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The Conglomerate fighter is a light aircraft. Its multi-module and varied weapon system makes it suitable for a variety of missions, from anti-aircraft combat to damaging ground targets, infantry, and infantry movement areas. The Raven can also be used as a fast transport.
Fighter Loadout:
1. Carrier - Used for safe and fast flight to any point on the map. Equip the default machine gun in the weapon slot, be sure to maximize camouflage for defense, and also improve flight speed. For additional weapons, keep the increased fuel capacity for acceleration. And of course, the ejection module.
2. Air (Light): Equip the faction's anti-fighter module as a weapon. For the Conglomerates, this is a vortex rotor, and upgrade its ammo capacity as much as possible. Equip the defense slot with camouflage, a fire suppression system, and a maneuverability module. You can leave the fuel tanks as a secondary weapon or install homing missiles (coyote missiles).
3. Air (heavy): Keep the default machine gun as the primary weapon, and install homing missiles as an additional one. As with the previous loadout, camouflage, fire suppression, and maneuverability must be installed.
4. Ground (tanks): The default machine gun, and the additional armament are air-to-ground missiles. Modules include camouflage/composite armor, fire suppression, and fighter hovering.
5. Ground (infantry): Install a faction anti-infantry module as the primary weapon. For conglomerates, this is a Hummer with 8 rounds in the magazine. Larger fuel tanks are left in the additional slot. For defense, install camouflage/auto repair/composite armor and fire suppression/movement locator/emergency ejection. A hover module is installed during movement.
6. Disposable - all the above equipment. However, instead of a fire extinguisher, an emergency ejection module is installed.
Combat tactics
1. Transport - the advantage is that you can quickly enter and exit combat thanks to its camouflage and increased fuel capacity. The default weapon allows you to attack virtually all air and ground targets. You can also safely eject from a burning fighter with the ejection module.
2. Air (Light) - fights enemy fighters at close range. Typically, this loadout is used in large-scale dogfights and when defending a bastion. It is practically ineffective against Liberators and ground targets.
3. Air (Heavy) - here the tactic involves shooting down Liberators, Galaxies, and Dervishes at long range. First, fire a salvo of two missiles, and while the secondary weapon reloads, finish off the target with the primary weapon.
When fighting Liberators, do not close the distance, but stay 200-400 meters away from them so they cannot fire at you and catch up. Maneuverability is added to a fighter to improve target acquisition with homing missiles.
3. Ground (tanks) - this tactic involves engaging stationary enemy armored vehicles from an altitude of 300-400 meters. Accordingly, we equip both guns with a dual-purpose or thermal sight.
A salvo is fired from the secondary gun, and while it reloads, the default machine gun delivers the finishing blow. Composite armor will protect against tank fire and give you time to bail out of the burning fighter or activate the fire suppression system and retreat quickly.
4. Ground (infantry) - engaging infantry with a Hummer, highlighting them with a radar for allies. Composite armor will allow you to survive a tank's fire, and the hover module will allow you to switch the fighter to flight mode using the spacebar.
That is, if you reduce the fighter's speed to zero while remaining airborne, vertical flight mode is activated. With the hover module, when you aim the gun downwards and target infantry on the spot, you can hold down the spacebar to maneuver the fighter and dodge an incoming missile, for example, by using the fighter's alternate flight mode. A
special symbol will even light up in the first-person cockpit to indicate this.
In general terms,
Target acquisition occurs while in flight from a third-person perspective, and shooting occurs in first-person mode during aerial combat. The main goal is to maintain sight of the enemy. Kills usually occur when you're flying closely behind a fighter, which maneuvers, ends up on your tail, and calmly destroys you. Therefore, try to keep your distance and see where the enemy aircraft is flying.
Raven Armament
: Nose Cannons:
1. M20 Mustang - The standard nose cannon for the Reaven NC, providing air superiority. Large-caliber shells allow for increased damage at close and long range. NC only.
A very good weapon against Liberators, Galaxies, Valkyries, Dervishes, and ground armored targets. Also suitable for fighters at medium and long range.
2. Vortex Rotary - A powerful, rapid-fire close-range cannon that easily tears apart enemy fighters. NC only. In fact, the weapon is suitable for destroying enemy fighters, primarily at close range. However, it's not very effective against Liberators, as getting too close to one is tantamount to death.
3. M30 Mustang AH - fires several explosive shells in a single shot, which inflict monstrous damage to enemy infantry and lightly armored vehicles. NC only. Essentially, it's a shotgun only on a fighter, for farming infantry with a radar and composite armor in your Raven's rig.
4. M20 Kestrel - equipped with a high-capacity magazine and does not lose damage over distance, making this weapon ideal for countering enemy air targets at long range. NC only. Something similar to the default weapon, only with a larger clip. It's only suitable for long-range combat against Liberators and Bastions, and is inferior to the default weapon due to its lack of versatility.
Wing armament:
1. External fuel tanks - increases fuel tank refill speed by 70% and fuel capacity by 80%. This default loadout will save your Raven's life more than once. In the early stages of the game, it's very useful for both rushing into battle to help allies and escaping if the enemy forces outnumber you.
2. Breaker missile launcher - capable of firing up to 12 unguided, high-explosive rockets in a salvo. NC only. These are air-to-ground missiles for engaging enemy armored vehicles and infantry. Very good area of explosion damage, but long reload time and small ammunition capacity, which can be upgraded with certificates.
3. Coyote Missiles - Fires homing missiles that are excellent at destroying light aerial targets but do only minor damage to heavily armored targets. NC only. Air-to-air missiles, usually paired with a Vortex Rotary, to destroy enemy fighters at close range. A good loadout for defending a bastion or air patrol.
4. Tomcat A2AM Launcher - After quickly locking on to a target, the "Puma" launcher launches missiles with a powerful warhead that easily melts the armor of heavy aerial targets. Ineffective against small targets. This weapon is designed to combat Liberators and Galactics, paired with the default weapon. It works against fighters if you have several pilots with the Tomcat loadout in your squad. Those who use this weapon are usually called noobs in the game.
5. M202 Wyrm - Underwing machine guns fire slow-firing but high-damage bullets, most effective against armored ground and air vehicles. I haven't seen this weapon used in-game or in any guides. Pilots usually prefer Hornets over machine guns due to their high damage. But the Wyrm has its place, so see for yourself.
6. Hornet Missiles - Laser-guided missiles for NC only. They are the primary weapon for destroying enemy ground armor, as well as Liberators and Galaxies. This is due to their high damage per target and relatively short reload time compared to other types of wing-mounted weapons.
7. High-Capacity Fuel Tanks - Increases fuel capacity by 220%. NC only. In general, this fuel tank allows you to start accelerating at about 1,600 meters from the target, compared to 1,200 meters for the default one, to reach the desired destination. However, recharging the tank will take a very long time.
8. Rapid Refill Fuel Tanks - Increases fuel tank refill speed by 170%. NC only. The opposite of the previous fuel tanks. You need to accelerate to the target at about 300-400 meters, but the tank refills to maximum in just a few seconds. In theory, it would be useful during close-range combat, but I haven't personally tried it, and most likely, this weapon is rarely used in the game.
9. Havoc Missiles for Reaven - This battery of anti-aircraft missiles homes in on an enemy aircraft and fires four Havoc warheads. They create a destabilizing field on damaged mechanical objects, preventing their repair for 6 seconds. A weapon for digital currency, the A7. It's a good fleet support weapon, especially against Galactics and Liberators, as you prevent the ship from repairing while your allies finish it off. Its special features include a fast reload.
It's time to look at the Reaven's modules:
Passive Systems modules:
1) Radar Interception Station - allows you to detect and track enemy aircraft at a distance of 600 meters.
Cost: free.
"Miscellaneous" modules:
1) Saboteur Radar - detects the movement of enemies within a 200-meter radius of the transport and displays their position on the minimap for all nearby allies. You must be in the transport for the radar to work.
Cost: 50 + 100 + 200 + 500. Total: 850 certificates.
2) Heat Flare - activate to interfere with guidance systems and missiles fired at the transport for 8 seconds, can be activated once every 25 seconds.
Cost: 100 + 200 + 500 + 1000. Total: 1800 certificates.
3) Ejection System - now, when jumping out of a moving car, you can safely do so. Passengers exiting a moving vehicle will no longer receive damage. They will also no longer be affected by the vehicle's inertia.
Cost: 500. Total: 500 certificates.
4) Fire Extinguishment - When activated, restores 25% of vehicle damage over 5 seconds. Instantly extinguishes a fire when activated on a burning vehicle. Can be activated once every 45 seconds.
Cost: 30 + 100 + 200 + 500. Total: 830 certificates.
"Protection" modules:
1) Composite armor - increases vehicle durability by 10%.
Cost: 100 + 200 + 500 + 1000. Total: 1800 certificates.
2) Nanite repair system - nanites constantly repair damage, restoring 8.33% of damage every 5 seconds. Taking damage pauses repairs for 12 seconds.
Cost: 50 + 100 + 150 + 200 + 500. Total: 1000 certificates.
3) Vehicle camouflage - increases the time it takes for the enemy targeting system to lock on by 1 second, prevents automatic detection of the vehicle on the minimap, and reduces the enemy target acquisition radar radius by 400 meters.
Cost: 30 + 100 + 200 +1000. Total: 1330 certificates.
Optimization modules:
1) Air Combat Hull - Optimizes the Reaven's features to improve combat maneuvering. Increases the fighter's turning speed, roll rate, and overall maneuverability.
Cost: 100 + 200 + 400. Total: 700 certificates.
2) Stable Hover Hull - can hover without losing altitude. Improved brakes, roll rate, and downward thrust.
Cost: 100 + 200 + 400. Total: 700 certificates.
3) High-Speed "Racer" Hull - improved speed and acceleration (better with each level).
Cost: 100 + 200 + 400. Total: 700 certificates.
Possible loadouts
: 1. Scout - carry routers or play solo against everything on the map, with increased safety.
- M20 Musang
- External Fuel Tanks
- Ejection System
- Vehicle Camouflage
- Racer Hull
2. Ground - Anti-tank, Anti-Sandra, Anti-Infantry
- M30 Mustang AH
- Breaker Missile Launcher
- Saboteur Radar
- Vehicle Camouflage/Repair Nanite System
- Hover Hull
3. Air-Light - Anti-Fighter, Anti-Valkyrie, Bastion Defense
- Vortex Rotor
- Coyote Missiles
- Ejection System
- Camouflage
- Air-To-Air Hull
4. Air-Heavy - Anti-Liberator, Anti-Dervishe, Anti-Galactic, Bastion Attack
- M20 Mutang
- Tomcat A2AM Launcher
- Ejection System
- Camouflage
- Air-To-Air Hull

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