other systems.
Scanner - No; recommended for patrols, ship-to-ship combat, or exploration.
Drone Intelligence Unit - No; the highly offensive nature of the fighter lends itself well to being a patrol drone. The AI will find the seekers particularly useful in proactively stopping threats.
Warp Drive - Yes; Two banks of four blocks. A 100% energy charge converts to slightly more than 25% of a jump; charging for a jump can take roughly 60-80 seconds depending on how much you choose to divert to the warp drive.
Radar Jammer - No; recommended for surprise attacks, patrols, or exploration.
Cloaking Device - No; not recommended due to the power requirements of other systems.
Scanner - No; recommended for patrols, ship-to-ship combat, or exploration.
Drone Intelligence Unit - No; the highly offensive nature of the fighter lends itself well to being a patrol drone. The AI will find the seekers particularly useful in proactively stopping threats.
PvE - In three engagements with AI pirates between the classes of Dropship and Frigate, the Defiance dominated due to the missile system's high damage and accuracy. The autocannons were able to whittle down shields enough for a Seeker missile to deliver a powerful knockout punch.
PvP - No PvP engagements have yet occurred between a Defiance fighter and another similar vessel.
Stations - A Defiance fighter stands no chance against a station.
When to use this vessel - Defiance fighters are best in situations where you're fighting either a reasonable amount of less-well armed fighters (5:1 odds is max recommendation), or when fighting a vessel that fights purely through turrets. It's possible to snipe at least one enemy with a Seeker before anything else notices. Should the tables turn, a fully-charged warp drive will help you escape with minimal damage. Large turrets will have difficulty tracking the nimble vessel, letting you fly circles around 'super turrets', if they don't get the first shot in on you.
When not to use this vessel - Defiance fighters come up short against large numbers of enemies, or drone swarms. Additionally, the vessel has little ability to deal with missiles launched against it. Against any small craft armed with a damage beam, the Defiance is at a disadvantage due to the slow shield regeneration rate; the shields merely give you a margin for error.
PvP - No PvP engagements have yet occurred between a Defiance fighter and another similar vessel.
Stations - A Defiance fighter stands no chance against a station.
When to use this vessel - Defiance fighters are best in situations where you're fighting either a reasonable amount of less-well armed fighters (5:1 odds is max recommendation), or when fighting a vessel that fights purely through turrets. It's possible to snipe at least one enemy with a Seeker before anything else notices. Should the tables turn, a fully-charged warp drive will help you escape with minimal damage. Large turrets will have difficulty tracking the nimble vessel, letting you fly circles around 'super turrets', if they don't get the first shot in on you.
When not to use this vessel - Defiance fighters come up short against large numbers of enemies, or drone swarms. Additionally, the vessel has little ability to deal with missiles launched against it. Against any small craft armed with a damage beam, the Defiance is at a disadvantage due to the slow shield regeneration rate; the shields merely give you a margin for error.