Strike Suit Infinity

Strike Suit Infinity

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Guide on choose of suits
By Tsubasa
This guide compares the pros and cons of each suit and their specs, and the techniques allocated when using them for your challenge chain.
   
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INTRODUCTION
In Strike Suit Infinity, as you progress more, you will eventually get to choose which suit to start with for your future challenge - the titular Strike Suit, the Marauder, and the Raptor. While they are ships far more superior than ordinary fighters, they have their own weakness and strengths which requires some skills to overcome and to effectively express with.
Strike Suit
Armaments:

Main Cannon: RPEf 92mm Pb Flak Cannons (range: 1000 maximum)
Missiles: MTAM Circus (range: 3000 maximum)
-Damage: 1~2 per Flak turrets/ Beam turrets/
2 missiles per Interceptor/ missile interceptor/ Black Fleet Interceptor/ Plasma cannons/ Plasma turrets
3-4 missiles per Fighter
5 per Heavy Fighter/ Black fleet fighter
~10 per Beam Cannons
12 per Corvette/ Black Fleet Corvette
About 3 full volleys per Frigate
Acceleration speed: Adequate
Maximum times of dashing: 4
Flux storage speed: Medium

Pros:
-Excellent missile system with high damage, long range, semi-infinite ammo and incredible tracking
-Good anti-torpedo guns

Cons:
-Poor thruster capabilities
-Weak shields

The Strike suit is the most basic yet the most well-prepared suit in the game. Sporting a Flak cannon which is capable of shredding Kamikaze drones, torpedoes, and mines, and a MTAM Circus system which essentially spells nothing but doom to Colonial ships, being an incredible weapon able to perform both crowd control and turret-stripping from a distance, the Strike suit is eligible in both dealing critical damage and assisting your squadron.

However, to balance its power, the Strike suit has both a weak hull and shield, combined with a very poor thruster capability which strongly limits its ability to dash and avoid missiles. This forces the player to carefully juggle between fiercely tearing the enemy fleet open or apply evasive maneuvers, by dashing or transform into Pursuit mode to accelerate away.

Strengths:
- Crowd control: Excellent missile tracking system with very high damage has unparalled power to eliminate many fighters and corvettes in one blow
- Turret Killing

Weakness:
- Sub-par field movement: Be sure to find favourable positions to both safeguard your fleet from torpedoes and be able to apply pressure to the enemy


Raptor
Armaments

Main Cannon: MPE D/R X200 Shotgun (range: 1000 maximum, damage increases if distance is shorter)
Missile: MTAM Itano (range: 1700 maximum)
-Damage: 10? per fighters
slightly more than 30 per Corvette
Acceleration speed: high
Maximum times of dashing: more than 10
Flux storage speed: Very fast

Pros:
-Powerful shotgun which can damage and destroy multiple targets per shot
-Highly agile
-Stores flux at a much higher rate
Cons:
-Ill performing missiles
-Very weak hull and shield

Having the fastest speed in the whole game (even faster than Black Fleet Interceptors), the Raptor is an interceptor-based strike suit that excels in intercepting small crafts and turn them into dust with its powerful shotgun cannons. With a shotgun that hits everything in the reticule as long as they are in range, the Raptor outperforms the Strike Suit in terms of anti-turret and anti-torpedo performance since it literally crushes every of em' in one blow. The fact that the Raptor can dash itself away from trouble quickly, capable of going forth-and-back between your line of ships and the front line helps defending your capital ships from being bombared by explosives.

the Raptor comes with a very thin hull and shield, which means that one must be careful while piloting as there aren't much room for errors - A kiss from Kamikaze drones and mines which deal devastating damage to the Strike suit is lethal to the Raptor.

Additionally, the Raptor comes with a weaker missile system - the MTAM Itano, which doesn't kill Corvettes even with a fullisade, often misses fighters due to not-so-good tracking abilities, and has a very short range (1800). While it consumes about only 1/3 of its total flux per fullisade and has the fastest locking-on speed in game, its lackluster performance still hinders its use in the game. As a result of the Raptor cannot drill weak points with its cannon, nor being capable of dealing much damage as the Strike Suit can, the Raptor pilot must be aware of his/her status as an interceptor, and should focus on assisting your fleet by dealing with torpedos and turrets, allowing your own ships to take the kill.

Strengths:
- Swift movements and high thruster recover speed: Very useful to quickly shift between capital ships to stop torpedoes
- Good anti-turret and torpedo

Weakness:
- Suprisingly bad crowd control
- Low damage: User has to make sure each shot counts
Marauder
Armaments:

Main Cannon: LPE M 162mm U (range: 7000 maximum)
Missiles: MTAM Avengers (range: 20000 maximum)
-Damage: 1 per Corvette
about 15-17 per Frigate
about 20 per cruiser
Acceleration speed: Slow
Maximum times of dashing: Nearly infinite
Flux storage speed: Slow

Pros:
-Incredibly powerful main cannon and missile system
-Unmatched fire range
-High energy capacity in both weapon and thruster systems
-Tough shields and hull

Cons:
-Low mobility
-Low flux storage rate while having high consumption rate
-Worst crowd control abilities

Unlike the others which are typical glass cannons that kill multiple targets at once, the Marauder is built to be tough and designed to tear through stuff one-by-one with its immense firepower. Housing main cannons which reduces every fighters into nothingness with one shot, and a missile (aka mini torpedoes) which cannot be blocked, and can put quite a dent into capital ships, it is easily the best anti-captial ship Strike Suit which can aid in storing credits during bonus rounds by killing cruisers and even carriers. Being a bomber itself, the Marauder can easily replace bombers and capital ships by making good use of its anti-capital ship equipments.

The Marauder also boasts extra tough shield and hull, which makes it possible to tank stuff whatever that is capable of destroying your suit without dying. Combined with its ability to dash almost infinitely due to its very large thruster capacity, dying due to colonial attacks is unlikely unless you crashed into torpedoes by accident, or having a lot of Kamikaze drones after your tail.

However, the Marauder is ill-equipped when it comes to crowd control, unlike other strike suits. With a missile system incapable of destroying small, agile fighters due to its low speed, and a cannon that cannot rapid fire and burns a lot of flux, one might find having the whole flotilla dying in the fight very common, as the Marauder is poor in assisting its fleet due to the Suit isn't made to intercept torpedoes or Kamikaze drones like the others does. One must also be aware that the Marauder is slow - even having a nearly-infinite energy capacitator doesn't help a lot. The Marauder also has the worst flux efficiency and stores the least amount of flux despite being capable of dealing the most amount of damage.

Strengths:
- Capital ship killer: No need to buy capital ships and seek for weak points, saving a lot of valuable time
- Long range sniping for beam cannons and basically all fighters

Weakness:
- Crowd Control: Playstyle should focus on using range advantages rather than closing in for kills
- Bad mobility
Suggestions
So far we've covered the major strengths and weakness of the Strike Suits you can choose. Which suit is/are recommended, and what weapons/support are suggested during your run?

1. Suit Choice

Being a survival mode, the Strike Suit Infinity game is fond of throwing a giant flotilla at you, not to mention the sheer amount of torpedoes, Kamikaze drones and turrets you'll have to counteract with all the time.

The Marauder is the toughest suit in terms of raw firepower, and boasts the best shooting distance in the whole game. While it cannot run fast, it can hit dangerous entities from afar before they reach your ships with the big cannons, and sometimes outperforms the Strike suit and the Raptor in terms of interception of torpedoes especially when you can't rush back to the back row in time. However, being the suit that has the worst flux efficency and a slow firing cannon, you cannot expect the Marauder to deal with turrets as swiftly as the Raptor or the Strike Suit does. Focus on damaging Beam cannons, blowing off Plasma cannons from afar most of the time, and try to throw a few missiles to put the last straw on a capital ship trying to run for their lives if you have the chance.
While slow, it is also the easiest suit to control and master as it is tougher and has excellent thruster capabilities.
Note that the Marauder can deal with enemy transports fairly easier than the others: 2 missiles can blow off a Freighter which is too slow to run away from them, and 2 gun shots can murder anyone in the Shuttle slipping like a piece of soap, while you are still within the main battlefield.

The Strike Suit is better than the Marauder in intercepting things, since it has the notorious MTAM Circus which essentially tears through turrets, removes torpedoes, and is capable of squashing fighters which helps protecting your fleet and allow them to destroy capital ships. In cases if your ships aren't helping in destroying capital ships, you can even go ahead and lay the last straw on them. However, since it doesn't have a lot of thrust to spare, conditions where you are too far away to kill torpedos that are menancing your ships, but you have no boost at all is common. Requires better boost management and distance management for best performance.

The Raptor is the best suit made for such aformentioned situations. Boasting a shotgun that effectively removes all damaging torpedoes one-shot, crushing mines and turrets far easier than even the Strike Suit, and is capable of dashing rapidly in high speeds multiple times means that you can at least kill off most hazards while still being able to strip turrets. However, the Raptor needs to dash rapidly all the time to compensate its poor range and intercept hazards, so you will most likely have a busy game. Since it also doesn't pack a lot of firepower, you need to rely on bombers or capital ships to get the kill often, which means you will have to safeguard your ships in the whole game.



2. Weapons choice

Basically, the Titan Rockets are the best choice in the game, not only because sometimes you will have to fight in the Nebula, which limits your weapon choice, but they are also the fastest missile weapon that can deal devastating damage within a short time as they require no locks, and travels a lot faster, and since you can manually aim them instead of locking on something, they are also the only missile weapon that can actively target weak points rather than by accident. The fact that the Strike Suit and the Raptor has good anti-fighter equipments also reduces the need of homing missiles.

The Marauder, on the other hand, has anti-capital ship missiles. Since it will have some problem fighting small fighters, Mark III or Seeker missiles are recommended if you wanted to fend them off easier.

If you are unsure about using the Titan, you can also choose the Fighter Mark III (or Mark II, but not recommended) missile which deals incredible damage, and has very good tracking.

-Fire-and-forget missile: A missile that functions similarly to the Titan, but can chase targets automatically without a lock. While does more damage than Titans, can be launched in a volley, and can hit targets on their own, be warned that it has a 2750 range and doesn't work (will not auto-aim) if the target is out of range when it is launched, the target is destroyed after the missile is released, or oddly, the target is a capital ship.

-Swarm missile: A bundle of small missiles that deals low damage, but can fire a large volley in a same lock. A better choice than the Mark I, but doesn't do a lot when it comes to heavy fighters due to low damage, and can't chase down interceptors that are running at full speeds. They are also easily intercepted by Flak Turrets.

-Alpha missile: Not recommended. Although has a higher damage (slightly) than the Mark III, it requires a very long lock-on time which is way too cumbersome to work with, poor tracking and speed which means a no-go to shoot down fighters.

-Shield Buster: Also not reommended. Does nothing to Capital ships as it only destroys shields without dealing damage at all, while its shield-busting effect can be done easily by a Mark III or a Rail Gun round.

The Rail Gun is the another go-to weapons choice, partly because it can be fired over a 4500 unit distance while dealing critical damage to anything unfortunate enough to stand in the way, and also being a pin-point weapon that can slice through weak points one-shot without delay. However, as it drains a considerable amount of energy and has a small reticule compared to other machine guns, one must be careful while using the Rail Gun as it isn't easy to aim, especially at short distances. Normal Machine Guns are also an option if dogfighting is a concern, but again, you have the Strike mode weapons to mess around with fighters as you transform.

There isn't much to say about plasma guns, partly because I use them sparingly due to my habit of firing a volley of rockets or strike suit-ing onto targets, which makes them an obsolete weapon most of the time. The small plasma is generally recommended as the shots are faster, can be fired continuously and consumes a low level of energy, which is important as this means that every shot will be more likely to hit, and harder for the enemy craft to dodge. Even you miss, there are plenty of energy for you to spam onto your targets without fearing the danger of running out. The large plasma on the other hand hits REAL hard and can deal devastating damage to anything, but since they are more likely to miss, they are usually not the most preferred choice.
Choice of support
There are a total of 6 kinds of support you can purchase in the game during the start of each round - A team of interceptors, a team of fighters, a team of bombers, frigates, cruisers and a carrier. Additionally, you can upgrade your squad pilots to increase their level, which is kept after each round and will not decrease unless you start a new challenge.

The higher the rank, the better the skills of the pilot have, they will have a much greater chance of surviving things where lower ranks are incapable of and killing more enemies during their service.
You will recieve a 50% refund for each surviving platoon and capital ship at the end of each round. The refund is not affected by the damage sustained by the platoon or the ship, thus even you have only one half-destroyed interceptor left if you buy 5 of them, or you have a frigate which is at the blink of death, you will still recieve half the credits you've paid for them as long as they survived.


1. Interceptors

Number of units per one unit of purchase: 5
Maximum amount of purchase: 4
Cost: 1000 credits per purchase
Pros: Very cheap, agile
Cons: Very fragile, dies really easily

The interceptors are light and fast machines used to fight other interceptors and fighters. They are also cheap and comes in large numbers per purchase. As such, they are the perfect machines used to lure away gun fire and keep the colonial fighters busy.

However, they are also typical glass cannons and are easily shot down even during the first wave (for whatever reasons), their lack of firepower also doesn't help wearing down ships very well. As such, unless quantity is more important than quality, they should be considered only if you need a very large fleet where only 20 fighters isn't enough (such as fighting a swarm of Black Fleet fighters), or you are piloting a Marauder which doesn't do well against torpedoes.


2. Fighters

Numbers of unit per one unit of purchase: 5
Maximum amount of purchase: 4
Cost: 1500 credits per purchase
Pros: Cheap, sturdy enough against gunfire
Cons: Mismatched against capital ships (actually not much of a fault here)

The fighters, as one may expect is the basic building blocks of the fleet. It finds itself useful under every scenario, such as acting as a distraction to lure enemies away for you to kill freighters/shuttles in the meantime, protecting bombers, actively killing enemy crafts, and everything else. The fact that they are better armoured than interceptors gives them better survivability in an intense dogfight and assists you better.

Essentially, they are the go-to choices and the first thing one must buy if you need any assistance, as they are very useful under any situations. However, you may also need some interceptors to assist them as sometimes 20 of them is not enough to survive waves of colonial assaults.


3. Bombers

Numbers of unit per one unit of purchase: 3
Maxiumum amount of purchase: 4
Cost: 4000 per purchase
Pros: More mobile than frigates, capital ship killing torpedoes
Cons: Can hardly survive due to slowness

The bombers are the least suggested options, primarily due to them not being especially superior than frigates, but are more prone to dying as they are ill-equipped when they are being chased down by interceptors, and especially Kamikaze drones and mines. While they are cheaper per unit, they aren't as durable nor as capable in self-protection than frigates, however they will not trigger torpedoes and beam cannons, which eases down your workload.

Overall, they can be kind of a nightmare to enemy capital ships as they launch volleys of torpedoes, but they can also be a nightmare to you as you need to buy extra ships to ensure their survival, or do a hell lot more work to babysit them from big bad fighters. Not needed especially when you don't have things more than frigates to kill, or you are using a Marauder which doubles as a bomber itself.


4. Frigates

Numbers of unit per one unit of purchase: 1
Maxiumum amount of purchase: 4
Cost: 8000 per purchase
Pros: Have turrets that assists the fleet well, capital ship killing torpedoes (which are not shut down regardless of damage), durable
Cons: Activates anti-capital ship equipments, doesn't survive well against heavy fire

The frigates are the go-to options if a fleet of capital ships are required - not only they are armed with flak turrets and the usual stuff one will need on a ship, they have torpedoes which, unlike beam cannons, will fire regardless on how much damage the ship has sustained. A row of 3-4 frigates fires so much torpedoes, which basically haunts every capital ships regardless on their type.

Be reminded that however, frigates are also considerably more fragile than cruisers, and if unattended or ill-supported, they will be reduced into a pile of wreckage in no time by heavy fighters or anti-ship fire since their turrets don't work very well on torpedoes. One must destroy beam cannons and as much torpedoes as much as possible to ensure they live long enough to destroy rather than to die.


5. Cruisers

Numbers of unit per one unit of purchase: 1
Maxiumum amount of purchase: 2
Cost: 20000 per purchase
Pros: Heavily armed, more durable than frigates, have beam cannons which are not interceptable
Cons: Activates anti-capital ship equipments, doesn't work if beam cannons are destroyed

The cruisers are like slightly cheaper carriers that packs more guns and turrets - They are about 2~3 times tougher than a frigate, houses more turrets which kills torpedoes better, and thus survive better than frigates, but provides more firepower than the carrier.

However, not only they are very expensive, their beam cannons just doesn't work well as their cost-down counterpart. They misses very often, deals lower damage, and the worst of all, will be destroyed by whatever was fired on them and renders the ship useless if all of them were somehow destroyed. As such, they should work in tandem with frigates to ease down their pressure against torpedoes, and assist them in dealing devastating damage to the opponent fleet, if a kill is what you need.


6. Carrier

Numbers of unit per one unit of purchase: 1
Maxiumum amount of purchase: 1
Cost: 25000 per purchase
Pros: Highly durable, launches its own fighters, have beam cannons
Cons: Activates anti-capital ship equipments, not heavily armed enough against fleets

The Arcadia (or the carrier) is the largest and toughest ship one can bring out from the United Nations of Earth. Just like the enemy counterpart, the carrier can scramble its own fleet of 6 fighters (which is not counted towards the casualities in your list once being shot down) periodically, which comes into handy as the extra 5000 credits means a semi-infinite swarm of fighters ready for combat. It also comes with its own anti-ship guns and is extra tough agaisnt gun fire, which is very helpful when your enemy is a large swarm of interceptors

However, unlike the colonial carrier which has a lot of toys mounted on its starboard and everywhere you can name it that makes killing it much more harder, the UNE counterpart packs much less firepower - while still enough to keep itself alive from fighters (most of the time), packing only two beam cannons instead of three and doesn't have as much plasma turrets like the enemy does always mean that you will fall into a disadvantage when it comes to capital ship wars, especially when you have only a carrier around. At least two frigates and fighters as escort is a must (not just recommended!) if one must bring a carrier, since it will never be capable of killing capitals on its own.

Be reminded that the carrier can only launch a new fleet of fighters once the previous ones are destroyed. If the previous fleet isn't completely gone, the carrier will not release a new fleet.
Enemy Fleet (Non-capital ships)
Unlike the UNE, the Colonials has a much larger variety of fighters and ships, and must take caution when fighting them.

1. Interceptors
Appears at: Round 1
Threat level: Low

The interceptors are similar to those from the UNE - have good mobility, but have weak hull, firepower and shield which can be destroyed by one railgun shot, regardless of black or not. Since they have poor firepower, they shouldn't be too much of a threat unless they come in a large swarm.
Be reminded that Black interceptors run faster and can even outrun Circus missiles when at full speed, but are still very fragile to destroy.

2. Missile Interceptors
Appears at: Round 4?
Threat level: High (especially blacks)

Although just as weak as their normal counterpart, they can be a great threat to your ships simply because it launches a large volley of missiles - of which is lethal to your AI allies, and can take away a chunk of health from even your capital ships. As such, removal of these interceptors are important and must be dealt with ASAP if they appear.

3. Fighters
Appears at: Round 1
Threat level: Low (Moderate for blacks)

Just as common as the interceptors are, the fighters appears litterally every round in your piloting career. While not especially dangerous nor tough, they can be a nuisance and sometimes your stupid AI just can't get around with it. Destroy them if you have a fleet of bombers as they tend to attack them.

4. Heavy Fighters
Appears at: TBD
Threat level: High

Similar to the missile interceptors, the change of equipments turn normal fighters into something fearsome - not only they are tougher than normal, they have big plasma guns which deals a lot of damage to even the Marauder and capital ships, let alone the AI allies. Deal with them requires more time than normal, but it is a must and should be put in high priority as they can wreck your fighter fleets if unattended.

5. Corvettes
Appears at: Round 2
Threat level: Moderate

A ship class that does not appear in the UNE fleet, corvettes can fire torpedoes onto your capital ships, and can put some pressure onto your fighter fleet, while they are not targeted by anti-ship fire. Although being slow, they are also much more tougher and packs better firepower.
Instant destruction is suggested if you wanted to reduce the amount of torpedoes needed to deal with in the long run.

6. Mine Layers
Appears at: Round 4
Threat level: High (especially in nebula rounds)

A mine-laying Corvette which lays down mines which, not only attacks capitals, but also small crafts. Especially dangerous because these mines deal a lot of damage when hit, and they often comes in packages, while your AI tends to go head-on rather than run away which will kill themselves.
Must be handled ASAP to reduce damage to your fleet.

7. Kamikaze Drones
Appears at: Round 7
Threat level: Very high

Drones that doesn't have guns mounted, but will chase after ships when locked onto target and explodes on impact. Due to their sheer amount and overwhelming damage when being kamikazed on, they are extremely deadly and will instantly kill you if you let them get too near.
Be reminded that, however, Kamikaze Drones are also perfect sources of Flux - Killing them while in Strike Mode actually lets you gain flux more than enough to compensate, even the Marauder can still compensate enough for each round it fired onto the drones.
Enemy Capital ship fleet
1. Enemy Frigates
Appears at: Round 3 and above
Firepower:
- 4 Torpedo pods
- 4 Flak turrets (on both side of the hull)
- 4 Plasma cannons (on the front side of the hull)
- 1 Missile turret (on the lower protusion of the ship), replaced by a Beam cannon on Black ones
- 1 Large plasma cannon (on the flat side, middle section of the ship)
- 2 Plasma turrets (on the tail of the ship)
Threat Level: Moderate if runs a no-capital set, very high for capital ships

Although being in the lower class level of the ship class, the Frigates are actually considerably more dangerous than those in the upper class if you employed the use of Frigates, due to their unstoppable torpedo launchers. While torpedoes itself can be destroyed, you cannot stop them from launching more aside from sinking them, meaning that you will have to constantly take care of them given that the ship AI is poor in this game.
Requires about 4 fullisade of the Strike Suit, and about 18~20 Avengers of the Marauder to safely kill a frigate. Hitting all the weak points on a Frigate is usually sufficient to sink one, so for the sake of Flux, please hit the weak points more often.
Note that while most weak points of the Frigate is pretty straightfoward, be advised that the weak points of the side wings and the back side of the protusion are particulary hard to hit. Rockets are advised to spam onto the weak points.


2. Enemy Cruisers
Appears at: Round 6 or above?
Firepower:
- 3 Large Beam cannons (two on the upper side, one on the under side)
- 6 Flak Turrets (one on all four wings, 2 on the upper deck)
- 3 Large Plasma cannons (two on the crowded upper deck, 1 on the underbelly forehead)
- 2 Missile turrets (one on head, one on under belly)
- 18 Plamsa turrets (about 16 are on upper deck, replaced by beam turrets on Black ones)
Threat Level: Very high for fighters, high for capitals

The second-largest ship class in the game, the enemy Cruisers are much better armed than the UNE counterparts for some reason, storing almost an infinite amount of turrets which is annoying, and very deadly on Black counterparts since they have almost pin-point accuracy which constantly drains you shield and could sink you fairly easily. As such, just like how the description said so, stay away as much as possible and try to deal with them from afar. Fortunately enough, since except the Beam cannons, all turrets are pretty fragile, even one shot of the shotgun can effectively disarm the Cruiser easily, so even the Raptor is still capable of disarming Cruisers without suffering from too much damage.
However unlike the Frigate, it is only armed with Beam cannons which does less damage per shot, and can be destroyed and render them useless, so in comparative terms they are actually not as threatening as the Frigate in capital ship wars. Nevertheless, note that the beam cannons works like beam sabres and can "slide" onto your ship and burn your turrets or weak points, so they are still very dangerous, thus you should kill them once you got the chance. Beam cannons have slighty lower HP than a Corvette, which takes around 10 missiles of the Strike Suit or 1 Cannon + 1 Railgun combo of the Marauder to blow it up.
Requires about 30 Avenger missiles (which is three bars of the Marauder's flux) to crush, as such, if you are running a Marauder, try railgun turrets or interceptors to gain more flux, and then blow them up.
Most weak points of the cruiser are pretty iconic (the large wings holds two weak points per wing, the vents, etc), so dismembering Cruisers are not as difficult as it would seem to be,


3. Enemy Carriers
Appears at: Round 8 or above
Firepower:
- 3 Large Beam cannons (two on the upper rear side, one on the middle section of the under side)
- 8 Flak Turrets (two on each rear side, a pair on both upper and under side)
- 6 Large Plasma cannons (one on each "tower" of the upper side, few on between the launching runways)
- ? Missile turrets
- Many plasma turrets (6 on each side of the rear, rests cattered around the deck of the ship)
Threat Level: Very high for fighters, high for capitals

Unlike its counterpart in the UNE fleet which is ill-armed against ships, the Colonial Carrier is the embodiment of firepower itself. Although it relies on the not-so-good Beam cannon and does not have torpedoes, its sheer amount of cannons can still outpower a stray capital ship and put a lot of pressure to your fleet by firing a volley of "things" onto you. Just like the UNE Carrier, the Colonial Carrier also scrambles fighters on its own (due to setting errors, they launch normal fighters regardless on the mothership's type), as such you are expected to have fighters constantly firing onto you when you are fighting the Carrier.
That said, since the turrets of the Carrier are packed pretty tightly, using the Raptor to rush in and disarm it in one blow is easy. Once disarmed, the Carrier's sheer size means that they are very prone to whatever that was thrown onto it.
Note that the Carrier also has the same quirk as the UNE counterpart - while it can launch 6 fighters on its own, if the most recent fleet isn't completely decommissioned, the Carrier will not launch new fighters. Try kill all fighters except one to minimize the productivity of the Carrier and keep the fighters off your tail.
Requires 40 Avengers to kill one, thus basically you will need some support in dealing with the Carrier (especially you will encounter the first Carrier in a Nebula which will shut your Avengers dead even you have 'em). The Carrier's weak point indication is suprisingly iconic and easy to hit - mostly they are at the back of their launching runway and their towers, but hitting them all is still not sufficient to kill it. If you run on Frigates however, just take care of the turrets and it will be done within seconds.
1 Comments
Wraith 5 Aug 14, 2020 @ 12:09pm 
Suggestion on using the Marauder to quickly kill things: If you have the rail gun, repeatedly shoot once, transform, and repeat (railgun, transform, cannon, transform, etc.). It was one of my main tricks in hardcore difficulty in SSZ.