Infinite Lagrange | Ship Guide Io Updated

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hey y Lads and L damire here back again with some more infinite lrange today carrying on again with some Cruiser guides for you um we did the cast last time it was the most requested I think the second most requested after that was the io um and then you got like KCC PV and predators to finish off these and then onto Fighters Corvettes and all that good stuff um have to work out the battle cruisers at some point and the carriers cuz I don't own well I do own all of them but I don't have all the modules so um a little bit different there so we'll jump into the io though uh it's one of my favorite ships on the game I run this almost every season um specifically the B the anti- uh ship type which is the anti frig anti- Destroyer uh the reason I run that is cuz swarm is still quite prevalent and swarm consists usually of a off tank front row of arises or Tauruses sometimes you still see Kalisto uh not Kalisto um the other thing Killian in there and uh so yeah and the B type just has a fantastic way of being able to just decimate that kind of frig Destroyer front row um like no issue whatsoever so it just fits him perfectly for there the a the iron Cannon type little bit more uh just standard you can see at the moment sat at 19,000 base um when you crank this up you're sat at around 2,600 damage it has a hit rate issue um and it's not good having hit rate issues on uh these kind of ion cannon systems uh which do um sort of damage frequency cuz as soon as they miss one of the damage frequencies uh like the one slot of it they miss all the rest so out of those four damage frequencies you hit the first one great you miss the second means you're going to miss the third and the fourth which is really bad you just lost um 75% of your damage uh so having to buff the hit rate on these is a requirement um which in itself becomes a slight issue because it does mean that you are now in a position where it's like okay I need to run series Tactical or you need to run on Predator tactical um or you know st59 with the uavs which is what I personally currently run uh in my heavy Fleet is sd59 um but it is absolutely doable and uh they are fantastic when uh set up in the right Fleet where you have that UAV spot of support and these are getting buffed cuz they can dish out some serious damage output and yeah they they're just good all three variants have a use C type's very situational A and B type A Little Less situational though so let's jump into the a type uh and again I'm going to apologize quickly now still got clading Works going on in uh where I live so uh if there's any drilling or something in the background there's basically nothing I can really do about it unfortunately so ion Canon type it is a front row little beast of a Cruiser so first off absolutely going straight into its HP grab the double ship HP modules here uh you can argue grabbing the short range stealth coating now is okay it depends how many points you've got really personally I wouldn't I'd wait going to the additional proportion system where you're going to get a 15% increased evasion base you get a 5% increase hit rate which is quite nice cuz like I said it's got hit rate issues uh and then picking up both of the ship of Asians will increase the life of your iOS significantly bear in mind though these are not healthy Cruisers uh they have got you know the standard 50 10% energy shield and armor but 6,200 uh 62,000 uh HP sorry they are on a little bit of lower side of the HP so double picking up the double HP mod first does actually help it out a little bit more than grabbing the evade after that it's kind of up to you I personally don't pick up the energy resistance here and I probably regret it sometimes other times it works out great I like to pick up the physical resistances and then I pick up the short range stealth coating the reason for the short range stealth coating is when you move to that mid row when it's low HP being a front row ship you have that natural ability to move back to the mid row when damaged um this short range coating can literally just quite save its life from getting uh killed off by Kalisto or something of that nature while it's potentially being healed up and if you can get them like fully healed and back onto the front row uh the short range Coating in my opinion then has done its job uh whereas You could argue you know uh going double energy resistance bring you up to 30% energy resistance um is also pretty good energy damage is there is lot of it in the game the the highest damage dealing fleets are a mix of energy and physical low so you probably best bet is to go a physical energy res um but again my personal preferences of physical energy res with the uh short- range stealth coting just increasing that uh Dodge chance a little bit further after bringing the evasion in off the additional props after that going into the VG ion cannon here and you're going to want to pick up overdrive at some point you don't necessarily need to bring it pick it uh up straight away but uh my recommendation is absolutely picking up both of the hit rates on this you are unfortunately only got six slots to play around with here so it's a little bit tight getting like everything you want cuz you want cool down you want damage cuz the damage is decent at 600 damage per hit so that's 600 on a four times damage frequency it's a lot of damage potential like it's pretty decent unfortunately you don't really have that option cuz you do need double hit rate you do want the double cool down and you want to pick up the overdrive system that's five of your six slots leaving you only one to pick up the iron Cannon damage and the other two the armor Depot armor enhancement and the armor anti blast enhancement are just worthless in most situations including this one so I completely ignore those uh so yeah double hit rate first you can then argue it going into the overdrive system I personally go into double cool down after the double hit rate picking up the overdrive a little bit later and then going into the ion uh one of the damage uh Buffs here um something that is quite nice is recently you have got a Bonus now where we can get an extra uh 15% hit rate against Cruisers and higher class ships this does does give it the accuracy without tactical uh uavs to support it at hitting those cruises and above but you will struggle a lot still with frigs and destroyers so be that in mind if you are against super heavy fleets you don't need to run the Tactical if you can pick up the uh system adjustment for the uh ion cannon system on the a type after that going into the generic missile launcher system it's actually quite good it's decent DPM again uh you get 3,000 DPM just from this little tiny missile system which is quite nice it's also your best way of dealing with those frigs destroyers uh so absolutely pick up both of the frig Destroyer hit rates here you have uh four slots to play with so you got a bit of room the damage is only 100 so giving 10% am uh damage isn't particularly great but giving it a decent cool down gives you quite a bit more damage output so you end up going double hit rate coold down damage on the missile system after that it really doesn't matter too much there is an integrated battery system these are anti-aircraft the r counterattacks are a bit pants and don't really do much go uh Fighters uh hit rate go double cool down and lock on efficiency and then you pick up uh one of the damages at the end as well and um yeah the you won't see any real AA from this thing as per usual with anything with cannons really or anything that's Counterattack just not very good at doing anything prop system one warp speed one cruising speed uh is what I go for it's actually quite a fast ship at base at 650 cruising speed and a 3250 warp speed so it's not too bad anyway that it's only got two slots here so I wouldn't worry too much about it it's going to be probably one of your faster Cruisers regardless anyway moving on to the B type the B type is very much a dedicated anti- small Cru um I think it's the only dedicated anti- small Cruiser that comes to mind uh it's main iron Cannon vgan system the V iron can system on this one's like a rapid fire thing and uh yeah it just shoots tons and tons and tons it's kind of crazy kind of like an a cruiser version of a HC Eris uh pretty much more or less same thing as the a version though you want to go into armor system double HP buff here moving over onto the additional prop system and getting the double evasion going back onto the armor system and your choice here again I'm going to be picking up short range stealth coating and the physical resistances but you can go double energy or it's single energy and uh physical resistances depending what you're facing after that going into the vegan iron Cannon system and this is where this thing becomes Absolut Ely devastating sync all weapons in the system to prioritize attacks against frigs and destroyers this used to be frigs only and they changed it now it's frigs and destroyers activates a maneuvering mode and increases hit rate by 40% evasion by 20% every 30 seconds for 15 seconds and you can increase the evasion by a further 10% seor now sat at a base 15% evasion Plus uh an additional 16% and off that um strategy you're going to get yourself an extra 30% bringing you up to a quite uh tasty 31 or 32% uh sorry yeah no 61 62% evasion uh if I can do math correctly at this time of the morning I would probably help when doing these videos so 62% evasion winner attacking frigs and destroyers is really nice you got a 40% increased hit rate you're going to further increase that with double hit rate absolutely Strat first on this one in my opinion and then double hit rate uh the Strat is just so goddamn powerful uh especially if you can get these outs like that mid game where people are still running frig Destroyer Fleet and you get like two of these out early cuz you know you can rush things a little bit if you use the uh special Shipyard um yeah it's it's kind of funny when you just watch two of these just shred through an entire fleet uh but yeah it will need the Strat and at minimum the hit double hit rate bonuses and then at that point it's really really strong at dealing with uh frigs and Destroyer so you got three slots taken up pretty much to hit rate and a strat again so you've only got three slots left double cool down here here is an option but if we actually have a look your uh cool Down's 1 second at base with a two time damage frequency 4 second duration a 3se second lock on time you are actually oddly better and I tested this a few times ignoring the cool down going double damage so you end up uh with one cool down and double damage and it's loads of cool down the thing fast enough there is an option to go double cool down uh and it it does work it's what I used to run but I found double damage gives you the ability to punch above uh its weight a little bit better if you go double cool down you get M damage mitigation from like 20% on Battle cruises and stuff of energy damage so picking up the double damage actually increases the damage output than the cool down does uh just a touch so it just makes it a little bit better against Cruiser and higher class ships where this thing does struggle a bit against Cruiser and higher class ships not that it can't hit them it's just got quite a low damage output if we see here we're at um 16,000 damage at base whereas the iron Cannon type the a type is only uh is like 19,000 basically uh so yeah do bear that in mind it will struggle a little bit more with um anything Cruiser and above uh they just have quite a bit of damage mitigation this thing doesn't pack much of a punch it just punches a lot of times um also to knowe even with the strategy and double hit rate it still has a bit of an issue hitting some of the off tanks that are very Dodge uh ring uh HC Aris Killian um come to mind so in that situation it is sometimes worthwhile running uh a couple of extra tactical uh Series in here or Predator tacticals in your Fleet just to give it a little bit extra hit rate uh it will thank you for it but I don't find it necessary all the time to be doing that however I do run st59 with hit rate uavs on them uh and I run these to count as small because my St 59s are set up to counter large uh and that gives me a nice sort of base area to to play around with after the vgan iron Cannon system going into the missile system again I'm going to recommend double hit rate here again it's another one of Europe's systems that's very good against uh just hitting enemies especially frigs and destroyers you got a increased DPM over the base variant on the missile system here as well which is quite nice so double hit rate here coold down is actually quite good on here and then you pick up one of the damages the hit against Cruisers and high class ships you can just flat out ignore it's not particularly useful on this uh the missiles are good enough to hit anyway so just specialize them into countering those FR destroyers is in my opinion a better situation cuz um again this thing's not very good against Cruisers and above however it's for amazing against frigs destroyers so you do have to run that situation it's like well what's my fleet build like do I need more frig Destroyer if yes add to Mario speeds if no uh don't pretty much run a version instead after that going to your integrate Barry system this is identical to uh the first one it is unfortunately counter attack only so you pick and up hit rate double cool down damage uh or hit rate uh double cool down lock on and then a damage at the end or yeah that's probably what you're going for anyway uh and then yeah don't expect it to really do anything I mean I even unlocked uh this is one of the ships where I was testing if you could like get the increased hit rate was enough for when it is doing the Counterattack to get any extra damage out it really didn't make make any difference whatsoever so don't do that to waste of points so to note is this has a really nice command system in your Fleet uh if your fleet's point value is greater than that of your opponent before entering a combat engagement then the enemy Fleet cannot Retreat within the first 30 seconds of Engagement and um yeah this goes up to 45 seconds Max just to show it off quickly there you can pin an enemy down for 45 seconds and most of the time it doesn't really matter most people will take a fight for 45 seconds but when you hit the right Fleet if you hit a frig Desi Fleet that's meant to be a flanking Fleet or something of that nature and these are in it that is just 45 seconds they do not want to be in that battle with no tank no uh capacity to heal or anything like that and it's a frig Desi Fleet and these things are just going to chew it apart and they're locked in place for 45 seconds it is utterly glorious and you'll enjoy the battle reports a lot it's very situational I will admit but when you're in combat with another Union you get to know who goes on the the front line for their Union quite often their fleets don't change very often uh they do tend to like run the same thing over and over again so as soon as you see the fleet and the fleet names and stuff like that you just remember and you go oh that guy over there I know his flanking Fleet is just full of frigs and destroyers I'm going to throw my anti-ip io's at it and watch him suffer uh for 45 seconds before he runs away so very very powerful strategy if used correctly very situational however uh but it does add to the the B type's just ability to screw over quite literally anything smaller than a destroyer um and just in Rapid time as well same as the uh a type I go W speed cruising speed you can go double cruising speed this thing is again rather fast for a cruiser anyway uh probably my favorite ship in the game uh in terms of what it does it's just a very very dedicated uh antire destroyer ship and I just love it for that because we don't really have anything that's as quite as dedicated as this uh to dealing with one problem except the siege type it's another one that is very much dedicated to doing one thing unfort fortunately the one thing is Siege damage it literally does next to nothing I have previously just run eight of these and the own Fleet by themselves they are fast enough to move around fast enough to hit outposts and deal significantly large amounts of damage to kill outposts faster than most people can react if you get somebody and they say maybe offline at that time and you run this into a their Advanced um mining platform which I've done on numerous occasions um yeah they genuinely won't get to combat with you uh before you've taken that amp out these will just absolutely wreck and Shred through anything building related it fantastic for that I've used them to sort of cheese myself into the top three on City sieges by waiting for all the fleets to get killed and then throwing in eight of these at the end onto the base just to make stupid damage numbers happen um it's funny cuz you know there's a bit of competition always within the the same Corp isn't there for that kind of thing I think um so yeah it's it's just a good but again it's extremely situational this one it is for Siege only with that being said going into its armor system going double system HP here physical resistance is an absolute necessity on this one because you are going into buildings they don't deal energy damage you don't really have to care about it do not fling this into enemy Fleet it will just die and do nothing the they they're like as useful as a wet paper towel against enemy fleets there is an argument for short range stealth coating and that's because some of the missiles uh that come at you can come from buildings but that is only within angulam evasion again this will help out a little bit there so you can pick up the Evas and then it's straight into the vant iron Cannon and in my opinion the base hit rate is worth it ignore the hit rate against Cruisers uh and Destroy uh Cruisers and higher so base hit rate double cool down double iron damage uh cuz you do actually have uh wait no it's one iron Cannon damage here isn't it yeah one iron cannage and then double Siege The Siege gives you 30% for each you get 6% per level you get five levels so you get 30% there's 60% more Siege damage output the um Iron Cannon damage will give you an extra 2% uh Siege damage and the coold Downs just increase the cool down here a little bit you can drop and I have tested this a little bit uh one of the dam the uh last damage mod so you go hit rate double cool down and Siege damage and then you pick pick up the uh sustained damage output or you drop the hit rate for it it's kind of up to you I personally would probably drop the damage output for it and keep the hit rate you do need some hit rate sometimes for hitting buildings this is mostly for angulam though if you're not in angum you can forego the hit rate and that's when you pick up the uh sustained damage output instead yeah cuz apparently uh in angulam buildings move I don't know I don't know why you need increase hit rate to hit buildings in angulam I mean meteors and stuff sure but you know everything else no uh so in the case of angulam it's double cool down double Siege and then you pick up uh the sustained damage and then you pick up one of the damages in every other situation it's hit rate double cool down Double D Siege damage and finish off with sustained damage output and uh yeah this thing when it gets going uh you get a 60% continuous firing duration firing duration remember being very very important on pretty much every ship if you can get it you get it and this is no different when a city when a Target is a city or base this does also trigger on amps it does trigger on uh so anything really outposts and everything so do pick it up is just really really really strong strap after that it genuinely doesn't matter uh go for your double Cruis cruising speed here is my actual uh choice on this one not the warp cruising as per usual cuz I use this to just run into an amp kill it and run away uh the missile systems and stuff they don't actually have any Siege damage here so it really doesn't matter what you pick um double frig cool down damage maybe uh if you're getting this into combat with an enemy Fleet you've lost these ships uh so just don't do it uh again for the fighters and Corvettes it it doesn't matter here either you probably hit rate double cool down lock on and a damage for your five slots and that's pretty much it it's all about the ion cannon uh on pretty much all three variants it has absolutely immense damage potential when set up and in the right Fleet ion cannon type the a type bring in some predat tacticals bring in some series tacticals uh they will help it with its rate and getting that hit rate down on these things is they deal a lot of damage again for the B type little bit hit rate Buffs on from predator tctl or sd59 with uavs anything like that just P pushes them to the next level otherwise it's a pretty solid still against frig destroyer and The Siege type extremely situational for uh just hitting bases that vant iron Cannon system Chucks out immense amounts of damage and yeah just it is fantastic for that so I probably one of my favorite ships because all three variants just have like a very different use you got a anti- cruiser and large B anti- small frig Destroyer C anti- building it's got you know an option for everything it's fantastic it's my favorite ship design in the game um in terms of like gaml I wish more ships were like this where they've got a variant for each different type of situation you need um it's a cool looking ship as well which is a nice bonus it's a giant flying laser gun quite literally who doesn't like giant flying guns so you know there you go thank you guys for watching don't forget to like comment and subscribe and I'll catch you next time
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Channel: Damphyre
Views: 1,973
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Keywords: Tips, Guide, Ranking, android, ios, gameplay, google play, infinite lagrange gameplay, infinite lagrange trailer, infinite lagrange guide, infinite lagrange review, infinite lagrange tips, infinite lagrange ships, infinite lagrange release date, infinite lagrange android, infinite lagrange battle, infinite lagrange corvette, infinite lagrange download, infinite lagrange fight, Infinite Lagrange, tips and tricks, infinite lagrange game, infinite lagrange mobile
Id: WHfBfDxPOEg
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Length: 26min 21sec (1581 seconds)
Published: Fri Apr 26 2024
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