Endeavor

**Platinum Cost** | 990

## In-Game Description

**Difficulty: Medium**

*The Endeavor utilizes deployable turrets to enhance the defence of key objectives, assist allied advance, and minimise the number of routes enemies can flank. These flexible turrets can work independently or together, when commanded, to bring down a dedicated threat. Management, tactical positioning, and preparation, rather than brute force are key to success.*

## Summary

The USR Endeavor is a light defense ship which has the ability to lock down an area using turrets deployed by right-clicking. These turrets have their own shields, health, and weapon systems, although they are immobile under their own power (TO TEST: gravity wells pulling them in). The ship only has 6,000 hull, but it is very maneuverable, boasting a base speed of 660, making only a tiny fraction of the ships in the game faster than it. This combination of maneuverability, turret system, and its own weapon systems makes it very capable when present on a team, potentially able to outperform any opposition in capable hands.

## Tactics

### When playing as an Endeavor:

Turret placement 101: Spread your turrets along both x and y axes (specifically great against shielded opponents like the Aegis or the Reaper. Put them far enough apart that they can cover large ships but not so far that they target different ships.

Turret placement 201: When in a 1:1 with a heavy, like a Leviathan, hit the front of their ship with a turret or two to provide cover for a retreat (with bots this works by forcing them to target the closer threat; with humans this hardly ever works), close in and retreat PAST them, their guns will likely not track as fast as you can pass them, head for an asteroid and jump home (or Gamma then home)

Once the turrets are emplaced, it's recommended to put yourself at a distance between you and the enemy so you do not get focused down and your turrets destroyed on your death. Maintain proximity with the turrets though (and preferably from another angle to the enemy) to lure them into focusing on you and ignoring the turrets which will pound the enemy ships. The Endeavor has weak armor and limited health so run if needed, sacrificing the turrets to slow down your pursuers. Use your mobility to your advantage in ducking behind obstacles to break lines of sight and missile attacks.

For Conquest's Gamma, consider entering the area early (around 1:00 or slightly before) and placing turrets around the enemy spawn positions. Turrets function without the Endeavor so you can warp to Gamma, put the turrets down, then head home for an upgrade/repairs before returning to Gamma with the remainder of your team. This tactic though may have the enemy destroy your turrets unmolested before your return though. Otherwise, in general the best placements of the turrets are very high or very low around Gamma to give them visibility of the interior and to hide them at least a bit while the enemy team is dealing with you and your team's ships.

Gravity well: use this at the start to anchor enemy ships: very important in Frontline mode. Use it to effect a rapid retreat if you're caught without support too far forward. The Gravity Well should be paired with concussion mines for maximum effect and damage. The Gravity well has a delay time so place it ahead of faster moving ships. Slower ones like the Colossus and Leviathon generally will be captured by the Gravity Well if placed directly on it. The Gravity Well can be used as a delaying tactic in Conquest's Gamma to slow enemy ships from entering the capture area.

Concussion Mines: These mines can be used to great effect against slow ships, those caught in a Gravity Well, or those with limited mobility (like those hiding in the interior of Gamma or trying to cap a mine or forward station). The cooldown is pretty quick so use when you see an opportunity. They are also useful when retreating, throwing a cloud of mines behind you to either deter pursuit or delay their critical abilities till you make it to safety. Their damage is fairly low so only count on them for the ability block.

Missiles 101: use them as soon and as often as you can.

Missiles 201: save them as often as you can for larger targets, try to make them all hit one armored side to get better damage values on the hits. If the turrets are staggered then the PDS will run out before they all reach the target but if they're all same distance then perhaps you will overwhelm the defenses.

### When playing against an Endeavor:

Above all, know where the Endeavor's turrets are and position yourself advantageously either shielded from the turrets or the Endeavor (which in itself is a fairly low DPS ship). Beyond that your tactics are based on how close you are to the Endeavor, a fragile ship. If you are at relatively close range, destroying the Endeavor quickly immediately destroys the turrets. If you are playing a slower, cat and mouse battle, consider putting obstacles between you and the Endeavor/other turrets and destroying turrets one by one as the cooldown to replace them is long.

When jumping into either a captured forward station or gamma and you see an Endeavor, expect turrets above or below your spawn point. If you have the hull strength, destroy the turrets quickly, otherwise look for an obstacle to put between you and the turrets then deal with either the Endeavor or the turrets appropriately.