|
Post by Fgdfgfthgr on Apr 1, 2018 5:54:47 GMT
I was expecting an April Fools' Day update, such as "all armour's texture be like a cigar" etc. What do you guys think? If there was a joke-like update, what will you expect?
|
|
|
Post by AtomHeartDragon on Apr 1, 2018 14:05:41 GMT
I would expect it to be something atrociously soft Sci-Fi.
|
|
|
Post by The Astronomer on Apr 1, 2018 15:34:25 GMT
I think it's the Hiveship.
The nuke cannon sounds awesome, but it's actually not.
|
|
|
Post by AtomHeartDragon on Apr 1, 2018 17:29:02 GMT
I think it's the Hiveship. The nuke cannon sounds awesome, but it's actually not. Nuke cannon is an incredible weapon - Convince an enemy to put it on their ships and you have won. Not that there is anything wrong with the concept - I have some very effective guns firing nukes. It's just the execution that is beyond horrible and well into downright suicidal.
|
|
|
Post by The Astronomer on Apr 2, 2018 1:22:39 GMT
I think it's the Hiveship. The nuke cannon sounds awesome, but it's actually not. Nuke cannon is an incredible weapon - Convince an enemy to put it on their ships and you have won. Not that there is anything wrong with the concept - I have some very effective guns firing nukes. It's just the execution that is beyond horrible and well into downright suicidal. Yeah, that's why it sounds awesome, but is actually not.
|
|
|
Post by dragonkid11 on Apr 2, 2018 3:11:54 GMT
Nuke cannon is an incredible weapon - Convince an enemy to put it on their ships and you have won. Not that there is anything wrong with the concept - I have some very effective guns firing nukes. It's just the execution that is beyond horrible and well into downright suicidal. Yeah, that's why it sounds awesome, but is actually not. I guess the hiveship is like a mobile war crime or something. The only thing its cannon could would be stationary target such as space station or ground installation. Though, I have absolutely no idea what is even Hive ship for besides that, it's just, crap. What does 'hive ship' even means anyway?
|
|
|
Post by Rocket Witch on Apr 2, 2018 11:23:43 GMT
I would expect it to be something atrociously soft Sci-Fi. - The 'drone' classification is changed to 'fighter' and they now require 1–2 person crew modules. - Ability to apply MOAR POWER to your favourite subsystem but watch out because your reactor might 'go critical' and nuke your entire fleet! What does 'hive ship' even means anyway? It's filled with drones so it's like a hive for them and they're like the angry wasps that come out to protect it. I think it shows up in soft sci-fi occasionally as a name for alien mothership type things, but the only example I know is the Tyranids from 40k and they have hive fleets, not ships.
|
|
|
Post by treptoplax on Apr 2, 2018 15:50:04 GMT
Yeah, "railgun drones plus a nuke cannon for point-defense" could be a perfectly viable plan, it's just that the stock hiveship is much less effective even than the other stock designs because a) all stock drones are crippled by big/heavy/expensive power plants b) stock nuke cannon not very effective. Mmm... maybe I should take another look at mounting a nuclear-micromissile-gun on my small carriers and see how it goes.
|
|
|
Post by The Astronomer on Apr 2, 2018 15:54:04 GMT
You can kill a Hiveship in less than a second if you point your lasers at the nuke cannons. They're almost, if not guaranteed, to explode.
|
|
|
Post by AtomHeartDragon on Apr 2, 2018 19:40:56 GMT
Yeah, that's why it sounds awesome, but is actually not. I guess the hiveship is like a mobile war crime or something. The only thing its cannon could would be stationary target such as space station or ground installation. The thing is ground installation is going to be buried under a lot of regolith and have all the shielding it can. Without thick atmosphere, with a lot of radiation shielding and with no biosphere to ruin, nukes aren't that powerful. Meanwhile, any orbital settlement or exposed surface "dome city" is going to be messed up just as badly by any old swarm of kinetics. There are some modules and ships in CDE that are just pure, deeply baffling WTF? to me: - Hiveship and its nuke cannons (four tightly clustered nuke cannons - on a ship that isn't capable of any significant acceleration or actual manoeuvring)
- HE cannon - basically the lesser version of nuke cannon, plus its payloads aren't even fused and HE is worthless in space anyway (has anyone made anything worthwhile with just HE ordnances? Any experience with impact fused projectiles?) - admittedly I have made my first heavy payload guns out of either (heavily modified) HE cannon or nuke cannon, but it didn't resemble its precursor very much when I finished (I have switched to modified Onager later on - similar performance but less cumbersome and more efficient).
- 120mm cannon - doesn't even have ammo can, so you can't use it before enabling custom modules - same applies to some engines.
- 1200mm cannon - ok, I kind of see the point of making an obscenely huge cannon just for the sake of it, but it's obscenely huge, heavy, hideously expensive, somewhat disappointing when you actually shoot something with it (sure, it punches big holes, but those are a fact of life in CDE anyway, it doesn't really mess the target up in any spectacular manner) and there is absolutely no way to mount it safely on a ship - even if you build the ship to survive the inevitable ammo explosion, the resulting spin will kill it anyway.
- Scatter railgun - borderline case - admirable performance, but bad accuracy
- Flak coilgun - it does do decent damage *if* it hits, but the exit velocity and rate of fire are bad (conventional cannon could perform better) - it does make a decent laser bait with some added damage potential if stuck with stock modules and is better heavy coilgun gun than 34mm below.
- 34mm heavy coilgun - slow, abysmal rate of fire, inaccurate, huge, heavy, expensive, easily sniped turret - you can do much better modifying flak coilgun to fire solid slugs at better velocity.
- 2mm capacitor coilgun - nice performance but the turret is just absurdly huge.
- Devastator missile (near unworkable delta-v)
- Any, even otherwise decent design that clusters explosive modules together or around CM
- Anything that is meant to participate in direct combat, but can't even exceed 100mG or takes around a minute to rotate.
- Anything that isn't a chemically propelled strictly orbital craft or carrier delivered drone that has delta-v somewhere around 2km/s
[/ul] Well, it does launch lancer drones. Alternatively it looks like it has a bad case of hives. (I've been wondering the same thing, actually).
|
|
|
Post by AdmiralObvious on Apr 2, 2018 20:16:56 GMT
The nuke guns are supposed to be assuming that the ship is pointed the right direction to begin combat.
I remember making a railgun which fired HE payloads before fuses actually worked properly. They are pretty decent at getting rid of whipple shields and the small liners of most armor schemes.
I think the 120mm used to have ammo before something changed. I remember early ships using them for point defense.
The 1200mm was only ever made as a proof of concept gun to test the upper limits of the game engine.
The scattergun isn't supposed to be accurate. Sometimes inaccuracy is a good thing.
The heavy coilgun was added to replace the physics defying 164mm coilgun. The turret remains the same though.
Devastators were supposed to be used in the SOI of asteroid belts.
|
|
|
Post by AtomHeartDragon on Apr 2, 2018 20:45:16 GMT
I would expect it to be something atrociously soft Sci-Fi. - The 'drone' classification is changed to 'fighter' and they now require 1–2 person crew modules. Admittedly, making highly manoeuvrable ships and recently, making small, nimble 1kt designs with cannons as main armaments, and watching them duke it out in mirror matches has been a guilty pleasure of mine as of late. Do note that they are still kind of big for fighters (1kt, 40 crew), have turrets and so on. If we had less bloated crew requirements (starting with making administrative positions overlap with doers, and some positions overlap with one another), I would have probably gone further in this direction (still not fighters, but much smaller than anything manned we can build, possibly even with single digit crews). In my defence, in anything short of mature and fully escalated mutual laserstar/KKV annihilation, they seem to work - being capable of dispatching stock designs with relative ease, without skimping on vital necessities like delta-v. The nuke guns are supposed to be assuming that the ship is pointed the right direction to begin combat. The problem is that right direction is then the direction it's going to be hit from. And hiveship can't really move it's huge, vulnerable turrets out of the way of incoming kinetics - it's a flying brick and having a ring of four ensures they have nowhere to hide. Maybe if you made a massive, conical umbrella of armour, tucked the nuke guns behind it, added powerful engines and fought nose-on, flinging nukes from behind umbrella at any drones or missiles passing too close you could get it to work, but in general huge turrets don't work. They are heavy, expensive and get instantly shot off. The only thing worse than huge turrets is huge, explosive turrets clustered closely together on a ship that barely moves. Was it turreted back then? I can definitely see it that way. The main problem is that it has too low rate of fire to saturate the entire area at range and its 15g projectile might not be a sandcaster, but it still won't 1hk anything. IMO the best of both worlds would be spaced battery of highly accurate guns - shame we can only do it spinally. It hits nicely IF it hits without glancing off (I have even managed once to have one of my tested drones run straight into 5kg of MMG and the results were amusing) but the problem is that generally it doesn't and it fires too rarely to count on the rare moments when it does. And it has all the problems inherent in heavy turrets. Why not put a proper bipropellant engine on an already huge missile?
|
|
|
Post by AdmiralObvious on Apr 3, 2018 1:42:18 GMT
Was it turreted back then? I can definitely see it that way. The main problem is that it has too low rate of fire to saturate the entire area at range and its 15g projectile might not be a sandcaster, but it still won't 1hk anything. IMO the best of both worlds would be spaced battery of highly accurate guns - shame we can only do it spinally. It hits nicely IF it hits without glancing off (I have even managed once to have one of my tested drones run straight into 5kg of MMG and the results were amusing) but the problem is that generally it doesn't and it fires too rarely to count on the rare moments when it does. And it has all the problems inherent in heavy turrets. Why not put a proper bipropellant engine on an already huge missile? The 120mm had a turret, yes. I think it was a type of UHMPWE turret, something black (before UHMPWE was split between fiber and bulk). The scattergun was made to be "vanilla balanced". Of course it could be better. As for the Devastators... Reasons.
|
|
|
Post by Enderminion on Apr 3, 2018 14:06:16 GMT
The nuke guns are supposed to be assuming that the ship is pointed the right direction to begin combat. I remember making a railgun which fired HE payloads before fuses actually worked properly. They are pretty decent at getting rid of whipple shields and the small liners of most armor schemes. I think the 120mm used to have ammo before something changed. I remember early ships using them for point defense. The 1200mm was only ever made as a proof of concept gun to test the upper limits of the game engine. The scattergun isn't supposed to be accurate. Sometimes inaccuracy is a good thing. The heavy coilgun was added to replace the physics defying 164mm coilgun. The turret remains the same though. Devastators were supposed to be used in the SOI of asteroid belts. the heavy coilgun was a 283mm weapon
|
|
|
Post by thorneel on Apr 3, 2018 20:04:13 GMT
I guess the hiveship is like a mobile war crime or something. The only thing its cannon could would be stationary target such as space station or ground installation. The thing is ground installation is going to be buried under a lot of regolith and have all the shielding it can. Without thick atmosphere, with a lot of radiation shielding and with no biosphere to ruin, nukes aren't that powerful. Meanwhile, any orbital settlement or exposed surface "dome city" is going to be messed up just as badly by any old swarm of kinetics. There are some modules and ships in CDE that are just pure, deeply baffling WTF? to me: - Hiveship and its nuke cannons (four tightly clustered nuke cannons - on a ship that isn't capable of any significant acceleration or actual manoeuvring)
- HE cannon - basically the lesser version of nuke cannon, plus its payloads aren't even fused and HE is worthless in space anyway (has anyone made anything worthwhile with just HE ordnances? Any experience with impact fused projectiles?) - admittedly I have made my first heavy payload guns out of either (heavily modified) HE cannon or nuke cannon, but it didn't resemble its precursor very much when I finished (I have switched to modified Onager later on - similar performance but less cumbersome and more efficient).
- 120mm cannon - doesn't even have ammo can, so you can't use it before enabling custom modules - same applies to some engines.
- 1200mm cannon - ok, I kind of see the point of making an obscenely huge cannon just for the sake of it, but it's obscenely huge, heavy, hideously expensive, somewhat disappointing when you actually shoot something with it (sure, it punches big holes, but those are a fact of life in CDE anyway, it doesn't really mess the target up in any spectacular manner) and there is absolutely no way to mount it safely on a ship - even if you build the ship to survive the inevitable ammo explosion, the resulting spin will kill it anyway.
- Scatter railgun - borderline case - admirable performance, but bad accuracy
- Flak coilgun - it does do decent damage *if* it hits, but the exit velocity and rate of fire are bad (conventional cannon could perform better) - it does make a decent laser bait with some added damage potential if stuck with stock modules and is better heavy coilgun gun than 34mm below.
- 34mm heavy coilgun - slow, abysmal rate of fire, inaccurate, huge, heavy, expensive, easily sniped turret - you can do much better modifying flak coilgun to fire solid slugs at better velocity.
- 2mm capacitor coilgun - nice performance but the turret is just absurdly huge.
- Devastator missile (near unworkable delta-v)
- Any, even otherwise decent design that clusters explosive modules together or around CM
- Anything that is meant to participate in direct combat, but can't even exceed 100mG or takes around a minute to rotate.
- Anything that isn't a chemically propelled strictly orbital craft or carrier delivered drone that has delta-v somewhere around 2km/s
[/ul] Well, it does launch lancer drones. Alternatively it looks like it has a bad case of hives. (I've been wondering the same thing, actually).[/quote]That would be unrealistic if military-industrial complexes hadn't proven themselves to be capable of sinking impressive amounts of wealth in similarly... disappointing weapon systems.
|
|