Nemesis

From Cosmoteer Wiki
Jump to navigation Jump to search

Nemesis is a tier 17 battlecruiser used by the Fringe Systems Resistance.

Tactics

A somewhat difficult late-game opponent. While not particularly dangerous, it's not a pushover either. Nemesis' weapons are quite spread out, making it difficult to totally nullify its offense. Of particular note is its powerful missile defense - twelve defensive flak batteries that can easily shut down most missile-based ships and weaken the offense of ships relying on other ballistic weapons. Kiters will also experience issues, as the flak will shut down the EMP missiles necessary to pierce its shields quickly - and ion kiters will be in range of Nemesis' two 8-ion beams and many HE missile launchers. Ships relying on shields will be in for a bad time, as Nemesis has a whopping 20 disruptors. While Nemesis has quite a lot of weapons, their actual damage output is rather spread out and not particularly large - armor will be most effective as a defense. Point defense and flak will help against Nemesis' missiles, but not against its frontal weaponry.

Nemesis is slow both to move and to turn - this is its greatest weakness. Strafing and ramming Nemesis on one side will allow you to cut off as much as half of its offense, and getting close can also disable its flak defenses. This will make its shielded sides more vulnerable as well. Regardless of what you're doing, you should target Nemesis' ions, which are not that protected, and destroying the prisms effectively disables the entire core. After doing that, you can progress to taking out Nemesis' reactors - target the ones on the outer side of its ions, which aren't protected by Nemesis' giant armor head, or the ones at the ends of its wings. Nemesis has only one singular central bridge - cutting off parts of it are a good way to significantly weaken it quickly. In short, Nemesis is slow and lacks much of an ability to control or adapt to your movement - play aggressively to create openings in its defenses you can then blast through to deal massive damage.

While at first glance the large poles on each side of Nemesis might invalidate flankers, they are actually made of corridor and thus very fragile. That said, it is still best to attack Nemesis from directly behind it from a safe distance to avoid the missiles which will be aiming for your main combat ship. Nemesis' bridge is protected by some armor, but at this stage in the game your flanker should be able to chew through that armor relatively fast. As a bonus, sniping Nemesis' bridge preserves most of the ship for salvage.

No matter what, it is likely that you'll get quite a few diamonds out of this ship's destruction, as its two separate ion cores are not only entirely optional to destroy but also not connected to each other and thus using a strategy of blowing up one core to fire into Nemesis' internals will still leave the other core intact if done right.