To all the Noobs out there, here's some important things to understand about Dreadnought.
Here's some info to help you fight.
DAMAGE NUMBERS You can change how damages are shown on your opponent to the exact damage each of your attacks inflict on opponents. On the main hub of the hangar, go in option > Game > Damage numbers and set it to Individual. Now instead of seeing the total damage you inflict at your enemies in a flurry of attacks, you will see how much each attack makes. Its especially useful to react fast against damage reductions module.
2ND WEAPON (Key: Q) Each ship has a second close range weapon. Those weapon can be usefull when used properly. But most of them have extreme close range. In higher tier, you can unlock more secondary weapons, but I will leave their discovery to you.
Destroyer-Flaks: Have a range of 800m, but make small 160m explosions, thus this weapon can damage enemies at 960m. Inflict really high damage. Always switch to it when within ranger. Note: Your reticule will only turn red at 800m to indicate that you are within range for this weapon. Its important to always look for the 960m range (I start shooting at 1000m for simplicity). Especially good against corvette and destroyer that gets too close.
Dreadnought-Repeater Guns: Max range 3400m. Give a good alternative to your main weapon when in range. Learn to switch between your main weapon and second weapon when one of them is recharging to maximise fire power.
Corvette-Beam Turrets: Offer 360° firing arc. Max range 1400m, min range 900m. This weapon is really good when you are within 900 range of your target. Switch between your weapons when your reach this range to kill them as fast as you can.
Artillery Cruiser-Light Flak Turrets: 700m range, explosion range 200m. Contrary to the Destroyer Flaks, these flaks are mostly useless. With a maximum effective rance of 900m, most of the time when an enemy get that close to you, its already too late because they themselves are preparing something nastier like using a ramming module, autorepeater modules, or using their own powerful secondary weapon.
Tactical Cruiser-Tesla Turrets: Max range of 900m. Extremely powerful. You will rarely aim to use those weapons at lower tier, since your main goal is to heal. But this weapon can be extremely good against corvette and destroyers that gets to close. You can amplify the damage with the Beam Amplifier module and by setting your energy to weapon. If you do so, you will see your opponent health disappear in mere seconds.
WEAPON AND MODULES RANGE Learn your weapon and module range. When your beginning it might be a bit too much information, but here's something to look for. When your weapon is in range, your reticule wil turn from grey to green, then yellow for medium range showing that your weapon will deal more damage and again turn red when you are within short range. As for your module, above the health bar of all allies and enemy ships you will see your module symbols in grey. When those symbols turn green, it shows that you are within range for your module.
ENERGY USAGE Here are some trick as to when you should use your energy.
Energy to speed: At the beginning of matches to move your ship faster to a position you want to be.
Energy to shield: Its really important to know the following. Your shield don't 100% block damage, they only reduce them. With Destroyers, Artillery and Tactical Cruisers, its okay to wait until you are at about 50% health before using your shield. With Corvettes and Dreadnought its not. Corvettes have few health but shield that protect them at 95% (recent nerf) but that drain quickly. This makes you almost invincible fro a few seconds against enemy fires while you yourself are within close range of them for a quick kill. Dreadnought on the opposite have shields that offer low proctection, 65%, but that last for a long time. When you are at a good defensive position, especially if you have an ally healing you, don't hesitate to set your energy to shield even at 100% health as soon as someone begins shooting at you. Getting at 80% is about the maximum that you should wait before activating your shields.
ENERGY HOT KEYS (on PC) In addition to holding the E key, you can use the F1 to F4 keys to immediately choose an energy setting. These options are faster than the E keys. If you can either learn to use those or rebind them for easy use.
BOTS, aka ENEMY SHIPS CONTROLLED BY THE GAME ARE BAD In matches, especially in recruit matches, you wil face bots. These are easy to recognize since their rank symbol in the scoreboard screen (tab) is 3 parallel lines and all of them have a name and family name such a Yolanda Fudeng and Leto Elo. Bots are bad in this game, often missing you when they shoot at you even if you are immobile. Don't fear them. However, remember that you cannot sneak on a bot, even when cloaked.
You MUST unlock as many ships as you can in the beginning for 2 reasons.
BATTLE BONUS During each match, you can have a Battle Bonus, Which will give more XP and Credits if its active. In Recruit its always available. In Veteran, after a match where it was available, it will be available again after 10 minutes unless you pay 1200 credits (pay the price its worth it). In Legegendary, the price is 6500 credits. You will see the icon on the top right of your fleet "activate Battle Bonus". Each T2 ship in your fleet gives +5% xp and +5% credits to your battle bonus, and higher tier ships give way more. In Veteran, if you have five T3 ships, your battle bonus will be +25% xp and +20% PER ships. for a total of a base of 100%. So in total it +225% xp and +200% credits. So, after each match when you return to the main screen of the hangar, make sure to press play, select the mode of play (any, TDM, ect), choose your fleet veteran or legendary, and on your fleet screen buy the Battle Bonus. I know its tedious to do this after each match, but thrust me its worth it and you get used to it.
OFFICER BRIEFINGS Certain ship as shown in my image below allow to unlock Officer Briefings (OBs). OBs are module that replace the 101 module that you see on T3+ ships on the right of their module selection. OBs make a huge difference in veteran and legendary matches. So when you begin playing, try fully researching all T1s and T2s ships so that you have all T3 ships available. Having all T3 ships should take a day or two of playing. After that, try unlocking all OBs granted by T3 ships, THEN have fun. Once you begin to unlock T4 ships, try unlocking as fast as you can Retaliator, Engine Rigger, Module Amper and Destruction Cascade.
Here's some example of things to do with OBs
Retaliator + Get My Good Side is really good on Dreads. Try to get the enemy team to fire at you as much as possible, if you have a healer its even better. Get modules like Ballistic Broadside and Armor Armp. If enough players shoot at you, you will be able to use ballistic broadsides every 2-4 seconds.
Module Amper is really great to launch nuke that will do more damage or Repair Pods that will heal more (yes it works on pods.) Make sure that the pods, missile, nuke, etc is fully launched before deactivating energy to weapon to make sure whatever you launched has the bonus. Heck, sometime, just stop firing your main cannon to concentrate on that enhanced module.
Engine Rigger is really great on corvettes and destroyers if you have builds that need you to get really close. In Conquest, if you're wondering why there is always an ally corvette getting to a conquest point before you even if you have Thrust Amp, the reason is because they have Engine Rigger.
Feedback Loop + Reinforced + Module Reboot. On Healers or Destroyers those OBs work really great with module reboot, you will have a constant flow of energy coming back. Note that The amount of energy you will gain will take into account the longer time of Reinforced but will ignore the shortened cooldown of Module Reboot.
Slow and Steady 10% armor boost + Engineering 6.5% + Armor Amp 80% = 96.5% damage reduction.
Desperate Measure had a bid nerf lately, but is still quite good, giving you back all of your energy
Heres two DLCs (PC only), one free and a second almost free.
Free - Sinley bay defender DLC - Gives you 1 week of free Elite Status and the Zilant Hero Ship. (I know its a long link, but its legit) Register at the link, alienwarearena, then reload the link to get a steam key.
Less than 1$ - Premium Starter Pack DLC Activation CD Key Its really old. For less than 1$, you can get this Grey Box activation key that will give you 40,000 credits, the Reaper Set, the Spartan Legion set, an exclusive decal and 4 Intel ensign codes that each give a free decal.
DISCORD Here's the link to the Official Dreadnought Discord channel. Its always a great place to find fellow players to squad with.
Note: When you go on this channel for the first time, you must write !verify in the #bot-spam lounge
What to do with Grey Box points when you have some. The GPs, the gold points that can be bought with real money and that are given with some Captain Progression.
MARKET BUNDLE NEVER buy coatings, decals and embles individually on a ship. If you do, it will only be available for that class of ship of that particual manufacturer. Example: If you buy the Orion Construction coating on the Chernobog, its only going to be available for your Simargl, Nav, Chernobog, Voronezh and Zmey ships but no other. However, if you go in the market and buy that coating bundle, its going to be available on all of your ships.
HERO SHIPS The truth his, there almost completely useless. They can be usefull for two things.
1 - For cosmetics. To have a coating and decal available to all your ships and new skins for that line of ships.
2 - When you fly a hero ship in a match it gives a lot of free experience points, but nothing more than what you would gain by flying a ship that still has stuff to research. Example: I have all five T3 hero ships, when i play in veteran, I can have a full fleet of those and after a match I can receive about 5000 free experience points. However, if I would still need to research stuff on some T3 ships, I would put those instead on my fleet.
FREE XP Avoid this, its not worth it. The conversion rate is really horrible at 1 GP for 40 free XP.
WHAT TO SPEND MONEY ON?
Most Important point. If you spend money on GP bundle, make sure that the amount of GP vs the amount of money paid is worth it. Currently, at least here on Canada, the bundle that is the best is the one at 20$ that gives you 2500 GP. Here's why, the bundle that cost 180$ gives you 22000 GP. If we make a quick calculation, If I was to buy the 20$ bundle 9 times, so that I would spend 180$, that would give me 22500GP. 500 GPs MORE than the normal 180$ bundle. Yeah, I know, that's stupid, and I spotted that on the first day of the steam release and the devs never bothered to change that. An easy way to know if a GP bundle is worth it, is divide its GP by its cost. The number should be as high as possible. 22000 GP / 180$ = 122.2222 while 2500 GP / 20$ = 1.25 thus the 20$ bundle is better. If you're willing to spend more than 20$, just buy the 20$ bundle more than once.
And if you're willing to spend money on the game, here's what you should do. On Steam there are 3 DLCs, wait for those to have price reduction and get them, they will give you plenty of stuff. There is also the 5$ in-game Dreadnought Welcome Bundle that gives a bunch of things for a low price. After that, Elite Status is always a good idea to progress faster. And if you're willing to spend more, well, follow the guidelinges I've written above about Market Bundles and Hero Ships.
Elite status is something good to spend your money on to have a faster progression especially at the start of the game. Do note that Elite Status offer an experience and credits bonus that is more apparent at lower tier than higher tier. Here's the percentage that Elite Status offer for a full fleet of each tier based on the total amount of XP and Credits gained after a match with battle bonus.
Tier 1 = 33% faster xp and credits gain (Base 100%+Elite 100%+BB 100%)
Tier 2 = 31% faster xp and credits gain (Base 100%+Elite 100%+BB 125%)
Tier 3 = 24% faster xp gain (Base 100%+Elite 100%+BB 225%) and 25% faster credit gain (Base 100%+Elite 100%+BB 200%)
Tier 4 = 20% faster xp gain (Base 100%+Elite 100%+BB 300%) and 24% faster credit gain (Base 100%+Elite 100%+BB 225%)
Tier 5 = 18% faster xp gain (Base 100%+Elite 100%+BB 350%) and 16% faster credit gain (Base 100%+Elite 100%+BB 425%)
Here are tutorial videos that I've made for each of the T2 ships.