Taurus - Pulse Cannon Destroyer

**WORK IN PROGRESS**

**Location:**  Infinite Lagrange Wiki -> Ship -> Destroyer -> Taurus

Back Story
"It's not the wise who take on difficult challenges, but those who lack solutions." - Earth-Centauri Economic Circle Proverb

A model of Destroyer with three variants. The main variant is a balanced Capital ship.

## Taurus, Pulse Cannon type (variant A)

* Plain
* Systems
* Schematic

## Cost

###

27,440

###

2690

###

610

###

01:01:30

* Roles: Front Row, Against Ships, and High Hit Rate
* Advantage: Energy Weapons, evasion engine upgrades
* Disadvantage: Front Row
* Game description: The integrated pulse cannon destroyer has high survivability with a complement of energy weapons. A large pulse turret is fitted at the bow of the ship with a large mechanical aiming system, enabling it to cause devastating damage to all types of targets. It is also equipped with a small anti-aircraft pulse cannon system.

The Taurus Pulse Cannon Destroyer is a front line damage dealing ship. The Taurus deals immense damage against most ships, at the cost of being a front line ship that is often times one of the first to be shot down. The Taurus has an additional damage and cooldown upgrade which can be found on its energy system. These extra upgrades allow the Taurus to reach damage numbers rivaling that of cruisers.

### BP-600T Experimental Pulse Turret

Description: A large pulse turret installed at the bow of the ship. It has a precision aiming system that allows it to deal great damage to all types of targets.

* Adjustment increment: 3%
* Adjustment tech types: Pulse\_Tech or Plasma\_Tech
* Adjustment tech quantity: 3

"Experimental Pulse Turret"

### BP-120B Rapid-Fire Pulse Turret

Description: A light anti-aircraft pulse cannon that is able to track agile targets and hit them with rapid pulse attacks.

* Adjustment increment: 4% (anti-aircraft)
* Adjustment tech types: Pulse\_Tech or Plasma\_Tech
* Adjustment tech quantity: 1

"Rapid-Fire Pulse Turret"

### Weapon System Enhancement

* Full enhancement cost: 54 or 60 tech points (depends on the chosen enhancements)

### AC-40 Generic Medium Armor

Description: Medium armor for destroyers to resist light weapons fire.

* Armor: 20
* Energy Resistance: 2%

### DD-100 Ship Core

Description: A core structure used to construct destroyers. It can adapt to the complex space environment and resist impact and radiation.

* Hit Points: 32,980

### EN-190 Generic Vector Engine

Description: An enhanced vector engine for destroyers. It is used by heavy destroyers for sailing and adjusting ship angles in combat.

* Cruise: 650

### EC-200 Generic Warp Drive

Description: A medium warp drive for destroyers. It enables small to medium ships to enter warp for fast travel in formation.

* Warp: 3250

### RPT-300 Pulse-Energy Supply System

Description: An experimental energy support system able to support the consecutive firing of large pulse cannons and multiple small pulse cannons all at once.

### Energy System Enhancement

* Full enhancement cost: 16 tech points (depends on the chosen enhancements)

Total: 8
Total: 8

### XC-1800 Bridge

Description: A generic Navigation Control and Info Command System for light ships. It manages the operations of all weapon systems and engines.

No special effects or enhancements.

## Enhancement Strategy

WORK IN PROGRESS
Enhancement is an important part of the game, it is what gives "whale" players the fleets that are so very difficult to defeat. There are different schools of thought as to what enhancements to apply, and in what order because the exact makeup of the enemy fleet can determine how effective a particular set of enhancements can be.

* Full enhancement: 118 or 124 tech points (depending on which enhancements are selected)

And at the end of it all, is the **maxed blueprint**, which has a slightly altered appearance.

### From Tamrat

He also offers alternatives:

* Take the hit point increases after the evasion increases to improve longevity, especially if they are the primary front row tanks
* PvP against players who run frigate/destroyer fleets, take the second hit rate increase instead of one of the damage increases
* Fighting city fleets, high level pirates, or players who run mainly cruisers and above, deprioritize the frigate/destroyer hit rates