The asymmetric, spheroid design belies the power of this battlecruiser. The base hull presents a loadout which favors heavy energy weapons and mobility-focus. A two-wing hangar capacity complements tactical options.
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–In-Game Description |
Notes[]
The Odyssey is a broadside combat carrier that can excel at flanking. Using seeking missile options for the off-bore large missile slot is popular, such as Squall MLRS, Hurricane MIRV Launcher or Locust SRM Launcher.
The Plasma Burn system and high mobility stats allow for many tactics and maneuvers typically unavailable to ships of this size, like flanking, dodging unguided projectiles and retreating from dangerous situations. Save charges, and preemptively angle away from the enemy to keep your Odyssey alive.
'It's often better to dodge than to block.'
Another useful tactic is to Plasma Burn sideways at longer ranges to give yourself a few moments of safety to vent flux. Do so cautiously, and early so you don't lock yourself into a disastrously long vent.
When in broadside position you can also take advantage of the ship's narrow profile to rotate the ship to dodge unguided projectiles not directly aimed at center mass. Keep in mind that the shields are much wider than the narrow profile. What might hit the shields might not hit the ship itself.
The Odyssey's evasive maneuvers are bound to piloting skill as well as ship fit and character skills. A single Odyssey has the power to solo entire fleets, defeated by only its own degrading combat effectiveness, but only if used right.
Tip: bombers with guided missiles don't need to be sent on attack to shoot their load, can fire through the Odyssey, and have unlimited ammunition. You will gleefully learn of the existence of such a thing as a 'carrier hug'.
The Bonk[]
Like other Plasma Burn ships the Odyssey is capable of using its ship system to knock other ships around. Unlike other Plasma Burn ships the Odyssey has quite a bit of bulk to back this up. An unconventional but often effective tactic is to engage the system while an enemy is trying to flank around the front of the ship.
Experienced pilots can consider dropping the shields in order to facilitate a more favorable post-collision trajectory for the enemy, such as bringing it within range of the ship's heavily armed left broadside.
Advanced pilots can consider raising the shield with such a timing that the unfolding shield impacts the enemy ship after the hull collision but while the enemy is still nominally within the shield arc. This shield can bump them quite further off and potentially further increase control of their trajectory, with skill.
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Derelict | Defender · Picket · Sentry · Warden · · Bastillon · Berserker · · Rampart · · Guardian · · Mothership | |
Remnant | Flash · Lux · Spark · · Glimmer · Lumen · · Fulgent · Scintilla · · Apex · Brilliant · · Nova · Radiant · · Battlestation | |
Omega | Aspect · Dextral Shard · Sinistral Shard · Facet · Tesseract | |
Other | Ziggurat |
Change History[]
0.9
- Major rework
- Removed front overlap of 3 large turrets
- Improved arcs of two rear-facing small turrets
- Changed right-side large energy turret type to "synergy"
- Added built-in High Resolution Sensors
- Added built-in ECCM Package
- Reduced fuel/light-year to 8 (was: 10)
- Increased OP by 10, from 270 to 280
- Reduced top speed to 70 (was 80)
- Ship system changed to "Plasma Burn"
- Very brief, very fast burn; moves about one ship length forward
- Can still steer and use shields, but can't move backwards
- Stores up to two charges
0.8.1a-RC5
- Fighter Bays increased from 1 to 2
- Max speed increased from 50 to 80
- Acceleration increased from 25 to 50
- Deceleration increased from 15 to 30
- Turn acceleration increased from 8 to 12
- Shield efficiency reduced from 0.8 to 1
- Peak Performance Time reduced from 660 to 600
0.8a
- increased burn level by 1
Only up to date for version 0.95. It is likely still broadly correct but not verified for the most up to date data yet. Please double check the Version History.