![]() You cannot afford to hang around within the main fire arc of these ships. Use this to your advantage – if you see a Reaper or an Interceptor try to get high above or deep below it where it can't hit you with it's full firepower. The Pioneer has no limitations on it's fire arcs while most of the high DPS ships do. Note that backwards and sidewards thrust stack, so you can fly backwards a lot faster with diagonal movement. The standard battle tactic of the Pioneer is to circle around it's target and dash out salvo after salvo from medium range until the victim either runs, dies or commits suicide by trying to jump out. This will make it very hard for Ghosts and Enforcers to land a full volley on you and even give Hunters and Reapers trouble hitting you at medium ranges. In battle you should almost always press one key from each of the following pairs: ![]() If there is any game where a no-ghosting keyboard pays off it's this one (no-ghosting keyboards, aka keyboards that do not bug out if you hit more than three keys at once, can be acquired quite cheap - I payed 40€ for my Sidewinder keyboard that even has LED-illuminated keys). The Pioneer is quite agile and while it doesn't have as much strafe speed as a Sentinel or a light ship it's turn rate is phenomenal. Move into more than two direction at once. Immobile ships are sitting ducks, especially the weaker armored ones like the Pioneer. If you move a lot you are a harder target and your opponents will most likely miss a good amount of shots. ![]() We start with the first and utmost important rule of all.Īs an Pioneer agility is a very valuable form of the defense. Yes, this guide has a separate section solely about movement as this often overlooked guide component is the key to being a successful Pioneer captain. Projectile damage (impact/AOE/armor)|volley size|volley damage (total)|DPS|cooldown|range (max range/AOE)|optimal range|falloff|spread Level Base StatsĪ quick overview, with side by side some basic stats for the Pioneer at level 1 and level 9. There are only a few occasions where you really shouldn't pick a Pioneer and go for another role instead.ĭo not pick when: Of course you don't want to pick a Pioneer if your team lacks a healer or already has 4 medium attack ships.ĭo pick when: The Pioneer is a viable addition to the team in pretty much every situation other than the above. If coordinated well the Pioneer can make life for others a lot easier - as soon as the detect sector pulse is activated everyone immediately knows if the enemy hardcounter is his/her your lane or not (unless of course it is a cloaker). One of the greatest advantages the Pioneer gives to your team is that it periodically reveals every single enemy ship in the same sector - in Frontline this is the entire map in Conquest usually one of the lanes. Since the Pioneer is such a versatile ship it doesn't really matter too much what the rest of your team has picked. ![]() It is a very good ship for new and seasoned players. While the Pioneer does not have a particularly high skill floor it does of course benefit from an experienced player and can be a real threat even in high MMR matches. The Pioneers greatest downfall is it's relatively weak armor and hitpoints, so smart movement is quite important to not land within the forward fire arc of an Interceptor or Reaper. The two support abilities it has are both powerful recon devices – one can reveal any ship in the same sector while the other can detect cloakers in a great radius. It is a quite fast and agile ship with solid firepower, good support abilities and few restrictions, so it can act well in pretty much every role. The Pioneer is the USR starter ship and one of the most versatile vessels in the game. Back to Ship & Crew Guides USR Pioneer - Ship Guide Introduction
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