How Too Make A Instant Repair Fleet In Vega Conflict
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Beneath you volition discover strategies compiled for your use by various users of the online wiki.
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Contents
- i Hull Controlling Guides
- 2 Battleships - Tactics (pure battlship fleets)
- ii.i Outline of the page
- 2.two Strafe-back (level 20-40+, without access to carrier, semi-machine)
- ii.3 Pretend-to-run (Whatever level Battallion, frequently used for lvl 27)
- ii.4 Charge-through (Mid Level Players)
- ii.5 Instant-repair Fleet (rancor, level 20-32)
- iii Crafting Material Fleets
- 4 Scouts
- 4.1 Rebel Scouts (13)
- iv.ii Rebel Scouts (23)
- 4.3 Rebel Scouts (33)
- 4.four Five-SEC Scouts (fifty)
- 5 Artillery
- 5.one Insubordinate Artillery (10)
- v.ii Rebel Artillery (30)
- 5.3 VEGA Artillery (37)
- five.4 5-SEC Artillery (53)
- six Raiders
- vi.1 Rebel Raiders (15)
- 6.two Rebel Raiders (20)
- half-dozen.3 Rebel Raiders (25)
- half-dozen.4 Rebel Raiders (35)
- 6.v VEGA Raiders (40)
- 6.6 Iron Star Raiders (60)
- 7 Battalions
- 7.1 Rebel Battalion (17)
- 7.2 Rebel Battalion (27)
- 7.3 VEGA Battalion (45)
- 7.4 V-SEC Battalion (55)
- seven.v Atomic number 26 Star Battalion (63)
- 8 Hunters
- 8.1 Fe Star Hunters (65)
- nine Supply Run Fleets
- 10 Sentinel Supply Runs
- 10.one Insubordinate Scouts (fifteen)
- 10.2 Rebel Scouts (25)
- 10.3 Insubordinate Scouts (33)
- 10.4 VEGA Scouts (40)
- x.5 Five-SEC Scouts (53)
- 11 Artillery Supply Runs
- 11.one Rebel Arms (xv)
- eleven.2 Rebel Artillery (25)
- 11.iii Rebel Artillery (33)
- eleven.iv VEGA Artillery (40)
- 11.v Vsec Artillery (53)
- 12 Raider Supply Runs
- 12.one Insubordinate Raiders (fifteen)
- 12.2 VEGA RAIDERS (25)
- 12.iii Rebel Raiders (25)
- 12.4 Rebel Raiders (33)
- 12.5 VEGA RAIDERS (forty)
- 12.6 V-SEC RAIDERS (53)
- 13 Battalion Supply Runs
- 13.one Rebel Battalion (15)
- xiii.two Rebel Battalion (25)
- thirteen.3 Rebel Battalion (33)
- xiii.4 VEGA Battalion (xl)
- thirteen.5 Vsec Battalion (53)
- 14 Hunter Supply Runs
- 14.1 Rebel Hunters (33)
- 14.ii VEGA Hunters (40)
- 14.iii Vsec Hunters (53)
- 15 Iron Star Deserters
- 16 Fe Star Vanguard
- 17 Demon Corps Contingent
- eighteen Demon Corps Harassers
Hull Controlling Guides [ ]
The essential things to know about your ships are their turning speeds, strafing speeds, forward speeds, and turning radius. I would recommend using the first 4 - harriers, longbows, rancors and genesis - in insta rep battles confronting bases and fleets to learn to control them. There are many tactics that tin can exist used, depending on the state of affairs. But call back that Destroyer ninjas are for Pros only. It is as well of import to learn something near hit boxes.
Basic Maneuvers
Waggling
This maneuver is a personal favorite, and rather funny. Information technology works against any projectile armed transport running on a parallel course to you, except destroyers. The problem with closing on Kinetic armed ships is that as you get closer, even with their deadening speed, their projectiles commencement to hitting. Past moving your ship in a slight zigzag, yous can cause these shots to pass through the fuselage of your transport - an area defective a hitbox - thus fugitive impact
Strafing
Everyone should be familiar with this i - it is a tutorial subsequently all. All the same, remember - yous strafe best at xc degrees. Be careful when positioning your ships relative to the target - the wearisome down of a non perpendicular strafe can be fatal.
Spiraling
Useful against all ships with irksome turning speed or projectile weapons. The principle is that you identify your ship on a course perpendicular to the enemy ship, making yourself a difficult target. However, instead of going in a direct line, yous turn your transport slightly inward and slowly circle in on your enemy. This allows you to contrivance the projectile weapons of non-destroyers, and helps yous flank any ship if they don't realize fast enough.
Paralleling
When fighting not-destroyer ships armed with projectile weapons, it is frequently (though not e'er) possible to outrun the shots by simply traveling in a straight line parallel to the enemy.
Running
He who turns and runs away lives to fight another day. Know when to fight, and when to withdraw - don't just sacrifice your fleets because you're doing poorly.
Recall - when attacking enemy bases, remember what y'all come across. Some layouts have sure strengths and weaknesses. If you see a base which is particularly hard to take out, consider incorporating some of its pattern features. Likewise, never merely use AI when attacking a base. Your ships don't sympathise the meaning of 'Don't fly through the terminus mine'.
Battleships - Tactics (pure battlship fleets) [ ]
Outline of the page [ ]
The aim of "battleship tactics" is to provide a principle overview of possible tactics, which are usually used for battleships. The explanation includes ship builds, controlling and the discussion near the enemy typ. The chief purpose is clearly for PVE, as PvP enemies ordinarily do non follow whatever straight tactic or carry expectable. The tactics are ofttimes used for farming blueprints and resources. For events, might exist that more than specialized tactics are useful. Equally it is supposed mainly for farming, the low-level weapons and own-research technologie is suggest. Ofcourse, by proceeding in the game you will have admission to better choices, thus, experience costless to amend your fleets with them.
Strafe-back (level 20-40+, without admission to carrier, semi-auto) [ ]
IDEA: You can phone call this tactic also ... divide and rule ... You plough your battleships orthogonal to the enemies and strafe back. Equally they will charge forrard to you, they will split up in groups due to different velocities and assault ranges. Thus, yous can easily one-by-one them and survive with most no repair price. The tactic is best suited for lower level players who do not know skilful piloting. With further improvement of the items (blueprints/events) the armada can be evolved to suggest auto-farming fleet by "Manni Gaming"
(encounter https://www.youtube.com/watch?v=L4VVRjT_gQo)
Suitable Enemy: The virtually Vega Fleets. The level of the enemy fleet should exist lower or similar to the ain level. Always useful, if the enemy fleet combines very different kinds of ships.
Non-suitable Enemy: Very inefficient against fast enemies and battalions, they either accomplish you lot to fast, or survive to long. You will likely however win it, but take to pay to much for repairing.
Built: Any weapon, which provides a long burn range and high DPS, is useful. Projectiles aren't the all-time selection due to the low DPS,rather get on Plasma Torpedo , Gladius Commuter, HEX Missile or the broadly used Hydra Missile. Of-course, you need strafe thruster, no doubt well-nigh that. The shield should be able to survive a lot, as you want to avoid repair costs. Thus, meta-shields are non the best choice, as you lot will have more durability by standard shields (or y'all have already the blueprints, which is unlikely). I propose shockwave, considering projectiles can be avoided by strafing and energy weapons have short range and it is assumed that you lot destroy every send with free energy weapons before reaching the assail range. Regeneration shields are a nice thing, just not the all-time thought for this setup because you will encounter burst DMG and not distributed DMG over a long fourth dimension.
Decision-making: Very piece of cake, plow by 90° and strafe back. After you killed the fast following grouping, you will charge the remaining enemies. If they are destroyers, micro-manage your ships by strafing to the sites in order to avoid the projectiles.
Pretend-to-run (Any level Battallion, often used for lvl 27) [ ]
IDEA: My personal favorite. You use a long range weapon and navigate in such fashion, to get the followers in burn down range, but far enough to be prophylactic. Thus, you win without repair costs.
Suitable Enemy: Mainly battalions, too some levels above your ain. All other fleets can contain enemy types, which will cause some problem. But, if they are lower in level you will still win easily. The tactic is broadly used for farming crafting materials on high-level battalions. Lvl 27 battallions are the easiest enemy you tin can wish for, in one case they are following you, they have no chance to hit yous due to their weapon built.
Non-suitable Enemy: PvP ... no player will exist stupid enough to be fouled by this tactic. Fast PvE ships, especially with a certain immovability ... thus cruisers tin be a pain. Cutters and destroyers are possible just only on low level.
Built: Kinetic weapons are the key betoken here. You utilize the weapon with longest range, neglecting DPS and velocity. You need at to the lowest degree one additional weapon with shorter range auto-aim or large handful. The thruster should be fusion, if already achieved. Else become for rear, as you need to ensure to go on the enemies behind you.
Oft it is sufficient to accept only one battleship as the fleet, because it makes the controlling easier. More ships decrease the fourth dimension to your victory, but shouldn't influence the result.
Controlling: In the beginning plow past 60-90° and fly away, the fastest ship will follow yous, which y'all straight knock out with one or 2 shoots. If the enemy fleet is not a battalion, this phase is the most critical i, because you need to destroy the fast enemies before they come up behind you (out of fire range) and can easily shoot-yous-downward. Afterwards, you turn in such way that the enemy is behind you, but at the corner of your attack range. Your projectile weapons volition burn down on him and miss him. But, they hitting the following grouping and destroy thus ship by send. When merely i enemy is left, turn by and bring the brusk (auto-aim/besprinkle) weapon in set on range. Depending on the built of the enemy ship, you can suffer some DMG in this phase only, only with micro-management you will nonetheless be fine.
Accuse-through (Mid Level Players) [ ]
Idea: Calling that a tactic is somewhat hilarious, as the master idea is to make your armada equally durable as possible, put a lot of DPS and then ..."THIS IS SPARTA !". Often, you lot use this technic for auto-fleets, which you manually control in order to avoid high repair costs. Some people claim that a standard technique ... My opinion: everybody should be happy in his own style ...
This tactic is conspicuously the less advanced tactic and volition (in worst instance) have completely no need for micro-direction. Thus, every double-left-handed micro-management idiot, without any better thought and a lack of restraint will be happy with information technology. I can tell that by experience ;)
Side remark: This tactic is similar to the "high-durability-burn-power cruiser fleets", due east.g., the exodus with double shields. The cruisers are faster and better to navigate, only have less armor and burn-ability on the same level. I never tested it by myself, but I heared quite optimistic feedbacks from other players. Might be worse trying...
Suitable Enemy: All fleets with lower level (blueprint and resources farming). Sometimes, in events (due east.g. anarchism), I saw people charging higher level fleets and forcing thus repair costs, because the exponential growth of xp per level probably go far more than efficient. I can not judge on that, might be ...
Sometimes similar builds are used for base rushing, however, as above .... might be
Non-suitable Enemy: Basically the most fleets are okay, but never perfect. Repair costs are usually rather level dependent than armada type dependent. Fastly navigating destroyers (higher attack range + slightly faster) can be a difficult task. Battalions will cause college repair costs due to similar durability and fire power.
Congenital: The BEST you have, doesn't affair of what. Usually your research level and blue prints predict your choice !!! Y'all can become for loftier DPS free energy weapons, but long-range, fast ships will be then a problem. I advise besprinkle or hydra missiles as a trade-off, maybe creeper or torpedoes. For thruster continue fusion, if you have it in a good level, else go for rear thruster, considering charging doesn't demand navigation. Shields define, like weapons, which are proficient and bad enenmies for y'all. If y'all accept recharging shields, long fights are your strenght, and thus low DPS fleets. If you have loftier immovability shields you go for high DPS-burst fleets (other rushing fleets are the perfect example).
Controlling: Nomen est omen. Depending on the the enemy it can be usefull to surroundings him, to charge through the middle or to just fly-by. Simply this is rather a question of your micro-management skills, and thus you need to test it by yourself.
Instant-repair Fleet (rancor, level 20-32) [ ]
Idea: Equally you run across by the name, this "tactic" is rather a built, as information technology practise not ask for a special piloting. This tin be done with rancor battleships (strongest choice in my opinion) but also with other ships (frigates up to talon, Genesis cruiser, destroyers up to Broadsword). The core idea is to keep the sum of wellness and shield below 300. Consequently, every ship will be repaired in less than 5min, which you can even "instant". The weapons, thruster, special etc have no influence and can be choosen freely.
Suitable Enemy: Basically all fleets with the same level or beneath. The level will be mainly divers by the weapons you put to them. I even employ it as a "pre-fleet" to level xl+ vega cargo fleets. The purpose of the rancors is to vanish all the fast/small ships. After the instant fleet is destroyed, I go in with a lvl 38-42 venom fleet with "strafe-dorsum" semi-auto tactic, causing me just the instant repair price as the venom usually survive with no (or at least about no) damage.
Non-suitable Enemy: Very fast ships and destroyers can out-piloting you. Simply who cares, it is instant repair ...
Built: Equally aformentioned, health+shield must stay beneath 300. Thus plate steal two or three is fine in combination with eiter meta-phase shields I or nail shield I. I prefere blast shield, as information technology recharges. On the other hand, the resist of meta phase shield allows for more damage reduction. In a normal armada, yous would go for high shield values in society to continue the chance for damaging the hull depression. Merely its instant repair, you dont intendance ;)
Summarizing, if you "charge through" the enemy with your fleet, y'all have no fourth dimension for recharge, thus meta is better. If you "strafe back", you can recharge, likely boom shields will be better. The weapons can be choosen freely, and whatever other tactic can exist combined to that built. Usually, hydra missiles are prefered due to the aim-lock. If you lot dont accept them, scatter missiles are a nice thing (early researched and moderate dps with high propability of hitting). Yous can also mix them up, I normally put 1 mass driver, 1 thermal beam, 2 hydras. Because I mix the weapon types, I dont use any specials but cargo instead.
Decision-making: You tin can use the auto mode, its okay and you lot will usually be victorious against fleets of same level or upward to +ii. You lot can improve the defeatable fleet level by manual piloting with another tactic (eastward.g. strafe dorsum, charge, ...)
Side remark: It is common, afterward you lot leave this level range of instant rancors, to keep some and combine them with other (well-equipped) ships. This built offers you lot some "decoys" or "shields" for the good ships, keeping the repair time of the armada low.
Crafting Cloth Fleets [ ]
Crafting Material Fleets consist of 5 varieties that follow a general formation setup.
Each armada type with the exception of hunters, consists of half dozen identical ships, with a 7th lead ship in front.
Hunters consist of 5 identical cutters with ii battleships and a carrier, making them considerably more dangerous so other crafting material fleets.
These fleets can too be found in a supply run variation, which is virtually identical in appearance to the original versions, but with the add-on of a carrier supporting the fleet, making them overall more than difficult, but rewarding due to the guaranteed strongbox drops.
Beneath you will observe strategies for each individual armada in the crafting textile fleet list. Y'all volition Non find Supply Run Fleet Strategies here. Run into the Supply Run Strategies Section for that.
Scouts [ ]
Scout Fleets consist of drinking glass cannon frigates, which are quite delicate only accept serious firepower.
These frigates take an 80% resistance to stasis weaponry and deal 200%/100% extra harm to destroyers and battleships.
Cruisers at outset are the best way to defeat sentinel fleets, however once you lot go access to Rancor Battleships and Gladius Drivers, battleships become the near efficient mode of destroying them, even to the point of defeating them without taking Whatever damage.
Rebel Scouts (thirteen) [ ]
" | A Rebel Detachment designed for scouting distant sectors and disposing of slower, cumbersome ships. Utilize armored cruisers to take them out. | " |
— Strategy Guide Clarification |

It may non expect similar much, but this armada is to be feared. Information technology's firepower is considerable, especially for such a depression level.
It is highly advised that newer players avoid attacking these fleets until you have researched the Genesis Cruiser, as well every bit Shockwave Shields and Pulse Ray V. Without this technology they are capable of annihilating just most any armada yous could throw at them from the electric current tier.
Yet, typically by that betoken you will have fleets capable of defeating the raider and battalion fleets which have much better resource payouts and drop chances for strongboxes. Attacking these fleets are generally non worth your fourth dimension and resource.
HOW TO COUNTER: Genesis Cruisers are the prime counter to this fleet. They accept enough durability and mass to support proper shielding which volition allow them to survive the onslaught long enough to destroy the opposition.
RECOMMENDED STRATEGIES: A fleet of Genesis Cruisers equipped with Pulse Ray V or Disruptor Ray III are capable of defeating this armada extremely rapidly and easily.
Rebel Scouts (23) [ ]
" | An upgraded Insubordinate Scouting Disengagement better optimized for moving through enemy territory. Utilize Exodus Cruisers to defeat them. | " |
— Strategy Guide Description |
This fleet is an upgraded version of the level 13. The firepower of the frigates have gone upward exponentially, making them lethal to tier 1 hulls and dangerous to tier 2 hulls.
At this tier, y'all should have at least the Exodus Cruiser and a few pattern weapons, such as the Thermal Beam, Hydra Missile, or Gladius Driver.
HOW TO COUNTER: In that location are ii options to counter this fleet depending on your available applied science. Your commencement selection is to use Exodus Cruisers with shockwave shielding and powerful energy weapons to but outlive the damage. Your 2d choice is to use Rancor Battleships with long-range projectile weapons to destroy them before they tin can even get inside range.
RECOMMENDED STRATEGIES: half-dozen Rancor Battleships equipped with Gladius Driver I x4 and Shockwave Shield II is capable of taking out the entire fleet without taking Whatsoever impairment, as long as you plough your ships at a 90 degree angle and strafe backwards.
6 Exodus Cruisers equipped with Disruptor Rays or Thermal Beams tin can too easily defeat this armada, albeit with repair times as a result.
Rebel Scouts (33) [ ]
" | An extremely aggressive and powerful iteration of the Insubordinate Scouting fleet designed to invade enemy sectors. Deploy Revelation Cruisers to dispose of them. | " |
— Strategy Guide Description |
This fleet is an even stronger version of the level 23, at present with godly firepower. It is suicide to appoint at close range in most cases, however information technology is easy to defeat as, by this tier you should have access to the powerful Gladius Driver, which if used on Rancor Battleships. Allows you lot to destroy them without taking whatever damage in return.
If you are intent on using cruisers against them, so you will desire to use the Revelation Cruiser. It tin back up much thicker shields and mitigate repair fourth dimension.
HOW TO COUNTER: Rancor Battleships with Gladius Drivers are your all-time counter, y'all can also use Revelation Cruisers with thick shockwave shields.
RECOMMENDED STRATEGIES: 6 Rancor Battleships equipped with Gladius Driver I x2 and Gladius Driver Ii x2, with a Shockwave Shield II can defeat the entire armada without taking whatsoever damage in return. Turning to a xc degree angle and strafing backwards volition let this strategy to be executed flawlessly.
Five-SEC Scouts (50) [ ]
" | A V-SEC Overwatch Detachment designed to intercept Rebel Arms and Battalions. Utilise Revelation or Apocrypha Cruisers to best them. | " |
— Strategy Guide Clarification |

V-sec Scouts (50) are a force to be reckoned with. Mark V Hawkeye Frigates armed with Vector Torpedoes volition chop-chop rip apart almost any opposition that is foolish enough to go within range. Unlike the rebel scouts, V-sec scouts are really quite dangerous to cruisers, rendering the close-up brawl method suicide.
Thankfully, they suffer from weaknesses similar to their rebel counterparts, they can be kited by battleships, unfortunately these scouts boast much thicker armor compared to their cousins, though it is fairly depression when comparison to ships of the aforementioned tier, it makes it very difficult to accept them out before they can get into range.
Considering of this, a carrier utilizing the Agility Field is all merely necessary to defeat them. Preferably the Ragnarok Carrier for the extra firepower, although a Midgard Carrier tin suffice if you lack the rag.
HOW TO COUNTER: Like before, cruisers are naturally the best counter against frigates. However, in the case of Five-sec Scouts, battleships are the way to get. Do non endeavour to defeat this armada if you lack a Midgard or Ragnarok, as the agility field is admittedly necessary to ensure your battleships stay out of range of the enemy vectors. Information technology is brash to use Fury Battleships or better, due to their superior firepower. You can also use Venom Battleships if you exercise not have the fury.
RECOMMENDED STRATEGIES: i Ragnarok Carrier/Midgard Carrier with an escort consisting of at least five Fury Battleships or Venom Battleships. Equip these battleships with Vector Torpedoes due to their heavy damage output, long-range, and homing capability.
Volatile Fuel is an extremely beneficial boost to place on your battleships for this, as information technology will drastically speed upwards the torpedoes and inflict greater splash impairment, destroying the fleet quicker in turn. You can use AM Warheads as a substitute if y'all do non have volatile fuel.
You lot may use any squadron yous like on your carrier, although it is recommended to apply Bomber Squadrons because of their farthermost firepower.
Artillery [ ]
Rebel Artillery (ten) [ ]
" | A Rebel Destroyer Armada designed to obliterate cruisers at a smashing distance. Apply Harrier Frigates to accept them downward. | " |
— Strategy Guide Description |

A long-range bombardment fleet consisting primarily of Trident Destroyers. They are very unsafe to Genesis Cruisers, every bit they not only significantly out-range them, but also inflict a bonus 200% damage against cruisers in general. They are however extremely weak to practically any other transport, specially Harrier Frigates.
These marking 5 destroyers also avowal a pregnant 25% damage phasing on their projectile slugs, causing a hefty chunk of their impairment to be dealt confronting armor instead of shields. Withal this tends to barely exist noticed unless the target is a cruiser.
HOW TO COUNTER: Frigates are the general counter to destroyers. They are much faster then destroyers and have the agility necessary to dodge incoming projectiles. When marked up they also inflict much greater damage to said ships. Yous tin generally utilize most whatever ship to counter this fleet equally they are extremely weak, however genesis cruisers are unadvised.
RECOMMENDED STRATEGY: A armada of half-dozen Harrier Frigates armed with Disruptor Rays, Rail Drivers, or Scatter Missiles volition exist sufficient to defeat this fleet. No piloting volition exist necessary. It is recommended to use Deflector Shields to mitigate incoming projectile harm.
Rebel Artillery (thirty) [ ]
" | A specialized fleet of Tridents optimized to single out and obliterate Insubordinate Exodus Cruisers. Talon Frigates will make short work of them. | " |
— Strategy Guide Description |
The 2d iteration of the Rebel Arms. The level 30 variant proves to exist a stronger opponent then information technology's pathetic level 10 sibling.
Despite having an abysmal damage output compared to the VEGA Arms, it cannot be stressed that these destroyers volition tear apart Exodi Cruisers in seconds. And are even capable of inflicting heavy damage to Revelations.
However, they are very delicate and will go down chop-chop to concentrated fire, peculiarly when attacked past Talon Frigates.
HOW TO COUNTER: Talon Frigates are the best counter to this fleet when marked up to III, despite only existence a Tier ii hull, they are more and so a lucifer for these destroyers.
RECOMMENDED STRATEGIES: 6 Mark Three Talon Frigates armed with Gladius Drivers are more and so capable of obliterating this fleet. Information technology is recommended to apply the Deflector Shield or Repulsor Shield to mitigate damage, while also allowing you to have instant repair. Y'all may likewise utilize Rear Thrusters if desired in order to speed upwardly the combat and mitigate stasis further.
VEGA Artillery (37) [ ]
" | A VEGA Artillery Detachment designed to destroy Revelation Cruisers via their Gladius Commuter Slugs and Cyberspace Torpedoes. Apply Talon or Nighthawk Frigates to accept them out. | " |
— Strategy Guide Clarification |

VEGA's own Artillery Detachment is not to exist taken lightly. Equally these destroyers are capable of annihilating even Revelation Cruisers.
Vi Scythe Destroyers armed with the fast and deadly Gladius Drivers are capable of dishing out heavy impairment onto a unmarried target, and will outright tear cruisers to shreds. They are too fairly well armored and shielded compared to their rebel cousins.
However, despite this, it is possible to defeat them past utilizing the Talon Frigate, a total fleet of them with the correct weaponry can defeat this fleet easily.
HOW TO COUNTER: Frigates are your best counter here, specifically the Talon Frigate. Not merely considering it can fight with instant repair, but also considering it inflicts 130% bonus impairment to destroyers and comes with a 40% stasis resistance. Nighthawk Frigates are deadly to this fleet when fully marked up, withal, unlike the talon, you are spring to endure repair time due to the fact that nighthawks are not capable of being instantly repaired when destroyed.
RECOMMENDED STRATEGIES: Half-dozen mark 3 Talon Frigates armed with Gladius Drivers are enough to defeat this fleet. You can also apply mark IV Nighthawk Frigates equipped with weapons such as the Gladius Driver, AP Driver, Hydra Missile, or Vector Torpedo, generally virtually weapons on a mark Four nighthawk will tear this fleet apart.
Five-SEC Artillery (53) [ ]
" | V-SEC'due south Lance Destroyer Detachments are designed to wipe out entire fleets of Revelation Cruisers. Deploy Nighthawk Frigates to take them down. | " |
— Strategy Guide Description |

(W.I.P)
Raiders [ ]
Rebel Raiders (15) [ ]
" | A Rebel Cruiser Disengagement designed to wipe out vulnerable frigates. Deploy Longbow Destroyers or Rancor Battleships to take them out. | " |
— Strategy Guide Clarification |

Rebel Raiders (15) are an extremely weak cruiser fleet, with multiple methods of combat applicative to destroy them. Even Harrier Frigates tin take them out.
These cruisers are equipped with the Thermal Axle, despite this however the damage potential of a unmarried cruiser is laughable. Be aware that almost tier i ships will be destroyed adequately chop-chop if all vi cruisers focus fire on it. However the chances of this occuring are semi-rare.
Due to their mark V status, they inflict a moderate fifty% bonus damage to frigates and cutters. While this is not specially high, it is still worth keeping in listen.
HOW TO COUNTER: Destroyers and Battleships are the best counters against raiders. Their superior range, coupled with their heavy damage bonus to cruisers when marked up, makes them lethal confronting these fleets. Longbow Destroyers and Rancor Battleships should be used hither, however but virtually any ship can destroy them due to their poor firepower.
RECOMMENDED STRATEGIES: A fleet of half-dozen Longbow Destroyers or Rancor Battleships armed with Pulse Rays or Disruptor Rays are capable of out-brawling these cruisers and apace destroying them every bit they get shut.
Below Strategy supplied past Alias3002.
At that place are many ways to have out these fleets - just near any group of ships harrier and up protected by Spectral shields and armed with Pulse Rays or amend (in DPS) tin can win on autopilot. My particular favorites are fleets of 6 genesis or rancor Mk 2, either insta reps or with spec shield Ii and Pulse Ray V or better. No Kinetic though! These fleets are likewise effective against the supply run Raider fleets, and the Genesis armada (insta rep) can take out Rebel Raiders (13) with relatively pocket-sized damage. Additionally, the Genesis insta rep is generally useful. Fun fact: the Genesis cruiser Mk II defies the 300 rule - equipped with Tritanium I and Spectral Shield I, its total amounts to 305, but information technology is still precisely 5 minutes repair time - truthful insta. Someone please make this more formal :P.
Rebel Raiders (20) [ ]
" | A more powerful fleet of Cruisers, better suited to take on the Insubordinate Talon Frigate, Utilize Broadsword Destroyers or Venom Battleships to wipe them out. | " |
— Strategy Guide Clarification |
Rebel Raiders (20), while merely a 5 level difference, is a significant difference from the level fifteen.
Unlike the previous Rebel Raiders, these cruisers now actually pose a significant threat to frigates.
Boasting thicker shields, heavier armor, and stronger Thermal Beams, Rebel Raiders (20) volition give you a run for your lower-level money.
Past this point however you should have admission to at To the lowest degree the Broadsword Destroyer, making destroying these fleets a breeze.
HOW TO COUNTER: As with before, destroyers and battleships are the best ways to have out cruiser fleets. Due to their higher range and their massive damage modifiers against cruisers when marked up. Unlike the previous armada, which could even be defeated with Harrier Frigates, y'all should NOT use frigates to take on this fleet.
RECOMMENDED STRATEGIES: A fleet of six Mark III Broadsword Destroyers equipped with a weapon that is non Explosive can defeat this armada. Due to receiving a 150% maximum range increase on all equipped weapons and inflicting a massive 130% bonus harm against cruisers. A armada of half-dozen Mark Iii Venom Battleships equipped with Gladius Drivers will easily overpower this fleet.
If you exercise not yet have admission to the Venom Battleship, you lot can apply Rancor Battleships equipped with Gladius Drivers as a substitute.
Below Strategy supplied by Alias3002.
The above description of this fleet should be taken very literally - it is virtually a clone of Insubordinate Raiders xv, just with better shields, armor, and especially weaponry. They can pose a meaning threat to insta-reps if they get shut. When engaging, either use transmission control to continue your distance, or utilise heavy brawlers of significantly college level.
Rebel Raiders (25) [ ]
" | A armada designed to tackle entire fleets of Talon Frigates, utilize Broadswords and Venoms to defeat them. | " |
— Strategy Guide Description |
A fleet nearly identical to the level 20 variation, but stronger.
This fleet is more often than not the same as Insubordinate Raiders (twenty) in terms of information technology's durability and firepower. However this armada has slightly thicker armor and stronger shields, as well as slightly more powerful weapons, making them more of a threat.
Like the previous fleet, Broadsword Destroyers will annihilate them.
HOW TO COUNTER: Broadsword Destroyers and Venom Battleships are your greatest allies here. Utilizing projectile and free energy weapons, they can rip this fleet apart well-nigh equally effortlessly every bit they obliterate the level twenty.
RECOMMENDED STRATEGIES: half-dozen Marker III Broadsword Destroyers or Venom Battleships utilizing a projectile or energy weapon will make curt work of this armada. Utilizing the Thermal Beam or Gladius Driver tends to make the about promising results here.
Insubordinate Raiders (35) [ ]
" | A pack of Revelations built to accept on Nighthawk Frigates and Taipan Cutters. Employ Trident Destroyers and Fury Battleships to take them out. | " |
— Strategy Guide Description |
The strongest iteration of the Rebel Raiders. They now have the durability and firepower to overwhelm Talon Frigates and fifty-fifty compete with Nighthawk Frigates.
However, at this stage, at that place are numerous means to render this fleet almost harmless.
Ane can utilize the Tier 2 Broadsword Destroyers and even Tier 1 Rancor Battleships to destroy this fleet.
HOW TO COUNTER: Broadsword Destroyers are arguably the best counter here. Equally they can out-range these cruisers at greater distances then the Venom tin can, and with their massive impairment bonus, can dish out even greater harm. You lot tin can also utilize the Trident Destroyer, which will completely obliterate these cruisers. However, the lack of an instant repair possibility makes them more plush to utilise.
RECOMMENDED STRATEGIES: 6 Mark III Broadsword Destroyers utilizing Thermal Beams or Gladius Drivers are more and then capable of taking out this fleet. With instant repair likewise, making them a very popular choice.
You lot can as well use six Mark Two Rancor Battleships equipped with Gladius Commuter I x2 and Gladius Driver Ii x2, strafing backwards at a 90 degree angle. It is recommended to use Strafe Thruster III for this strategy.
VEGA Raiders (twoscore) [ ]
" | VEGA's very own Apocrypha Raiders are built to demolish fleets of Nighthawks and Taipans. Utilize Tridents or Furies to defeat them. | " |
— Strategy Guide Clarification |

VEGA's Apocrypha Raiders are a force to exist reckoned with.
Compared to the Rebel Raiders, these cruisers are non as powerful when attacking targets individually, withal they make up for it with their sheer power when taking out groups of ships, and tin can even overwhelm a single send if all six set on at once.
These raiders are FAR more durable compared to the rebel raiders, making them very dangerous to engage at close range.
Thankfully, beingness cruisers, they have no stasis resistance, allowing one to kite them. Attempting to out-brawl them is unadvised.
HOW TO COUNTER: Destroyers and Battleships will inflict heavy harm on these raiders. Trident Destroyers and Fury Battleships are your most effective counters here. However, information technology is possible to defeat the unabridged armada with a single Venom Battleship if fully marked up, equipped with Fusion Thrusters III, with long-range weaponry and utilizing at least NET Torpedo II.
RECOMMENDED STRATEGIES: It is entirely possible to defeat this fleet with a single Venom, however doing so may be hard for the inexperienced. Fleets of Trident Destroyers and Fury Battleships armed with projectile or energy weapons are capable of defeating this fleet. Focused Optics is a very important boost to utilize in the case of free energy weapons, equally y'all will need it to ensure you lot get the starting time shot off.
Iron Star Raiders (60) [ ]
" | The Iron Star's unique Heretic Cruiser Fleets are congenital to tank massive amounts of damage while besides dishing out hurting on whatever opposing Frigates. Utilize Scythe Destroyers or Dread Battleships to defeat them. | " |
— Strategy Guide Description |

Use Mark V battleships with Aurora rays and a Ragnarok. They are easy to kill that fashion
Battalions [ ]
Insubordinate Battalion (17) [ ]
" | A large fleet of Fury Battleships threaten to destroy any cruisers unfortunate enough to find themselves on the broadsides. Employ Harrier Frigates to take them down. | " |
— Strategy Guide Description |

Rebel Battalion (17) is widely considered to be among the easiest fleets in the game to defeat.
At first glance, the battalion appears fearsome. Fury Battleships practically out-size everything you have at this signal. Dwarfing the Rancor Battleship by a great margin.
However, this size will hateful picayune to you as you chop-chop larn just how easy information technology is to dodge the Mass Driver slugs coming off of these ships. While they are mag boosted, they are laughingly like shooting fish in a barrel to avoid by just about any moderately fast send.
I should never forget even so that if all 6 slugs Do connect, that the impairment inflicted volition be fairly decent for a ship of this tier. Every bit such, it is important to remain agile.
HOW TO COUNTER: Frigates and Cutters are the nigh direct counter to the battleship. In the case of frigates, they accept the maneuverability to completely dodge projectile arrays and render them harmless, while simultaneously boasting enough speed to shut the altitude. Cutters on the other hand, with heavy armor and powerful weapons, tin can bum-rush most battleships with successful results, albeit taking heavy damage in the process. At this stage Harrier Frigates will exist your best counter.
RECOMMENDED STRATEGIES: A fleet of half-dozen marker Two Harrier Frigates armed with Disruptor Rays, Gauss Drivers, or Scatter Missiles are capable of defeating this fleet relatively hands. It is recommended to utilize the Deflector Shield to mitigate incoming damage.
It is besides not advised to utilize projectile weapons if you lack the Iridium Magnets boost. You should always use Mark II at least to achieve a sizable velocity boost.
Below Strategy supplied past Alias3002.
Simultaneously one of the easiest and nigh difficult fleets to eliminate. The projectile-armed battleships are even a threat to ships with deflector shielding, due to their sheer broadside power, but the biggest threat is the frigate. Unless eliminated immediately, it can hands drain deflector shielding, leaving the ships open to assault. However, once this threat is neutralized, the rest of the fleet is something of a cakewalk. Just don't wing through the projectile fire.
Insubordinate Battalion (27) [ ]
" | A Fury Fleet designed to assault Cruiser Detachments with powerful weapons. Utilize Talon Frigates to take them out. | " |
— Strategy Guide Description |
Insubordinate Battalion (27) is a moderate footstep-up from the level 17 iteration. The furies are much stronger and prove to be more than durable then before.
Their Mass Commuter arrays are much more than powerful then before, causing straight hits to inflict much greater damage. This becomes very dangerous against cruisers, particularly the Exodus Cruiser.
Despite this yet, in that location is no change to the fact that their mass drivers can exist easily dodged. A fleet of Talon Frigates can annihilate them, and they tin be effortlessly kited by a single battleship, preferably a Venom Battleship.
HOW TO COUNTER: At this stage, y'all should accept admission to the Talon Frigate, which will be more then enough to defeat this fleet. You can also use Taipan Cutters if you have them, but information technology is generally more than efficient to use Talon Frigates with instant repair. You can also kite this fleet with a single Venom Battleship, preferably armed with the Vector Torpedo.
RECOMMENDED STRATEGIES: A fleet of half-dozen Marker Iii Talon Frigates equipped with Gladius Drivers volition completely obliterate this armada on total-machine.
A unmarried Venom Battleship equipped with at least Fusion Thruster 2 and Vector Torpedo I tin can solo this fleet if you manually pilot it abroad from the armada, utilizing the very border of the firing arc to launch torpedoes.
VEGA Battalion (45) [ ]
" | VEGA'south signature Dread Battleship Battalions bring the hurting with massive Gladius Driver Arrays, ripping apart Revelation Cruisers in mere moments. Deploy Nighthawk Frigates or Taipan Cutters to annihilate them. | " |
— Strategy Guide Description |

Vega Battalion (45) is a widely feared fleet, renown for it'southward massive firepower and loftier immovability.
Vi mark V Dread Battleships armed with the Gladius Driver make up the bulk of this fleet. What separates this fleet from the rest of the battalions is that the gladius driver has a proximity detonation, making it that much harder to have them down.
To make matters worse, they are much faster and then other battalions, having a forward speed identical to that of a frigate.
They inflict tremendous damage with just one transport alone, a total barrage from all 6 battleships can demolish most any ship, especially cruisers.
Thankfully, information technology is possible to kite them without taking damage if one is smart with their flying.
HOW TO COUNTER: Despite frigates being the general battleship counter, y'all should NOT apply them hither. The sheer damage of the gladius drivers will apace overpower frigates, and if you do survive you will endure costly repairs. You have ii options:
Use a unmarried Venom Battleship, or employ a Carrier.
RECOMMENDED STRATEGIES: one Venom Battleship armed with Vector Torpedoes and Fusion Thruster III tin can kite this battalion without any damage in return if you lot are careful with your piloting and utilize the very border of your firing arc. You can also equip a Net Torpedo if you are unsure, at the toll of DPS.
You can also use any carrier that is not a Midgard Carrier, however due to the battleships speed, it is unlikely you'll be able to take them down fast enough before they enter firing range. Stasis escorts would be advised in this case.
Five-SEC Battalion (55) [ ]
" | Five-SEC's Zeal Battalions boast the Strongest Forms of Gladius Drivers, able to rip autonomously about any ship that dares face them. Utilize Nighthawk Frigates, Taipan Cutters or Eagle Frigates to beat them. | " |
— Strategy Guide Description |

(Westward.I.P)
Iron Star Battalion (63) [ ]
" | The Iron Stars Vigilante Battalions avowal some insane durability, as well as massive firepower via their Gladius Driver Arrays. Utilize Eagle Frigates, Ghariel Cutters, or Komodo Cutters to accept them out. | " |
— Strategy Guide Description |

(W.I.P)
Hunters [ ]
Iron Star Hunters (65) [ ]
" | The Atomic number 26 Stars very own Python Cutter Hunters are built to run downwards whatever opposition. Utilise Apocrypha Cruisers, or Corinthian Cruisers to take them out. | " |
— Strategy Guide Description |

(West.I.P)
Supply Run Fleets [ ]
Supply Run Fleets consist of five chief varieties that follow a similar format to the original crafting fleets.
In that location do however, exist iv unique varieties as of late which are unique to the Atomic number 26 Star Company and Demon Corps Simply.
Supply Run Fleets primarily consist of half-dozen identical ships with 1 transport in the lead and a carrier following backside.
Hunter Supply Runs are identical to the regular Hunter Fleets, the simply divergence being that Supply Runs make other variations of the Hunter Fleets bachelor to set on.
Supply Runs are unique in that their fleets driblet GUARANTEED Strongboxes towards specific ships upon their defeat, as long as y'all do non draw. They are commonly farmed for upgrade materials.
Sentinel Supply Runs [ ]

Scout supply runs are characterized by the prototype of a Condor Frigate firing what appears to be Gladius Drivers.
These supply runs tend to be more than abrasive compared to the others, primarily because the carriers that accompany these supply fleets take a scramble range that is far across any other, able to cover the entire screen and and so some.
Scout supply runs innovate a new variety of scout fleet, known as the VEGA Scouts. Which but appear during these supply runs.
Picket-Course supply runs drop strongboxes for the Harrier Frigate, Talon Frigate, Nighthawk Frigate, Condor Frigate, Eagle Frigate, Hurricane Frigate, and some time in the futurity, will drop strongboxes for the Tornado Frigate.
Rebel Scouts (15) [ ]
" | A rebel scouting detachment, deputed to escort a lonely Valhalla Carrier, transporting materials to the rebel harrier frigate. Utilize genesis cruisers to steal the goods. | " |
— Strategy Guide Description |
Rebel Scouts (25) [ ]
" | Rebel Nighthawks escorting a Valhalla loaded with Talon Frigate Materials, raid them with Exodus Cruisers and take what belongs to usa! | " |
— Strategy Guide Clarification |
Rebel Scouts (33) [ ]
" | A powerful nighthawk detachment escorting a Valhalla Carrier full of Nighthawk Frigate materials across the sector. Attack them with Revelation Cruisers and steal the materials for yourself. | " |
— Strategy Guide Description |
VEGA Scouts (40) [ ]
" | VEGA Condor Frigates guiding a Ragnarok loaded with Condor Materials safely across the sector. Invade their privacy with Revelation Cruisers and raid those materials! | " |
— Strategy Guide Description |
5-SEC Scouts (53) [ ]
" | A armada of Hawkeye Frigates protecting a Valkyrie Carrier, assault their transport with Apocrypha Cruisers and take the Eagle Materials for yourself! | " |
— Strategy Guide Clarification |
Artillery Supply Runs [ ]

Artillery supply runs are characterized by the image of a Lance Destroyer, exiting a wormhole.
These supply runs are considered to be one of the easier runs to consummate. This is because of how simple it is to decoy the destroyers, or outright kite them with a carrier. Care should be taken all the same as they still inherit their heavy harm output at the higher levels.
They introduce a mid-tier variant of the Rebel Arms fleet.
ARTILLERY-Form supply runs driblet strongboxes for the Longbow Destroyer, Broadsword Destroyer, Trident Destroyer, Scythe Destroyer, Lance Destroyer, Machete Destroyer, and Damocles Destroyer.
Rebel Artillery (15) [ ]
" | A detachment of Trident Destroyers keeping a Valhalla Carrier under close scout. Snatch the longbow materials! | " |
— Strategy Guide Description |
Rebel Artillery (25) [ ]
" | A fleet of Trident Destroyers protect a Valhalla with their long-ranged weapons. Practise what it takes to rid them of their broadsword materials! | " |
— Strategy Guide Description |
Rebel Arms (33) [ ]
" | A grouping of Trident Destroyers accept a keen heart on their Valhalla Carrier. Catch them by surprise and raid the trident materials! | " |
— Strategy Guide Description |
VEGA Artillery (40) [ ]
" | A large armada of Scythe Destroyers defend a Ragnarok Carrier from the clutches of the rebels. Bear witness them you are superior and take their scythe materials! | " |
— Strategy Guide Description |
Vsec Arms (53) [ ]
" | A unsafe platoon of Lance Destroyers obliterate all in their path to defend a Valkyrie Carrier. Outsmart them and obtain the lance materials! | " |
— Strategy Guide Description |
Raider Supply Runs [ ]

Raider supply runs are characterized past the paradigm of a Revelation Cruiser, putting distance between it and a wormhole with multiple Dread Battleships and Condor Frigates in hot pursuit.
These supply runs tend to take longer to defeat compared to other supply run fleets. This is because of the high immovability of the cruisers within. It is as well advisable to notation that although they are easily kited, care must be taken to avert close combat with them at all costs.
Raider supply runs introduce a weaker variation of the VEGA Raiders which announced in planetary orbit, which supply strongboxes for the Destiny Cruiser. They also introduce a V-Sec variant of Raiders.
RAIDER-CLASS supply runs drop strongboxes for the Genesis Cruiser, Exodus Cruiser, Destiny Cruiser, Revelation Cruiser, Apocrypha Cruiser, Corinthian Cruiser, Heretic Cruiser, and Covenant Cruiser.
Rebel Raiders (15) [ ]
" | A armada of Revelation Cruisers escorting a Valhalla Carrier through planetary orbit. Take their genesis materials! | " |
— Strategy Guide Description |

Rebel Supply Raiders (fifteen) are identical to Rebel Raiders (15), but with the add-on of a Valhalla Carrier.
Their firepower and durability are rather pathetic for their tier, making them easy to destroy with most fleets.
The carrier will evidence a unique opponent for newer players, only is piece of cake to defeat.
HOW TO COUNTER: Battleships or Destroyers are your all-time counters hither. Longbow Destroyers in particular can be very powerful as they deal 100% more than cruiser harm when marked upward. Rancor Battleships tin also suffice every bit they deal 10% more damage to cruisers and have more raw firepower then destroyers.
RECOMMENDED STRATEGIES: A fleet of six Longbow Destroyers equipped with virtually lower level weapons tin easily accept on this fleet. They do not even take to exist marked up, though having them marked up speeds up the procedure. You can likewise use Rancor Battleships equipped with powerful free energy weapons to shred this fleet easily.
VEGA RAIDERS (25) [ ]
" | An interesting sight, VEGA Apocrypha Cruisers escorting a Ragnarok Carrier to a planetary station, intercept them and raid the destiny materials! | " |
— Strategy Guide Clarification |

VEGA Supply Raiders (25) is identical in advent to VEGA Supply Raiders (40), but with a few key differences.
Compared to the (forty), these Apocrypha Cruisers are much less durable, only having near a fraction of the armor and shields that the Apocrypha Cruisers in VEGA Supply Raiders (40) has, making them much easier to destroy.
Their ECHO Rays are also much weaker, as such they are not equally swell a threat equally the ones found in the (40).
Compared to the Rebel Supply Raiders (25), they are arguably more hard because of their effectiveness against groups.
HOW TO COUNTER: It is recommended to employ broadsword destroyers, as their firepower is sufficient to accept out the cruisers here, however 1 should accept their broads marked upwards at least to II before engaging. Do not bring longbow destroyers, they don't accept the force or immovability to defeat this fleet.
RECOMMENDED STRATEGIES: (W.I.P)
Rebel Raiders (25) [ ]
" | Revelation Cruisers protecting a valhalla carrier from impairment, deliver the pain and accept their Exodus Parts! | " |
— Strategy Guide Description |
Insubordinate Raiders (25) is a direct re-create of the previous rebel raiders (15), only with more powerful weaponry and shielding. However, the difference is significant, making close gainsay no longer viable.
Rebel Raiders (33) [ ]
" | Powerful Revelations guiding a Valhalla to the nearest wormhole, intercept them and take their Revelation Materials for yourself! | " |
— Strategy Guide Clarification |
Same as lvl 25, merely with more shields and more armor, and more powerful beam guns that can rip whatsoever ship that wanders too close. must be kited with ragnarok and battleships to minimise repair costs, main weakness however is stasis, and so use stasis on them. And then subsequently all the cruisers are dead, bum rush the carrier.
VEGA RAIDERS (40) [ ]
" | VEGA Apocrypha Cruisers proceed a ragnarok under heavy baby-sit as it transports their cruiser materials. Invade and steal them! | " |
— Strategy Guide Description |
V-SEC RAIDERS (53) [ ]
" | V-SEC's own Corinthian Cruisers protect a Valkyrie Carrier with their lives, assail their devotion and take the Corinthian Materials for yourself! | " |
— Strategy Guide Description |
Battalion Supply Runs [ ]

Battalion supply runs are characterized by the image of a Zeal Battleship, making a retreat from a nearby principal sequence star.
These supply runs are generally considered the easiest of the supply runs. Due to the fact that they can be kited simply as effortlessly every bit the regular fleets can. The carrier notwithstanding makes the use of only one ship rather inefficient.
These supply runs introduce a more powerful sector variant of the Rebel Battalion.
BATTALION-Grade supply runs drop strongboxes for the Rancor Battleship, Venom Battleship, Fury Battleship, Dread Battleship, Zeal Battleship, Vigilante Battleship, and Hellfire Battleship.
Rebel Battalion (15) [ ]
" | A fleet of Fury Battleships escort a alone Valhalla Carrier to evangelize a cargo shipment. Change their plans and 'receive' the rancor materials instead! | " |
— Strategy Guide Description |
Insubordinate Battalion (25) [ ]
" | A grouping of Fury Battleships provide cover to a Valhalla Carrier. Take them out and obtain the venom materials! | " |
— Strategy Guide Description |
Rebel Battalion (33) [ ]
" | A Battalion of Fury Battleships keep shut to their Valhalla Carrier, non assuasive any to threaten it. Become the one exception and take the fury materials! | " |
— Strategy Guide Description |
VEGA Battalion (40) [ ]
" | A fearsome battalion of Dread Battleships protect a Ragnarok Carrier with their immense armaments. Outperform them and raid the dread materials! | " |
— Strategy Guide Description |
Vsec Battalion (53) [ ]
" | A fleet of Zeal Battleships go along a tight germination with their Valkyrie Carrier, obliterating all in their path. Get a thorn in their side and acquire the zeal materials! | " |
— Strategy Guide Description |
Hunter Supply Runs [ ]

Hunter supply runs are characterized past the image of a Komodo Cutter, leaving a nearby planets orbit.
These supply runs are the more difficult ones to reach, due to cutters being nearly inescapable, and dishing out high impairment with burst rays. They also come with a pair of faction specific battleships which render utilizing cruisers as a direct counter difficult.
Hunter supply runs introduce several new fleets, including the Rebel Hunters, VEGA Hunters, and V-Sec Hunters. Which utilize their faction specific hulls and engineering.
HUNTER-CLASS supply runs drop strongboxes for the Taipan Cutter, Gharial Cutter, Komodo Cutter, Python Cutter, and Basilisk Cutter.
Unlike the other supply run types, hunter supply runs simply go down to level 33.
Rebel Hunters (33) [ ]
" | A swarm of Taipan Cutters front-run any opposition to defend their Valhalla Carrier. Hold them off and accept the taipan materials! | " |
— Strategy Guide Description |
VEGA Hunters (40) [ ]
" | VEGA'southward Gharial Cutters utilise offense equally their best defense, shredding their foes quickly to defend their Ragnarok Carrier. Testify they overestimate themselves and raid the Gharial materials! | " |
— Strategy Guide Clarification |
Vsec Hunters (53) [ ]
" | Vsec are relentless in pursuing the guilty. Their Komodo Cutters volition protect their Valkyrie Carrier with unfathomable persistence. Shatter their volition, and their ships, before making off with the komodo materials! | " |
— Strategy Guide Description |
Iron Star Deserters [ ]
" | An ISC Hunter Fleet which has deserted it's brethren in favor of servitude to VEGA. Proceed with caution. | " |
— Strategy Guide Description |
Iron Star Vanguard [ ]
" | An ISC forefront regiment designed to atomic number 82 the charge in all-out war. Altitude must be kept from the opposition at all times. | " |
— Strategy Guide Description |
Demon Corps Contingent [ ]
" | A fleet of loyal Demon Corps and Vsec pilots who have taken up arms to hunt down the rebellion. Farthermost caution is advised. | " |
— Strategy Guide Description |
Demon Corps Harassers [ ]
" | The most experienced men and women among the Demon Corps and VEGA Security have joined together to bring an end to the rebellion. Merely the well-nigh experienced rebels will survive. | " |
— Strategy Guide Description |
Source: https://vegaconflict.fandom.com/wiki/Strategy_guide%28s%29
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