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United Space Research
Pioneer
Medium Attack
Pioneer
Details
Class Medium Attack
Manufacturer United Space Research
Crew 5,215
Length 1,257m
Base Hull Strength 9,000
Initial Max Speed 599
Credit Cost -
Platinum Cost -

In-Game Description[ | ]

Difficulty: Easy

The Pioneer is a front-line attack craft, equipped with powerful explosive charge volleys for mid-range combat, and a single-shot atomic explosive capable of moving target ships out of cover. Its origins as an exploratory craft are still evident when it uses its powerful "Reveal Sector" ability, which identifies enemy targets at extreme range. The intense pulse also reveals the Pioneer itself.

Summary[ | ]

A capable fast attack vessel, the Pioneer sports some of the most intuitive weapons and abilities available to combat vessels. Area-of-effect Void Charges reduce the amount of aiming a pilot has to do in order to deal large amounts of damage, and has an unrestricted firing arc, allowing engagement from any angle. A powerful combination of its Gravity Nuke and anti-armor missiles provides a powerful long-range punch that supplements the Void Charges short-range power. The only real shortcomings of the Pioneer are its lackluster special abilities and its lack of slowing or disabling attacks, relying instead on other vessels to keep targets in range. Its armor, while not stellar, is fairly strong, and can weather blows that could take down a larger vessel.

The Pioneer is currently the USR starter vessel, awarded when the player first boots up the game.

Loadout[ | ]

Key Tier 1 Tier 2 Tier 3
LMB
Void Charges
Range: 12 km (10000 m/s x 1.2 s)
Optimal Range: 12000 m
Damage: 8 x (48 ppd +28 AoE) every 0.15 s
DPS: 181.49
Cooldown: 3.2 s
Void Charges are a close to mid-range weapon with strong impact damage. A small AoE detonates at max range for reduced damage.
Light Void Charges
Range: 12 km (12000 m/s x 1 s)
Optimal Range: 12000 m
Damage: 10 x (40 ppd +22 AoE) every 0.13 s
DPS: 186.19
Cooldown: 3.2 s
Light Void Charges are a close to mid-range weapon with increased projectile speed for improved accuracy. A small AoE detonates at max range for reduced damage.
Heavy Void Charges
Range: 12 km (8000 m/s x 1.5 s)
Optimal Range: 12000 m
Damage: 6 x (64 ppd +37 AoE) every 0.2 s
DPS: 178.24
Cooldown: 3.2 s
Heavy Void Charges has increased impact and area-of-effect damage at the expense of slower re-fire rate and reduced projectiles in a volley. Making it useful against slow and heavily armoured targets.
RMB
Gravity Nuke
Range: 24 km (6000 m/s x 4 s)
Radius: 1000 m
Damage: 1179 AoE after 1.5 s charge
DPS: 44.49
Slow: 25 %
Cooldown: 25 s
Gravity Nuke detonates at target range, dealing strong AoE damage and pushing enemy ships away from the blast.
Gravity Nuke Blast
Range: 24 km (6000 m/s x 4 s)
Radius: 2000 m
Damage: 787 AoE after 1.5 s charge
DPS: 29.7
Cooldown: 25 s
Gravity Nuke Blast has a superior detonation radius, improving the likelihood of a hit at the expense of base damage. It's useful against enemies flying in tight formation, mobile craft, or dislodging those behind cover.
Plasma Gravity Nuke
Range: 24 km (6000 m/s x 4 s)
Radius: 1000 m
Damage: 300 plasma +787 AoE after 1.5 s charge
DPS: 41.02
Slow: 25 %
Cooldown: 25 s
Plasma Gravity Nuke trades its initial impact for damage that will be applied over time. Plasma damage prevents stealth craft from re-entering cloak.
1
Reveal Sector
Range: Sector-wide
Duration: 15 s
Cooldown: 90 s
Reveal Sector emits a sector-wide AoE pulse that spots enemy ships. This ability does not reveal cloaked ship.
2
Pioneer Missiles
Range: 25.4 km (1800 m/s x 15 s)
Damage: 8 x (180 ppd)
DPS: 48
Cooldown: 30 s
Pioneer Missiles home in on their target at a long range, dealing damage on impact.
3
Detection Buoy
Radius: 7500 m
Duration: 5 s
Cooldown: 90 s
Detection Frequency: 15 s
Detection Buoy emits an AoE pulse on deployment and every few seconds thereafter, decloaking any enemies in range.
Short-Range Detect Buoy
Radius: 6750 m
Duration: 5 s
Cooldown: 90 s
Detection Frequency: 11 s
Short-Range Detect Buoy emits a short range detection pulse with a quick detection frequency.
Long-Range Detect Buoy
Radius: 8625 m
Duration: 7.5 s
Cooldown: 90 s
Detection Frequency: 18 s
Long-Range Detect Buoy emits a long range detection pulse with a slow detection pulse frequency.

Tactics[ | ]

When playing as a Pioneer:[ | ]

Account for the travel time of your Void Charges - aim ahead of your target. This is doubly important when considering your Gravtiy Nuke. The projectile travels slowly but has huge impact damage and can swing the favor of a skirmish.

When playing with a Pioneer:[ | ]

Pioneers are good as part of a group of three - one heavy or stealth ship, one sniper ship, and the Pioneer in the Middle. When this group of three enters a lane, let the Pioneer use its Reveal Sector technique. The sniper vessel can then start setting up shots, and as enemies home in on the revealed Pioneer, the heavy or stealth ship will be lying in wait nearby.

When playing against a Pioneer:[ | ]

Since a Pioneer has a good turret traverse, do not try flanking it unless it is hit with a disable, overwhelming firepower, or its captain is otherwise distracted.

Tips[ | ]

- The Pioneer plays well as a front-line attack ship, but it neither has a lot of armor nor structural health. It's high damage output does allow it to out-duel other ships, however, as long as the Pioneer's pilot knows how to properly lead their shots and their Gravity Nuke has not already been used.

- The Reveal Sector ability is commonly used at the start of a match, to see what enemy ships may be in a lane. It can also be used to track targets for long-range sniper craft, and to locate targets which may be moving around to flank.

- The Detect Buoy, while less effective than a Detect Pulse, serves well as a means of covering objectives, bigger ships, and tactically sound positions. Either deploy it to cover your flanks, or in a position where it cannot be easily destroyed. Don't just toss it at the enemy.

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