Starter Fleet Guide:Cobalt


Cobalt Squadron
Ocello Command Cruisers: Titanium Overture & Tungsten Crescendo
Dual heavy cruisers with all big guns. Cobalt Squadron is ideal for those who struggle with multi-tasking and would like to focus more on positioning a single formation very well. Manage your range and sightlines to pound isolated enemy formations into dust. Use of the HDG command to face towards the enemy at all times is absolutely essential for victory: the Ocello-class is highly durable, but only against incoming fire from the front. Further, moving alongside teammates will maximize your impact on the battle - Cobalt is equipped with an anti-missile jammer, anti-jamming illuminators, FCRs for locking targets, and eight point defence lasers, all of which can support nearby friendlies.
Missiles
SGM-299 'Killjoy' Jammer Decoy [PD Prio Fired]

A SGM-200 Tempest Missile with a Wake-Homing Seeker and a Self-Screening Jammer. This Killjoy Jammer Decoy is a defensive decoy meant to decoy anti-radiation seekers such has Home On Jam Seekers and Fixed Anti-Radiation Seekers, as well as blind Active Radar Seekers and Fixed Semi Active Radar Seekers, including when these seekers are present as a backup after the primary seeker has been jammed. Its defensive doctrine is set to only ever fire when a manual PD Priority order is given, by default bound to the Z key, on an incoming missile's radar track. This method of launch will not work on visual tracks, it must be position fired if no radar coverage is present.
This Killjoy jammer decoy is unmatrixed, and as such it is not compatible with other ACMs present on the same ship. The upside is it will not automatically fire and immediately waste all of your decoys if the ship is left on PDMSL: AUTO, instead of you spending one missile per salvo.
SGM-1 Ceremonial Arming Missile

A SGM-100 Balestra Missile with a Wake-Homing Seeker and a size 4 HE Impact warhead. This missile is not intended for offensive usage, or indeed any usage at all during a typical match. Arming missiles exist so that a ship with an arming missile counts as being offensively armed, an important feature in the Control game-mode most multiplayer matches take place within. Thus, firing this missile is not advisable, besides in very niche circumstances.


