Distant Star: Revenant Fleet

Distant Star: Revenant Fleet

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Basic Need To Know (Version 1.0.2.2)
By Bonzai101
Basics of Distant Star: Revenant Fleet to give you a good idea of what to expect and some good pointers on how to get through it.
   
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The Tactical Map
Accessed by pressing Spacebar this view allows you to pause combat and issue orders to your fleet.
  • 'Alt' - Displays all enemies current shields and HP
  • 'S' - Stops all current commands on selected ships
  • 'A' - Selected ships fire at this spot (Good for killing mines)
If a ship is disabled during combat it will get a critical, these criticals have varying negative effects.

Movement
It gets its own section because it is just that important, I've seen a few gameplay videos of late and not all of them do it and probably take about 70% more damage than they need to.

KEEP MOVING people!
Basic Tactics
General
  • Pause Often
  • Keep an eye on the map for extra enemies
  • You can block enemy shots with different ships, this especially applies to defense missions
  • Build to your play style
  • Watch out for mines (They make a distinct noise when discovered)

Some points to ponder
  • Keep in mind your ships need room to turn and time to accelerate
  • Keep moving unless you know your fleet can easily take the hits without losing shields
  • When kiting try to backtrack rather than moving into unknown areas
  • Better an objective dies than your fleet

See Agro, Enemy Movement and Prediction for more.
Fleet Recommendations
To start off with I recommend at least:
  • Assault x1
  • Lancer x1
  • Strike Missles x1
  • Reinforced Shielding x1 (Lancer)

This is a high risk high reward strategy as you should be able to afford the likes of a carrier or another assault at a shop (If they have one) but the game is going to be a bit more difficult.

For people who are newer to this game you can add in one of the following:
  • Pulsar (Replenishes shields, forgoing one of the above attachments)
  • Rogue (Hit and run specialist)
  • Gunship (Bit of extra firepower, cheaper than the other two)

What to choose next?

Assault
  • Solid choice any way you look at it.
Carrier
  • Personally I think this is also a very solid choice.
  • Latest patch has added a 2nd drone bay.
  • Lacks targeted dps without mines ability.
Lancer
  • Dual lancers can work very well but I prefer to wait till I have something a bit stronger before going for two (If thats what I wanted).
Pulsar
  • Alright choice, highly recommend this if you are going for a Dreadnought later.
  • Very helpful at threat level 10.
Tech
  • Alright choice but I prefer the lancer.
  • Can be devastating with the right storm abilities.
Dreadnought
  • About as much damage as an assault until it is upgraded but takes alot of damage due to being slower than other ships, thats why I only recommend it in tandem with a Pulsar.
  • Not a good choice for newer players.
Rogue
  • Doesn't suit my playstyle, needs to do close quarters sniping and alot of micro management.
Gunship
  • Unless its all you can afford, this is a ship that I feel needs replacing in your fleet for endgame.

Please note:
All ships can be sold, so get what you can as long as it complements your fleet asap.
If you've built your fleet well the benefit far out weighs the scaled difficulty.
Increased Rank
As your ships get experience they will increase in rank and let you give them upgrades
(Look for the plus sign).

My advice, get Shield Phasing asap (Combat shield regen) it is a major life saver.

http://steamproxy.com/sharedfiles/filedetails/?id=426157068
The System Map
The System map where you'll plot your jumps.
  • You can save at no penalty from this screen.
  • Currency is used to buy supplies, upgrades and ships.
  • Supplies are used every time you jump, running out will cause your danger level to increase quickly and can trigger specific events.
  • Its recommended that you fight if that is an available option.
  • Explore much of the system to generate resources for your fleet, but watch that threat level.
  • Threat level and fleet size dictate difficulty level.
  • There are multiple randomly generated systems to work through.
Shops

As you travel you will come across randomized shops
They can have up to 3 categories of goods:

Ships
  • Offer combinations of the available ship types (Shown below)
Attachments (and Weapons)
http://steamproxy.com/sharedfiles/filedetails/?id=426060708
http://steamproxy.com/sharedfiles/filedetails/?id=426184313

Other
  • Supplies
  • Critical Repair (Repair damage caused by being disabled in combat)
http://steamproxy.com/sharedfiles/filedetails/?id=426164041
(Ships) Lancer
The sniper of the group
  • Long range
  • Must stop to use its ability
  • Activated ability does 2 points of damage
  • Ability is its only damage source
  • Low hp and shields
  • Recommend this as one of your starting ships
Note: If the Lancer is moving at full speed it will just lose momentum but not stop while firing.
(Ships) Rogue
Ship built for hit and run tactics
  • High speed
  • Targeted Ability Damage
  • Can keep moving while using abilties
  • High shield and HP for its size
  • Can directly damage ships hull by using photon blast within their shields
  • Can get some interesting targeted abilities from the shop
(Ships) Gunship
Mini Assault, I think this is a good placeholder ship if you want to upgrade the slot later
  • Comes with a basic cannon
  • High shields and HP for its size
(Ships) Assault
Backbone of your fleet and your starting ship
  • Constant damage
  • High shields and reasonable health
  • Decent speed
  • Can get damage boost abilities from the shop
(Ships) Pulsar
Boost/Healer unit
  • Has some basic armament
  • Comes with shield replenish ability
  • can get other replenish/boost abilities from the shop
(Ships) Tech
Anti shield ship, can get some interesting abilties later
  • Starts with an anti shield storm ability
  • Storms do friendly fire
  • Can keep moving while using abilities unless stated otherwise
  • Does have some basic armament
  • High shields for its size
  • Can get other storm abilities from the shop
(Ships) Carrier
Launches drones, great for offense and for drawing enemy fire
  • Launches drones
  • Enemies attacking drones reduce damage taken by your fleet
  • Can get the ability to lauch turrets and mines through the shop
  • Slightly slower than the Assault

Note: If you get the carrier to attack a spot it will continually launch drones.
(Ships) Dreadnought
Can take alot of punishment and dish out alot of punishment
  • Recommend using this in conjunction with a Pulsar
  • Constant damage
  • Can be upgraded to 3 turrets
  • Slow speed, can make it difficult to keep alive
  • Comes with a taunt ability
  • Bolster Energy + Reinforce Shields allows for face tanking damage
The Orthani
The antagonists of this story, sending the Erebus platform to destroy your homeworld.

The A'kari
Your race and the protagonists of this story.
Agro, Enemy Movement and Prediction
Enemies will basically go for the first thing they see
  • I like this to be my kiting units e.g Assaults
  • If you kite within an enemies weapon range they will stay on the same spot

Kiting is a fundamental part of the game and at times requires alot of micro management

Notes:
  • If a ship on the inside of the kite is taking to much damage, change its path and send it across your fleet to the outer side.
  • Carriers will constantly launch drones with the attack spot command
  • Kiting should always be in a long arcing movement so your ships lose as little speed as possible.
  • A circular kite works just as well.
  • If needbe there is no unit collision so you can just go straight over enemy ships.

If you can predict enemy movement you can launch some devastating attacks


Something I've started doing recently, when moving my fleet around

Updates
Updated to 1.0.2.2
  • Modified fleet recommendation section
  • Redid pictures for all ships