Fractured Space

Fractured Space

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Guide to Enforcer Basics
By Laughing Fox and 2 collaborators
This guide is will provide some good basic information of the Enforcer as well as some some tips and match up advice.
   
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Overview
The Enforcer is a medium ship with good maneuverability and speed which can provide a good front line or utility to a team. This guide is a general overview on using the Enforcer and how to come ahead in certain match ups.

Abliities
Escalate- This is a unique main weapon in the fact that each round does more damage for each round that hits (150%). The optimal range for escalate is 5000 meters and the max range is 12000 meters. Keep in mind this weapon is quite inaccurate. You will also want to keep in mind that yes you want to be close but if you are too close (ie. almost touching, if not touching them) your weapons can and most likely will miss and split in two different directions to the sides (This is good to note when fighting against and enforcer). ****In the May patch they increase the amount of hits required to get the maximum damage.****In the 7/4/2015 Patch they slowed down the firing speed and turret rotations of the guns.

Tazer Beam- This is going to be your best friend in duels. Tazer beam will disrupt enemy abilities for two seconds and slows them by 50% for five seconds. This is great when trying to prevent certain ships from countering you with abilities (frigate screen, disruptor jump2ally, corvette shield, and hunter blink). Besides the obvious slowing fast ships or shutting down abilities you can use it to keep people from getting to objectives before you finish capping. Keep in mind it has a fairly long cool down thus use it wisely.


Cap Mod Drone- This is one of the best parts of your kit being as it opens more utility for your ship than just a slow or ability disable. Cap Mod Drone has a range of 5000-6000 meters and increases point capture by 50% and decreases enemy point capture by 50%. This will last for thirty seconds and has a fairly long cool down at mid and lower levels so you will need to decide when and how best to use it.

Blink2Target: Is a blink that allows you to blink to the ship you have targeted. It has a one second warm up thus you will need to plan your jumps in advance.


Boost- This ability comes in three forms:

Quick Boost: Duration of four seconds and has a 60 second cool down. This is more of a combat oriented ablity which you will use for quick escapes, re-position, or engages. This ability has the ability to be up multiple time during a fight which can be very useful.


Boost: Duration of 7 seconds and has a 120 second cool down. This has a lot more utility for closing distance to quickly cap or back cap points and for making escapes but its cool down inhibits it from being up multiple times during all but the longest fights.


Range Boost: Duration of 10 seconds and has a 160 second cooldown. This is great for back capping as well as closing the distance after using cover to hit snipers (Being as after using cover to get to snipers the last stretch can mean death with the other two) will definitely not be up again during a fight.


***The last thing I want to mention is that the Enforcer has a fast pre-jump warm-up which is good for quick escapes or lane jumps.
Skins
Standard- This is the stock game skin for the enforcer.



Europa- This skin is a cool skin and actually blends fairly well in the tan asteroids.



Cerberus


Red October
Matchups USR
Flagship: When attacking the Flagship it is important to remember to focus a section of armor down and focus there for the extra damage (very important being as you have a long weapon cool down and the health of a medium ship). The two strategies that I have seen for taking out the flagship with an enforcer are focusing the engines being as they have the weakest armor (Thanks to R3493R), and attacking at kind of a distance (ie around 5000-6000) meters which allows you to maneuver and dodge better (still hard to dodge with flak). You are going to want to use your blink and possibly boost to help you keep damage to your craft at a minimum (This is were quick boost comes in handy as well). Your biggest bane will be disable which will guarantee you taking heavy damage. It is important to note that if there is a corvette you MUST take it out fist in most cases.


Brawler: This match up is a very hard matchup for the Enforcer and the Brawler should be avoided if possible.The Brawler is a beast at close range thus it is important to stay fairly far away from it (Keep in mind that you have a weapon with better range than it 5000 meters Optimal for Escalate) and that you should not be attacking its sides which have a good armor rating. To attack you will need to stay at around 5000 meters or more (preferably more but remember damage fall off) and you should always keep moving (strafing in a circle around it is a great strategy). You will want to focus the front or rear of the brawler if possible and if not at least try for the front or back top or bottom if possible. Tazer beam is great to help keep it from using its harpoon or concuss. There are two strategies I would like to mention now around harpoons. You can either try to dodge them (and if you cannot boost and blink is good at minimizing the issue) or use them to your advantage. If you are going to try to use the harpoon to your advantage you will first need to see if there are any choice targets nearby (ie. corvettes). If you position yourself right the harpoon will hit you and you can use its momentum plus then hit boost just before concussions range to catapult yourself into the enemy back line (you can toss in blink to make this a great gap closer).


Sniper: Killing a Sniper is tricky being as you have to get to him first. Using cover will only get you so far being as the last give or take 20000 meters can still be your downfall. You will need to remember to keep changing direction and move in three directions at once the entire time till you boost and blink the last few meters. Range boost or Boost are best in these situations being as it makes closing the distance easy. Once to the sniper it is only a matter of two (Sometimes One) volly of Escalate to kill the sniper. Tazer helps negate the mark target or sheild (Sheild vs escalate does not negate too much). Remember to try to stay to stay in the snipers blind spot as much as possible. It is interesting to note that the Enforcer model messes with the sniper blue dot (Thanks to SPRT.Barfbag).


Disruptor: Tazer beam is important in this match-up being as you will need to keep it from blinking to ally as well as disarming you. This ship can be killed with one or two volleys of escalate but is a pain to hit in the right hands and very slippery. Boost and Tazerbeam are your best friends in this match up. The last tip for fighting the disruptor is to try to stay in PDS range to kill the drones when they come out to try to heal the disruptor (This can work but is not completely reliable).


Assassin: This is another interesting matchup being as you both have long cool down weapons and usually comes down to accuracy. When there is an assassin in the area it is important to listen to hear what little sound it makes. You have two key things that you do A. Taze it to keep it from cloaking (Best to use that after you hit it with Escalate to increase time decloaked. PDS also works at keeping Cloaked Ships Decloaked) and B. Lead well and listen for blink2target. It is key to keep moving and using strafe keys as well as not to panic and shoot the decoy. Also your blink2target and boost are great tools to help you dodge rounds.


Destroyer: This ship is great at range but if you get close it is a dead duck. The key is to keep moving and using cover at range. In close range you can do two things: A. Attack the engines were it cannot effectively attack you. B. Keep moving around it in circles being as its guns are real slow to turn (it takes around 8 seconds to turn its guns in a complete turn (Thanks to R3493R for those stats.)). Again this is another ship which Boost or Range Boost is useful.

Ranger: The ranger will take longer to kill than a Disruptor (that is not using heal drones) due to its larger armor pool but should not cause you too much trouble if you get close (Keeping in mind the mines do a good amount of damage. To limit this do not have PDS on being as that will automatically detonate the mines). Tazer will help you slow it down and your blink2target will be a good gap closer. Boost is also useful to help you get into range to kill it. Once in range it’s a simple matter of avoiding the mines (thus most of the damage) and actually at really close range the kingfisher missiles have a hard time hitting you.

Pioneer: The Pioneer is a fairly easy matchup for the Enforcer though it is important to note a few things. Try you best to be in the front bottom of the Pioneer being as there is a small firing arc there (50%) and that going from one side of that arc to the other will reduce damage done to you. You will also need to try to dodge while the Pioneer targeting beam being as your maneuverablity will most likely negate most of the damage while it trys to lead and mark you at the same time. The last major point to remember is that if you are in lane and you see a Pioneer that if you are trying to sneak arround that it can reveal the sector.

Displacer: The Displacer can be an easy matchup for the Enforcer being as all you have to do is get close to it. This ship has good DPS from 10-13 km so all you need to do is get close and it becomes no threat at all. You do need to remember that repulse can cause you problems with your aim and give it and its allies more time to hit you as well as the harpoon and displace will slow you down but if you are facing towards it you still can close the distance. Still try to stay away from the 10-13 km sweet spot of the Displacer's damage (smart use of cover will negate this dps).

Black Widow: The Black Widow is a powerful ranged assult ship that will likely attack you when you are distracted. That being said if you can close the distance or just use cover it you will kill it with ease being as its missiles tend to bug at close range. When fighting this missile ship it will be important to note that if you stay close to it the Black Widow will decloak and it will be an easy kill. You will need to remember PDS to deal with the missiles and good PDS micro (turning it on and off when needed) will save your energy so you can get close.
Matchups Zerek
Hunter: Hunters are a interesting fight being as you will need to keep in mind what type of blink it is using and that this ship can dodge and kite you fairly well. If it is using range or regular blink you can use Escalate without worrying too much (Still can be a hassle to deal with being as it is a pain to catch if it decides to run or jumps at the right moment.). Quick blink is going to be the bane of your existence being as it can dodge your volleys well while taking minimal damage. The best way to combat a quick blink Hunter is by staying close (staying close will allow you to still get some damage off being as it takes a second to blink) and remember that if it blinks after you fire you need to fire immediately after it comes off cooldown to do damage before it can jump again (Depending on levels blink might be up again). Tazer and if you are running quick boost are going to be you friends here. You will also want to keep in mind the hunters firing arcs that are towards the front and certain side plains thus it is best to keep to the rear of the Hunter (The engines have low armor thus it is a win win if you can fire here). As always keep moving.


Enforcer: Mirror match ups are always interesting and frustrating due to the fact that you both have the same strengths, weaknesses and strategies. This match up will be won or lost on you knowledge of the craft, accuracy, level, and current hp (Primarily accuracy and flying skills). Keep in mind that level zero your weapon cool down is around 8 seconds and later levels if you count to around five or six it should be up. Knowing this will allow you to time your blinks to minimize damage or maximize yours. Quick boost is best during this match up as it allows you to use it to dodge volleys. Basically keep moving and time your jumps and volleys wisely to win this match up.


Frigate: As the best duelist in the game this is one of your worst match ups and you should almost always engage with a battle buddy. Screen is going to make your life difficult and the best way to deal with the frigate if you do find yourself alone is to use blink2target and taze wisely to keep it screen down or be too close for its screen to be effective. This can be a bear to do but if you do keep its screen from coming up or get inside the screen radius you can kill it (The key word is Can being as a good frigate pilot is still very hard to hit without his screen). The other big consideration is that if you get too close while trying to get into the screen you bullets can split in two directions and miss your target (as stated in the Abilities section).

Carrier: The Carrier is a giant lunch box for the Enforcer. The bombers and fighters hurt but once that is down it really does not have much it can do to hurt you. Boost is your best friend here (being as you can actually outrun the fighters) which allows you close the gap and kill the carrier. It only takes three plus volleys depending on your level to kill the carrier but once in range it’s pretty much dead unless it has support.

Infiltrator: The Infiltrator is a difficult matchup for the Enforcer being as crowd control effects really affect how the Enforcer performs. If you are not the ion drones target you can close the gap to it fairly easily (you will need to plan ahead keeping in mind the range of is Ion Blast to get into position to kill the Infiltrator when it goes for the kill on your ally). If you are the target of Ion Drones boost can help you close the gap or escape (but is better used to escape Ion Blast or if you are running Ranged Boost just to ignore the Infiltrator and boost to a point to cap and jump before it gets into range). When you are in range for the fight save your Taze for when it hits disarm being as disarm disables your PDS. PDS will help you keep it decloaked while your Escalate comes off cooldown. If you use PDS and Escalate as well as taze only when disarmed you have a good chance of winning the matchup. Still it is difficult being as Ion Drones + Blast does enough damage to lose you the fight.

Venture: The Venture is a interesting match up which usually a win (you have great dps and high alpha damage) and a close win if it still has its heal and sheild available being as the sheild buoy will take a full escalate to heal and that it can heal itself (thus fixing its armor). Shock is your best friend hear and can help you when it starts getting low to help take advantage of broken armor segments. Your speed and maneuverablity also are very useful being as those will allow you to dodge Rockbreaker and some of the Venturer's fire (Like your guns the Ventures sometimes do bug out if you get close). The last key point is to remember is to rotate armor as much as possible being as its hitscan weapon can target broken segments very effectivly.

Gladiator: The Gladiator is a powerful ship at range but if you can get below or above it this ships firepower is reduced (also if you are slightly or fully behind it or in the front the firepower is dramatically reduced). Smart use of cover and staying low or high will allow you to close the distance for a fairly easy kill but chewing through its health will take you awhile. The Gladiator is also equiped with missiles, bombers and mines so you will need to keep those in mind being as they can do a decent amount of damage to you.

Overseer: The Overseer is less of a threat to you than a sniper due to your maneuverablity but you will need to still use cover as not to be pecked down. When dodging this ships fire you will need to dodge in one direction then swap quickly so that the Overseer pilot over compensates with its continous ranged attack thus either missing you or doing very minimal damage to you. When you get close you will want to save taze (Taze beam's ability shutdown will also shut down the Overseer's Oriantate thus it will have to re-oriantate onto your ship) and your blink for when it hits reverse boost to move away from you and try to shoot you again. The key thing to remember is unlike the sniper which is defenseless when you get close it does have a secondary weapon thus you will not want to attack it if you are too low on health.
Matchups Titan
Corvette: This ship usually your primary target (lunch) being as it heals and keeps enemy ships alive and has great utility. You can kill it fairly easily (late game you can one shot it) and taze will keep its shield from deploying.


Reaper: Reaper a interesting matchup being as you have the ability (with boost and blink2target) to get behind (beside or above) it and taze can disable its ability to put up its shroud. The most important thing in this matchup is to get behind it being as it cannot scythe beam you and its firing arc is weakest there thus its DPS drops like a rock. The shroud can be a pain but if you are above it or at its rear you can fire and still do damage to the reaper. Again the key strategy is to close the distance (Main gun has a range of 15000 meters) and stay out of its arcs. This match usually is a win but can still go either way (if you cannot get out of the main firing arc).


Equalizer: This ship is fast and good at kiting and will be another hard match up. The best angles to attack it is from the top or bottom being as it is a larger target at those points. Tazer beam and Boost are your friends in trying to keep up. Still do to chase too far because if you can die to kiting easily.


Leviathan: This ship is a tricky matchup due to the low armor of the Enforcer and the damage of its forward beam weapon. If you can avoid getting hit by the main beam weapon and close the gap you should be able to kill the Leviathan fairly easily. Cover and boost are your best friends here. Also remember to PDS the Leviathan’s torpedo being as it does a good amount of damage. Overall this matchup is a win due to your mobility (Avoid its main beam weapon at all costs).

Raven: The Raven is a very strong ship to face and the trick is to know when to engage, run away, or ignore it. If you face it one vs one and have boost up you can close in and kill it fairly easily. Without boost and if you cannot close in fairly quickly the Raven can kite you to death being as it has 15 km range and when you have low energy it has a nuke (you also have no PDS). If you have boost you can also sometimes ingore it and later on force a fight being as it can kite you in the open but use of cover and forcing it to stay in a cap point will give you the advantage. It is important to note that when the Raven has you drained you need to take care of the massive damage you can take to missiles in a fight due to no PDS.

Sentinel: This is a fast and maneuverable ship with some good damage and range. In an Enforcer you will need to use cover and take note of when it used it's boost. If you can close the distance after it used boost you can win that fight. In most situations it is best to not engage it being as the Enforcer is very vulnerable to slows and the Sentinel has slow drones, missiles with slows, and a AOE slow effect. With this in mind to not boost if you have slow drones or he can slow you being as you can waste boost and be left in the open. Against the Sentinel is almost best to force an engagement on your terms by taking points and good use of cover being as you will not win a battle in the open.

Interceptor: The Interceptor is a deadly ship at range but if you manage to get behind or above it you can beat it. When fighting the Interceptor it is important to not that it has powerful ranged weapontry with high dps but that dps is focused on the forward facing and it has a weaker top and rear firing arc. The best way to deal with it is to either boost to it or use cover then kill it quickly by staying in the weak area's of its firing arc. If you keep moving and stay away from its right side the chances of being hit by the Gauss Driver drop dramatically. It is important to not that targeting disruption will mess with your mini map and your ability to blink to it.

Persecutor: The Persecutor is a difficult ship to deal with for an Enforcer being as its high dps and the magazine blink make it a hard target to pin down. When fighting a Persecutor you will need to keep in mind and track how many blinks it has used (it can store up to three blinks) as well as remember to save taze for right before you fire on it. You will need to use your superior maneuverability to dance arround being as it has a decent spread on its main weapon and keep rotating your armor. If you are able to draw out the fight the Persecutor's dps drops like a rock so you have the advantage in longer fights but you are weaker in the first few seconds of battle. Also you will need to remember that if you choose to engage it you will be fighting it for the long haul being as mobility disable will keep you from blinking or boosting away.
Crew and Upgrades
Crew Recomendations:
1. Marie Ann Moreau- She gives you the largest increase to your capping potential, 7.5%, as a captian and will give you 12.5% capture rate when paired with a CAG officer. This allows you to be a true cap monster by capping stations faster and helping the team more during the tug of war at Gamma Station.

2. IX-209- Is the best option for you as a pilot being as the 7.5% increase in turn speed will dramatically help you when dodging and will make your already maneuveable ship much better at it.

3. Dice Caplan- She will give you a 7.5% increase in damage which is the best option for your tactical officer due to the Enforcer doing burst damage not sustained damage.

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These last two slots are optional and have two possible options for them based on your playstyle.

4. Utlity Officer is the best option for this slot but which one depends on your playstyle being as having boost, blink and taze are very important to you. If you are running ranged boost you will want to run Seraphin Vega for the 10% Utility Duration which effects your boost by a decent amount and the increase in taze's duration does not hurt either. If you are running quick boost or normal boost Zhang Tao's 10% Cooldown Reduction will be key to you winning fights to your blink, boost and taze being up more often.

5. Cpl Johnner One or Samuel Mosley are the two best options for your last slot. If you are optimizing your capping potential you will want to run Johnner One which combined with Moreau will bring you to 12.5% capture rate. He will also give you 10% to your resource gathering potential. Mosley will give you 20% concealment which dramatically helps you vs ranged oponents thus if you are not running a cap build he will be your best option.

Upgrades

For upgrading during battle your best path is to go pure attack being as the extra damage and weapon cooldown reduction will be key to you winning battles over uprading your utilities.
Key Points for All Matchup
1. You need to keep in mind your armor facings. This will allow you to survive longer being as you take more damage in sections with broken armor (approximately 2x - 3x damage). So face your damaged segments away from your opponents.

2. Keep in mind the explosion radius ships. This way you might have to delay firing volley being as the explosion damage can really hurt or kill you if you are not careful.

3. Remember always keep moving being as if you stand still you are a sitting duck and easy to hit thus always move in three directions at once (this will make you a harder target to hit).
Enforcer Gameplay
Tips, Tricks and Tactics: Zarek Enforcer

World Finals He3 vs Loa Match 3

Knock out Stage He3 vs NG Match 2

Closing
I hope this guide is useful and has provided some good information and tips. Any feedback would be appriciated and would help make this guide better as it gets updated as the game progresses.


He3.DaseinWasHere
14 Comments
Tangrams 4 Dec, 2017 @ 5:10pm 
Will this get updated?
LesProux 6 Mar, 2017 @ 8:29pm 
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Laughing Fox  [author] 24 Dec, 2015 @ 3:07pm 
Upgraded with all new ships and features.
Laughing Fox  [author] 10 Oct, 2015 @ 11:23am 
Just updated the guide with the new ships.
Laughing Fox  [author] 6 Sep, 2015 @ 7:46am 
Just updated the guide and added videos.
Laughing Fox  [author] 23 Aug, 2015 @ 10:08am 
Will update soon with Venturer and Pioneer
TheEverling 21 Apr, 2015 @ 9:08pm 
Helped me to learn how to better use my favorite ship so far.
Enderminion 21 Apr, 2015 @ 5:00am 
Fix your spelling Shield and Volly not sheild and not vollie
Laughing Fox  [author] 20 Apr, 2015 @ 3:04pm 
Glad to be of some service lggy1eco.
iggy1eco 20 Apr, 2015 @ 3:00pm 
Very good tips here. Fought a Frigate, what a nightmare. Had to Boost out of range and Jump base immediately always.