
This guide covers Destroyer mechanics.
Introduction
As with the previous iterations of this guide, do not forget that some information is incomplete or not confirmed. If you are unsure of a point, please cite the correct point. Let's begin.
This guide will give you a complete breakdown of:
- Scaling mechanics
- Spawnable modifiers
- Enemy organizations
- All CURRENTLY KNOWN mechanics and the Experimental Destroyer
- Methods to destroy destroyers
There are three types or Pirate Destroyers that can be used to start. Each has a different reward limit.
Low Difficulty
- Pirate Destroyer 'Adventure’
- Pirate Destroyer 'Fortune'
- Pirate Destroyer 'Revenge’
High Difficulty
- Cartel Destroyer 'Happy'
- Corsair Destroyer 'Pearl'
- Enclave Destroyer 'Golden Hind'
Special
- 'Experimental Destroyer'
Let's discuss the various Destroyer functions and some of the problems.
Spawn Locations. Basic Mechanics. Modifiers
Where to find them
Pirate Destroyers spawn only in certain sectors and can only exist outside of bugged instances.
There are currently three sectors that can spawn Pirate Destroyers.
- Felony Border
- Dreamland
- Captain Kidd anchorage
- Northern berth
- Spygla*s
- Foul ground
- Stockade
- Skeleton Island
- Derelict Stronghold
- Northern Mining Station
- Pilgrim-11
- The Source
- Sanctuary
- Ancient Ruins
- Abandoned Complex
The Experimental Destroyer ONLY can be found inside Dreamland.
Modifiers & Common Mechanics
All Pirate Destroyers share some mechanics as well as a pa*sive effect called "particle flow disruptor", which means that your damage will decrease the further away you are from the ship.
1. Scaling health pool
The Destroyer will stop moving if a player attacks it first time.
If the second player attacks while the first one still attacks, its shield and hull will double.
This continues until (I think) seven people have targeted the Destroyer.
If a player causes Destroyers to scale but leaves, they will scale back down.
2. Shield regeneration
If a player gets killed while fighting the Pirate Destroyer and there is no other attackers, then the shield of the Destroyer will begin to grow aggressively. This effect stops when the Destroyer comes under attack again.
3. Modifiers
2 buffs are given to Destroyer upon spawning. These buffs will affect the Destroyer itself or the allies it creates at different shield percents.
You can see the buffs that the Destroyer has received when it spawns by looking at the in-game chat.
These modifiers include:
- Recovery from the Ashes
Any deaths significantly heals the Destroyer (, which includes holograms drones and objects)
- Increased speed
Is the ship speed increased by 50%
- Thermal Nebula
The ship will launch a thermal cloud on a selected target, dealing 5000 damages every 0.5 seconds for three seconds.
- Shield Gatherer
The ship will drain 3,500 points of shield every 3 seconds.
- Thermal Charges
Upon taking (?) damage causes the ship to drain 3,500 points of shield every second for three seconds.
- Increased EM shield resistivity
Ship EM shield resistance has been markedly increased.
- Increased resistance to Kinetic shield
Ship Kinetic shield resistance is significantly improved.
- Thermal shield resistance has been increased
Ship thermal shield resistance is significantly enhanced.
- Ally boost
An increase in hull and shield percents means more allies can be spawned.
- Reloading modules
Ship module reloading speed has been significantly increased
- Reloading Ally module
The speed of module reloading by Allied ships is increased to 42.9%
- Ally weapon boost
Increased damage to Allied ships
4. Raider Portals
All allied ships that have spawned after the Destroyer's defeat, as well as any attackers or loss in aggro, will spawn a Raider Portal'. They will then leave the area within a few seconds. It is possible for them to be stopped from leaving by hitting them in the face before they do.
Pirate Destroyer 'Adventure’
Adventure uses the model from an Empire Destroyer "Brave".
It uses Coil Mortars and a Pyro Emitter with no module model and Repelling beam.
The Destroyer will begin spawning "pulsars," which deal less damage over a longer time, when it crosses line of sight. Pulsars will cease spawning if the player approaches or destroys Unidentified modules.
Adventure is currently unable to spawn as it is not allowed to in certain sectors.
- The Enclave
- Jericho
- Empire
- Federation
If a Sector is temporarily occupied by owners, it is impossible for the 'Adventure to be seen'.
Adventure can only be obtained as a Low Difficulty destroyer
- 1 seed-chip container
- 2 intact containers
- Low chance for a 'Tornado system overcharge 17'
- 600,000. Credit
Low difficulty destroyers are unable to drop special seed chips higher than the rank 11, and exceptional seed pieces higher than the rank 13.
Seed chip containers have protected drops so that any participant in the killing can pick them.
Adventure will constantly fire coil mortars during the fight until it overheats the player. These Coil Mortars may be blocked with 'Missile Shield’ and barriers such Static Barrier, Hammerhead's mobile barrier.
Coil Mortar is a sequence weapon. Because of this, the fire rate of Coil Mortar goes up the more turrets that can fire. Therefore, it is important to stay behind or below a Destroyer to reduce damage.
If the player lies within sight of the Repelling Beam, the Destroyer can use it as soon as it is off cooling down and when the player is close enough to it – this is why you should use explosive weapons to destroy the Destroyers module as quickly as possible to prevent them from being thrown into nearby objects.
Adventure's pyro-emitter cannot be destroyed as it has no model – By checking for an empty module mounting, you can see which side of the ship it is located.
Adventure is not currently spawning, so this demonstration is rather old and doesn't show how to deal avec the Destroyer with a Waz’dum.
Demonstration:
Pirate Destroyer 'Fortune'
Fortune uses the model for a "Sibyl” Jericho Destroyer.
It uses a Fuse Blaster for low projectile speeds, a Gravitational lens that does not have a module model, Hybrid Missile, Plasma Turret and Static Shields.
When the Destroyer is in line of sight, it will spawn "pulsars," which are small, powerful weapons that can be used to deal damage over time. Pulsars cease to spawn upon the Destroyer being re-engaged or killed.
Fortune Currently, spawning is allowed in the most eligible sectors Only a small number of people can spawn the Destroyer.
It cannot currently spawn:
- Sanctuary
- Abandoned Complex
- The Source
- Ancient Ruins
Fortune will only drop if you are a Low Difficulty Demoler
- 1 seed-chip container
- 2 intact containers
- Low chance for a 'Tornado system overcharge 17'
- 600,000 Credits
Low difficulty destroyers are unable to drop special seedchips up to the rank 11, and exceptional seedchips up to 13
Seed chip containers come in protected drops. Participants can pick them all up.
Fortune is one among the most difficult of the low difficulty destroyers it can spawn. It constantly uses it's gravitational lenses and hybrid missiles and constantly spawns alongside extremely difficult-to-deal with allies.
I recommend you kill this plasma turret immediately after fighting the ship. It is the same module as an 'Experimental Destroyer' and takes significant hull damage on module death. It is possible to circle-strafe to avoid the slow projectiles fired by the Fuse Blaster. This will also eliminate any ship allies.
Demonstration:
Pirate Destroyer 'Revenge’
Revenge uses a Federation destroyer type "Antares".
It uses a Blaster Turret Blaster Gun, Tactical Shielding, Tactical Shielding, and an "Unidentified Modul" with Static Shields.
It will begin to spawn "pulsars", on any enemy within a high range, every 0.5 seconds. They deal less damage over time when it is out of line of sight. The Destroyer will stop spawning pulsars when the player approaches it again, or destroys any Unidentified module.
Revenge Can spawn anywhere in the eligible sector With no restrictions
Due to its low health and damage output, Revenge makes it the easiest Pirate Destroyer. The ship always spawns equipped with a "Recoveryfrom the ashes" feature. This means that it will regenerate quickly from any killed attackers. However, it has such low health pools that it can be killed without seedchips.
Revenge, as a Low DifficultyDestroyer, will only drop:
- 1 seed-chip container
- 2 intact containers
- Low chance for a 'Tornado system overcharge 17'
- 600,000 credit
Low difficulty destroyers are unable to drop exceptional seed chips higher than the rank of 11, and exceptional seed seeds up to the ranking of 13.
Seed chip containers come in protected drops. Participants can pick them all up.
Demonstration:
Cartel Destroyer 'Happy'
Happy uses a Jericho Destroyer model Sibyl.
It uses a G'thar'du Cannon. Tempest Launcher. Destabilising Field. Modified "Remote Minelayer" and an unidentified module with static shields.
When the Destroyer is in line of sight, it will start spawning "pulsars", a type of ray that deals less damage over a longer time. The Pulsars will cease to spawn when the player approaches or destroys the Unidentified module.
Happy Most eligible sectors allow for spawning Sanctuary will not spawn them.
Happy is the easiest difficulty destroyer, but it can be challenging to target priority, module management and positioning. Happy will use its Tempest rocket and Destabilising Force at moderate to high ranges. While you can do nothing to avoid the Tempest Launcher, it is possible to reduce total speed to under 35% and remove the debuff.
Happy will spawn large, green fields that deal a small amount of damage over the course of the fight. If you do not move soon after these green fields spawn, it will block your movement for a considerable time. Alternatively, you can use a multipurpose module that will break the slowdown effect to allow you to move until then.
Happy will be happy to help you find the best setups to kill you
- High total hull/shields
- High regeneration
- High mobility
- Explosive weapons
If you are able kill it's module as soon as possible, Happy is a relatively easy fight from a range. It's slow due to pa*sive damage reduction. However, if your intention to play aggressively, then you will need to either keep the move going or out regenerate any damage done.
Happy will drop when you become a High DifficultyDestroyer
- 2 seed chips containers
- 2 intact containers
- Low chance for a 'Tornado system overcharge 17'
- 1,200,000 credits
High difficulty players can drop special seed chip up to the rank 17. And exceptional seed chip up to the ranking 13.
Seed chip containers come in protected drops. Participants can pick them all up.
Demonstration:
Corsair Destroyer 'Pearl'
Pearl uses a "Antares” ship model.
It uses Coil Mortars as well as Photon Emitter and Repelling Beam.
The Destroyer will begin spawning "pulsars," which will be able to deal less damage over time if it is in line of sight. The Destroyer will stop spawning pulsars when the player approaches it again, or destroys any Unidentified module.
Pearl Can spawn in any eligible sector without restrictions .
Pearl is the most dangerous of the high-difficulty Destroyers. Because of its extreme range and damage output, it can be very difficult to approach or even kill. To take on Pearl alone, you need to be adequately prepared. Use high damage weapons and explosive weapons. Pearl's repelling beam has a short cooldown and will often throw your target far away from the Destroyer. While bombarding you with Coil Mortars, it will also throw you in line of its Photon Emitter. Intial engagement is best done from the underside or behind the Destroyer. If you do this, you will have to destroy the modules of the Destroyer within seconds. Or you may be thrown out of the room.
Waz'dum or Coil Mortars or Le Claire are good options for the base of chips. All of them allow you to remove modules almost instantly, or in the instance of Waz'dum even regenerate all damage that the Pearl can do. However, any rapid-fire explosive weapon can be used.
Do not attempt to re-engage the ship after a death. Pearl's range is approximately 6,000m. This can make it difficult for you to approach the ship.
As a High DifficultyDestroyer, Pearl will drop
- 2 seed chips containers
- 2 intact containers
- Low chance for a 'Tornado system overcharge 17'
- 1,200,000 credits
High difficulty destroyers can drop Special seed chips upto the rank of 17 Excellent seed chips up until the rank of 13 .
Seed chip containers come in protected drops. Participants can pick them all up.
Demonstration:
Enclave Destroyer 'Golden Hind'
Golden Hind uses the "Brave” Empire Destroyer Model.
It uses Torch Launcher II (Tractor Beam), Tactical Shielding and Tactical Warp.
Golden Hind will teleport your target directly in front of you if you break line of vision with the Destroyer.
Golden Hind Currently, only a handful of sectors are producing spawns With the following confirmed spawns.
It can currently be spawned in:
- Sanctuary
- Abandoned Complex
- The Source
- Ancient Ruins
- Northern Mining Station
- Pilgrim-11
- Derelict Stronghold
Golden Hind is the second-hardiest Destroyer. It is only behind "Wood Louse", a well-known player Destroyer who is consistently one-shotting. Golden Hind will use tractor beam on players at all ranges, and will often use it to pull in players in melee. There is no way to stop tractor beam except temporarily breaking line or becoming invisible. The ship will also try to use Isotope Farmer, but it is difficult to mention due to its inflated hull.
It is very difficult to fight Golden Hind in a Frigate/Destroyer. Because of the Torch Launcher's ridiculous damage, Golden Hind has the ability to 2 shoot most Frigates. The range of 1 shot Destroyers is also available to Golden Hind. You should avoid hunting in melee range if using a Destroyer to hunt. To minimize damage intake, treat Golden Hinds like any other player Destroyer. Always approach from behind and below. Because it lacks offensive modules, this is a damage race. Even a Waz’dum can't stop a Golden Hind from causing damage to you.
As a High DifficultyDestroyer, Golden Hind is available:
- 2 seed chips containers
- 2 intact containers
- Low chance for a 'Tornado system overcharge 17'
- 1,200,000 credits
High difficulty players can drop special seed chip up to the rank 17. And exceptional seed chips, up to the rank 13.
Seed chip containers come in protected drops. Participants can pick them all up.
Demonstration:
'Experimental Destroyer' – Wood Louse
The Experimental Destroyer uses a special model of a heavily modified Jericho Frigate.
It uses Boson Cannons with Enclave Emitter or Tempest Launcher as well as Jump Drive and Plasma Turrets with Heavy Repair Drones.
The Experimental Destroyer is only available in the Dreamland Sector. Be prepared.
The Experimental Destroyer (PvE) is the most powerful enemy in the game. With a base shield of 4,000,000 and a hull pool of 20,000,000, it is highly recommended that you kill enemies as they spawn. This will ensure that you are able to outregulate the damage it does.
The Experimental Destroyer will drop as a Special Enemy
- 1 Seed Chip Containers
- 2 intact containers
- Low chance for a 'Tornado system overcharge 17'
- 2,500,000 credit
- 1 'Valuable Samples' container
The Experimental Destroyer has the ability to drop special seed chips to rank 17 and exceptional seed chip to rank 13.
Seed chip containers come in protected drops. Participants can pick them all up.
The Valuable Sample containers have a 5% chance of dropping Cortical Columns needed to produce Ze’ta components.
Mechanics and Equipment – Experimental Destroyer'
This Destroyer's unique modules as well as its weapons offer unique mechanics.
Boson Cannon
This is a Boson cannon, although it has an explosive projectile. It has a range 6,500m and an explosion radius of 750m. After being hit with the Boson Cannon, you will receive a Debuff. This will allow you to enter roughly 1000m of another target and begin to inflict damage over time. Damage will vary depending on distance.
The Boson Cannon does have a second hidden buff. If the same Destroyer is applied to a Destroyer within close proximity of another Destroyer, it will rapidly drain the energy of both targets.
This weapon can be destroyed using missile shield.
Enclave Emitter
Upon activation, the module generates a drone that is approximately 100m in the front of the Destroyer. The drone will project an 10km beam dealing 600 thermal injury per second for 3 secs. It will project a 10km beam measuring approximately 1km in length, dealing high temperature damage and regenerating hulls for any destroyed targets.
This beam will cause your death.
This module uses Photon Emitter models and is located near the Jump Drive on the ship's top.
Tempest Launcher
The module will launch 16 guided torpedoes within 10km of any enemy. No more than 2 torpedoes per target are allowed). Regular ships suffer roughly 50,000 kinetic injury and Destroyer targets suffer approximately 220,000 kinetic harm. These torpedoes will be destroyed by time-effects, missile shield, explosive damage, or damage over time.
All damage caused by the module will regenerate the hull.
This module uses Tempest Launcher's model and is located on a botton of ship near the Plasma Turret.
Jump Drive
The Experimental Destroyer will quickly accelerate backwards when the module is off cooling down. It will purge all debuffs, make you invisible, and reach speeds of up to 10 km back.
This module uses multiphase shield models and is located at the top of ship near the Enclave Emitter. The cooldown time for this module is approximately 36 seconds.
Plasma Turret
This Plasma Turret can be found on the Fortune Destroyer. It is surprising that it is a standard plasma Turret with an enormously increased durability.
Debuff Purge
The Destroyer will purge all debuffs temporarily after receiving a push/pull.
This mechanic is displayed by a Green mist'-like effect around Destroyer throughout the debuff purge.
Waz'dum is reapplied via the debuff Purge.
Modules, weapons, and effects that can trigger the debuff-purge include:
- Trap Mine
- Anchor Mine
- G'thar'du Launcher
- Gravitational lens
- Tractor Beam
- Gravi La*so
- Mortar for Boarding Coil
- 'Gravitational Anomaly’ effect on seed chip
- 'Static Charge' seed chip effect
This server-side buff cannot be prevented from destroying components in the Destroyer.
The Experimental Destroyer has 400 resistance to all damage types. This makes it the ultimate damage check for seed chip in PvE.
To deal substantial damage, you will almost always need a hull resistant debuff. This will reduce the damage reduction by half. It is important to note that if you do use a Hull resistant debuff, the damage output will be greatly reduced if a push/pull effect applies to the Destroyer.
To avoid being hit by a Tempest Launcher directly in the face, it is advisable to immediately position yourself next to the Enclave Emmitter and Jump Drive upon engaging with the Destroyer. It is important that you remain on the same side of the ship while fighting the ship. The Tempest Launcher can fire immediately upon reaching a valid target. This will trigger your emergency barrier and most likely kill you.
You should be aware that Star Conflict’s Ai may cause the Experimental Destroyer to fire the Tempest Launcher directly through its hull at your location. This could happen, so be prepared for a quick move if it does.
After you have done any damage, the Destroyer will activate its Jump Drive. You can't stop this from happening due to a Debuff Wipe as the module is in operation. Move toward the Destroyer But, move out from the way the Enclave emitter It will immediately trigger after a jump drive if you're:
- In front of ship
- The module is currently cooling down
If the Tempest rocketer hasn't been activated yet it will fire at once with the Enclave Emitter. Be sure to have your flares ready in case the Torpedo targets you again.
There are fixed groups of spawners for various amounts of shell.
The first group consists:
- 2 Enclave Destroyers
- 1 Wicked Chameleon
Enclave Destroyers make use of Custodians with Protective Barrier 1.0 special modules, Pulsar, Pursuit Algorithm, and Plasmatrons. It is recommended to kill them as soon and as possible. However, it is important not to move from the Experimental Destroyer because the Plasmatrons can cause serious thermal damage. Note that once they have reached 80% hull, the Plasmatrons will side-boost under Pursuit Algorithm to then approach you again.
The Wicked Chameleon, which spawns, is a high-health version. It only has Stasis. Protocol Regulation. The stasis may cause you death so kill it as soon possible.
This group composition can only be spawned once per kill.
Elite Scorchers as well as low-health varant Wicked Chamelons are other enemies of high importance. These units will disrupt regeneration module, making you vulnerable to damage or disrupting active modules.
Even if you are vulnerable to a Tempest or Elite Scorcher, killing them as soon as possible is important. The Experimental Destroyers high damage resistances mean that their Hazardous Veils will completely prevent any form of regeneration.
Due to the high damage output of the enemy Destroyer, the total hull and shield, damage resistances, as well as the damage to the enemy Destroyer, this is not a fight to be taken on your own.
If you face a boss in a group, you should have at least one Waz’dum. Flares are also advisable. The Tempest Launcher has enough range to make it possible for you to avoid it.
Explosive weapons can be dangerous as they cause severe damage to Destroyers. Use whatever weapon you have to do the most damage, and don't bring an Interceptor. If you do this, you will continue to die.
Demonstration a solo fighting:
Equipment and effects that are frequently used
Pirate Destroyers aren't easily accessible. Most players won't engage them because of their high damage output and high health (, except Revenge.
Waz'dum
This weapon is used extensively for one reason only.
Regeneration.
Waz'dum is able to ignore all other enemies and mechanics. This weapon regenerates 15% of damage dealt. Both the hull & shield. You can fly up and shoot at pirate destroyers with little to no consequences.
It won't work against the Experimental Destroyer because it has high damage resistances. But it should work fine for all other Destroyer types.
Proximity Mortar and Coil Mortar
Coil Mortars often get used due to their explosive damages. You may want to consider using an explosive weapon with a higher list of damage and fully automatic if you have access to one.
Coil Mortars are easy to access and can be used as a standard weapon on any Frigate in this game. They also deal increased damage against Pirate Destroyers, as they take 75% more explosive damage and scales within the melee coefficient.
Mortars aren't known for having high base damage. This is why it's important to have a minimum of 50% bonus fire rate even if you have seed chipped the seeds.
Transparency
The bane in PvP sectors is the easy mode for PvE engagements. Transparency makes you, as the name would indicate, transparent. This means that all lasers and projectiles from missiles and projectiles will pa*s through you ship for the duration.
This won't stop you from taking direct damage debuffs or AoEs to your body.
Modifiers, such as Thermal Nebula or the pulsars on standard pirate destroyers, as well the destabilizing field of "Happy", can still cause injury and death if you get caught. If you don’t think you can withstand the effect, disengaging is important.
Hull and Shield Debuff
A staple of high-damage builds – resistance chips can greatly magnify damage without excessive damage chips. They can lower enemy resists to all damage types by up 150 points depending upon the seed chip effect variant.
Shield debuffs do not have the same importance as as hull-debuff chips. You can fly under the shields of most pirate destroyers to deal damage immediately – but they may still prove useful if your attacker is forced to attack from a distance.
Pulsar Chips
The most common effect of a seed chip on other players. This seed effect can help a lot with mobbing as it will likely to be triggered every time an engagement is completed.
I would not recommend that you take one unless your bonus stats are compatible with the rest of the build.
Gun Adapter
While you may not have seen it in the play, you are likely to have seen it at least once.
Gun adapter, while weak in PvP/E, is absolutely unhinged when it comes to Open Space. The ceiling of the damage bonus is absurd. Almost every enemy that spawns during Destroyer fights will be within the damage-bonus range. This gives you an increase in damage bonus as the fight progresses.
A seed chipped guard is something you should always carry with you when hunting.
Launcher for 'MIRV.
The underground presence of the MIRV launcher when dealing with high-health targets has been a constant feature of the MIRV. It is almost unplayable in PvP. However, it can be seen in Special Operations and Open Space.
MIRV launchers' damage is much greater at close ranges than against larger targets.
MIRV is an extremely low-rate fire weapon. To increase your DPS, you may want to bring more fire rate.
Conclusion
That should be it for now. Pirate Destroyers can be silently updated from update to update, with mechanics being tweaked or even added under the radar.
Unless there's an important change, like a new Destroyer) or a major overhaul of the guide.
Please shout at me if you find an absurd number of typos.
This is all we can share for today’s A Comprehensive Guide to Pirate Destroyers – Star Conflict. I hope you enjoy the guide! If you have anything to add to this guide or we forget something please let us know via comment! We check each comment! Don’t forget to check SteamClue.com for MORE!
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