T12 Siege - Daggerspine - Strategy Guide
Captains, welcome to the official T12 Siege Strategy Guide. This guide aims to give you some insights on target mechanics for the new Siege hull, the Daggerspine. Learn about your enemies, and find general target info to help you in battle. Good luck!
Reaver Core Meltdown
Tier 12 Siege Hull: Daggerspine
The Daggerspine is equipped with 8 weapon slots, 2 armor slots, 6 special slots, and 1 heavy weapon slot that unlocks at U1. None of the weapon slots are configured to be mounted with countermeasures.
The Daggerspine’s main weapons, the Rigor and Mortis Launchers, fire at medium-long range dealing radioactive damage and building up a shockwave of additional radioactive splash damage every couple of volleys.
The Blackpyre Heavy Launcher which can be equipped at U1 deals good damage on its own, but it's real utility is its additional Shockwave Supercharge. This shares stacks with the Rigor and Mortis Launchers, causing the radioactive shockwave to trigger much more frequently.
The Hull itself has a built-in aura that, when stationary, increases the damage dealt by shockwaves by a factor of 5. Pair this stationary damage boost with the increased amount of triggered shockwaves from the heavy weapon and watch your enemies crumble under sustained shockwaves!
Enemy Info
Name: Deadeye Ballista
- Type: Cannon
- Health: Medium
- Damage: High
- Damage Type: Ballistic
- Splash: Large
- Accuracy: N/A - Dumbfire
- Range: Very Long
- Countermeasure Vulnerability: None
Note: has a medium size minimum range. Projectiles travel slow enough to only be a threat when stationary
Name: Blunderbuss Cannon
- Type: Cannon
- Health: Medium
- Damage: Medium-High
- Damage Type: Ballistic
- Splash: Medium
- Accuracy: N/A - Dumbfire
- Range: Medium
- Countermeasure Vulnerability: None
Note: Projectiles travel slow enough to only be a threat when stationary
Name: Phlogiston Launchers
- Type: Launchers
- Health: Medium
- Damage: Low
- Damage Type: Radioactive
- Splash: None
- Accuracy: Medium
- Range: Medium
- Countermeasure Vulnerability: None
- Kingkiller: Yes
Name: Pyroclastic Throwers
- Type: Thrower
- Health: Medium
- Damage: High
- Damage Type: Radioactive
- Splash: Medium
- Accuracy: N/A
- Range: Medium
- Countermeasure Vulnerability: None
Note: These turrets have a fixed 45 degree arc.
Name: Axiom Chainguns
- Type: Chaingun
- Health: Medium
- Damage: Medium-High
- Damage Type: Ballistic
- Splash: None
- Accuracy: High
- Range: Short
- Countermeasure Vulnerability: None
- Kingkiller: Yes
Note: Can be out-ranged by Daggerspine fleets.
Name: Cooler Pylons
- Type: Structure
- Health: Medium- High
Note: These pylons deploy an aura that keeps the reactor core at the center of the target from erupting too aggressively. Destroying them will disable the slow fields around the target but will also increase the rate at which the reactor core erupts with radioactive projectiles.
Name: Slow Auras
- Type: Aura
- Health: N/A
Note: Slow fields placed around the target, generated by the smaller pylon structures around the exterior of the targets.
Name: Reactor Core
- Type: Thrower
- Health: High
- Damage: Low-Medium
- Damage Type: Radioactive
- Splash: Small
- Range: High
- Countermeasure Vulnerability: None
Note: The internal reactor core that the reavers are trying to salvage. It erupts in random directions with radioactive projectiles that leave fire fields.
Glossary
Range definitions are relative to the primary season hull. Thus what is short for one hull might be considered medium for another, the goal is to convey easily to players which turrets/ships they can outrange and which turrets/ships may be firing on you from a considerable distance away.
- Very Short = Easily out-ranged.
- Short = Out-rangeable.
- Medium = At least the same range as the player but generally not much more.
- High = Will easily outrange the player hull.
- Very High = Will cover a significant portion of the target.
If the arc is not specified then it has a 360 degree arc.