what good Chaos builds are there

Since lances are garbage and carriers are to expensive what do you guys do to play chaos? The only good build i seen for chaos so far is slaughter spam and 3 escorts.

Well lances and carriers are fines so the question is more "what do you want to play"?

@canardnoir said in what good Chaos builds are there:

Well lances and carriers are fines so the question is more "what do you want to play"?

they really arent. or else i would actually be killing ships with them. Tried focus firing with them. Cant kill a single ship before i lose all 5 of my lance boats. Once enemy is close its over for them. I even stage at 18k. no success. Have you played chaos?

It seems that CQB and boarding is the name of this game

I have no prbl killing stuff with lances to this day. My main fleet is 4 achetron 1 carnage. So, maybe you're doing it wront?

@canardnoir said in what good Chaos builds are there:

I have no prbl killing stuff with lances to this day. My main fleet is 4 achetron 1 carnage. So, maybe you're doing it wront?

my build was 5 acheron 2 escorts. End Result. GG No Re Didnt even bring a Tyrant down before they caught up to me and decimated the 5 acherons in short order.

last edited by CANNED_F3TUS

Ok there's clearly a prbl there Acheron do enough damage a can stay at range long enough to kill more than one Tyrant.

Acheron DPS is note amazing but you can kit IN for a very long time.

last edited by CanardNoir

@canardnoir said in what good Chaos builds are there:

Ok there's clearly a prbl there Acheron do enough damage a can stay at range long enough to kill more than one Tyrant.

Acheron DPS is note amazing but you can IN for a very long time.

Thats the problem. They used to do reliable damage over long time. But with the armor pen nurf they dont even do that.

Since you don't get in close range you don't need amazing damage. You just need to learn how to stay at range. It works perfectly fine. It's normal if a ship can stay at 18k all game long that it's doesn't have ton of damage. It would be OP.

Lances generally serve 3 purposes right now:

  1. Extreme long range. Macros usually just miss and do very little at 18-22k range, lances still do some damage
  2. Crits. Lances are very good at scoring crits at any range past 9k or so when macros are just overall superior.
  3. Lances are effective vs heavy armor.

With these things in mind you have to consider your win conditions. You will lose all fights at close/medium range with the Tyrants, so you clearly have to kite and keep distance. This means your number 1 priority is to run away, and prevent him from catching you which means you need as many engine crits as possible.

How do you kite? You absolutely do not fly all your Acherons in 1 singular ball around the map. You need 2-3 groups. Why? You cannot crit engines if your entire fleet is facing the front of his fleet. Also, a huge torp salvo will be impossible to dodge if your entire fleet is in 1 spot. You must have ships shooting the rear section of his Tyrants to score an engine crit. If you run Acherons vs Tyrants, you need to split into 2-3 groups. Your goal is to focus 1 ship and crit the engines. Just the engines, after they have red engines on 1 ship, drop its priority to 4 and change targets to try and score another engine crit. Rinse and repeat.

Some things to consider: If the enemy sends his entire fleet towards 1 portion of yours, then the portion he focuses will use reload stance. This gives them a little bit more speed, and will help the macros as he closes distance. The fleets he does not chase uses Lock-on stance to increase engine crit chances. If the enemy splits his fleet and sends ships at each of your individual groups then you have a lot of judgement calls to make. You need to split so that you can still get several ships to focus down 1 at a time and get engine crits. His torps will be easy to dodge and boarding will be generally insufficient in taking down your ships. It will be a big micro fest.

last edited by CowGoMoo

That seems very complicated XD

You can just have your ships together and with smart use of full ahead and stasis I don't get caught unless I fuck up.

@cowgomoo said in what good Chaos builds are there:

Lances generally serve 3 purposes right now:

  1. Extreme long range. Macros usually just miss and do very little at 18-22k range, lances still do some damage
  2. Crits. Lances are very good at scoring crits at any range past 9k or so when macros are just overall superior.
  3. Lances are effective vs heavy armor.

With these things in mind you have to consider your win conditions. You will lose all fights at close/medium range with the Tyrants, so you clearly have to kite and keep distance. This means your number 1 priority is to run away, and prevent him from catching you which means you need as many engine crits as possible.

How do you kite? You absolutely do not fly all your Acherons in 1 singular ball around the map. You need 2-3 groups. Why? You cannot crit engines if your entire fleet is facing the front of his fleet. Also, a huge torp salvo will be impossible to dodge if your entire fleet is in 1 spot. You must have ships shooting the rear section of his Tyrants to score an engine crit. If you run Acherons vs Tyrants, you need to split into 2-3 groups. Your goal is to focus 1 ship and crit the engines. Just the engines, after they have red engines on 1 ship, drop its priority to 4 and change targets to try and score another engine crit. Rinse and repeat.

Some things to consider: If the enemy sends his entire fleet towards 1 portion of yours, then the portion he focuses will use reload stance. This gives them a little bit more speed, and will help the macros as he closes distance. The fleets he does not chase uses Lock-on stance to increase engine crit chances. If the enemy splits his fleet and sends ships at each of your individual groups then you have a lot of judgement calls to make. You need to split so that you can still get several ships to focus down 1 at a time and get engine crits. His torps will be easy to dodge and boarding will be generally insufficient in taking down your ships. It will be a big micro fest.

Or you just play IMP and dont have to worry using overly complicated ships and play styles. As it stands. Lances cant do enough damage and you can only kite for so long until Your dead in the water. Also it doesnt help that macros out perform lances already at 9k

@canardnoir
Commisar in beta means u cant kite the same way. You should get caught.

@cowgomoo

Didn’t play my main fleet in beta yet. If I need too micro 3 groups + escorts to win vs IN blob i’ll just switch to slaugther spam xp

Playing with long range is not bad you just need more execution. Commissar encouragement gives an extra 50 % on manover gauge.

Your best way to deal with IN or any brawler fleet if you get cornered is to fly straight through them and force them to 180 degree turn on you. You should try and time your thruster so you have at least 80 % when you approach him. And burn through his formation. You will get boarded but you won’t expose your engines. You can use either transfer crew on your own ships or counter boarding on their ships.

Like someone else said. Engine crits are king if you are running long range so against a blob you should split and focus fire from behind to get engine critical. Commissar encouragement is tied in cool down with emergency repair.

last edited by Nin6

@nin6 Sounds all tactically sound but you know what happens in practice when you try to burn through Imperials? You get rammed to death. Why waste time with high micro builds when you can just play imperials.

@canned_f3tus I enjoy high micro builds. If I ran slaughters every game I would of uninstalled by now.

@cowgomoo I agree with you that kiting is manageable with endless time and space. But when you have to simultaneously conquer strategic points, the points are occupied by enemy escorts and it takes the whole of your fleet fireing at it for several rounds then you are already done for.

@torgen It doesnt help that Imperials now got the Commisarial Encouragment ability which gives a hefty buff in ship speed. Chaos carriers and lance fleets cant out run Imperials no more and will just get torpedoed, novad, or rammed up the arse.