|
Post by ross128 on Oct 21, 2016 19:05:04 GMT
Alright, large image dump incoming. Missile Support Ship: LCDC: Stiletto Carrier: Minuteman: Cannon Drone: Stiletto Drone: ALL THE MISSILES:
|
|
|
Post by redparadize on Oct 21, 2016 19:10:30 GMT
Naa that's all good. I just wanted to insist that battle vs AI is a poor metric. Most of the time they just stand still and wait to be destroyed.
About the text thing. Yeah, I want everyone to be able to see the big picture from the forum page if possible.
Thanks for the pics ross128!
|
|
|
Post by goduranus on Oct 21, 2016 19:15:23 GMT
If you want to see how the battle might go, you can try to play once on either team, once you play as your own fleet, then once again as the enemy fleet.
|
|
|
Post by beta on Oct 21, 2016 19:24:02 GMT
Yeah, the "skirt" of the traditional designs is kind of a pain to deal with against nukes. Active interception is the best way. Probably going to try and get some resistoject RCS at some point.
|
|
|
Post by redparadize on Oct 21, 2016 19:39:29 GMT
I don't see any ship carrying the 1.4mt NEFP, not even in the text file description.
I think I will have to standardize picture and ship description for future contest. Otherwise it will be to hard to compare.
|
|
|
Post by ross128 on Oct 21, 2016 19:46:33 GMT
It's the Minuteman's missile. On the ship screen it's listed as a "1.4kt" missile due to a typo (and because I had been experimenting with a much smaller warhead at one point, before settling on a megaton warhead as appropriate for its role).
|
|
|
Post by redparadize on Oct 21, 2016 19:53:35 GMT
Ah I see.
In the future, I will impose a fleet/ships/weapons description format. Ideally, it will have to be understandable at the first glance, without be long to do. If anyone have a idea about this, feel free to share.
|
|
|
Post by redparadize on Oct 22, 2016 4:12:07 GMT
So Here is My fleet! Sorry for the long text, I had fun writing it. 2 Katana IB and 2 LongBow I, for a total of 98.3Mc. Total drones: 12x Tashi IVB pocket battleship drone 8x Mercury T1kt tanker drone 20x AMS II Anti Missile drone 40x AMS I Anti Missile drone 20x Arrow I drone dispencer 100x Thor I Gunship 100x Trident D16 MIRV Total missiles in all platform: 2200 Dwarf 2.5kt Here is the katana IB and its playload: Here is the longbow I and its playload: (In the picture it say Dwarf 3kt, but the warhead is in fact 2.5kt Sorry about that) Exemple of opening strategy: The two Katana drop all their playload and its drones split in two fleet of equal number. The two Longbow drop 10 Arrow, 4 merging with each Katana drone fleet, the last two in a separate one. We now have the following fleet, doing their respective maneuver:
Afterward combat tactic: After that, it all depend on the enemy. The scout fleet will likely be countered by enemy drones and missile. It is exactly what I want. Arrows will do last minute course correction of if main enemy fleet try to dodge, then it will drop all its drone and they will divide them self in two group (Strike group one and two). The Arrows, now empty, can still be useful, they will use their remaining fuel to accelerate in front of the strike groups and catch the interceptor first. Basically, they will kamikaze, I want to see what the enemy is sending and possibly waste some of them in the process.
The two strike group will probably intercept the enemy at +15kms. I do not intent on fighting the interceptor, I will disperse my Thor and Trident and advance with one AMS I to drop flare in the ahead. If the enemy have drones, it will most likely destroy few of mine, but at that speed probably not all. If the enemy rely on missile then I am all good. Because of my AMS I, I am basically immune to mass KKV and flak missile. AMS I can also dodge few low yield nuke, but would get wasted by wasted if they have nuke.
I will repeat these attack as long as possible using Arrows from the carrier fleet and battle fleet, All of them aimed at the enemy main fleet. I may or may not decide to fight those engagement, but if the enemy have find it difficult to destroy my drone, I will keep trying to fly trough them. If few of them pass trough, Thor I will shoot out of range, their gun are quite accurate. Trident D 16 will drop their dwarf. To good part is that each of the Trident launch them one by one. They will not destroy each other. Since I have 5 Trident per fleet. I still have volley of 5, often enough, 1 will disable some other, but not vaporize them completely. The disabled Dwarf very often collide with target and go right trough them.
I will try to keep the Tashi IVB and few AMS II for the end. If enemy send stuff agaist it, I will hopefully still be at higher orbit than enemy. Change in inclination will be much less expensive from that position (thanks KSP learned so much!). With the tankers these fleet gain a extra 5km/s, for a total of 15. I will be able to dodge for a while. Hopefully the intensity of the Arrow strike will keep the enemy busy. And when I will feel that I can no more dodge, I will send them in. The real gem of these fleet are the AMS II. It have a flare gun. These flare works for 15s and are projected at 100m/s. Thats mean I will blow up enemy missile 1.5km away from the AMS II, and even further from the Tashi. These fleet are almost immune to all missile. The Tashi them self are kinda low powered battleship. Their armor is good, but not exceptional. But even penetrated they rely on massive redundancy: 9 guns 2 reactors, and 22 tanks. If they get in battle with enemy main fleet, they will do enough damage.
|
|
|
Post by redparadize on Oct 22, 2016 5:32:50 GMT
OMG! I updated my AMS I to flare missile. I have to show that. I am now completely immune to missile. Mt nukes missile too.
Edit: I have to share this, but I won't incorporate it my fleet.
|
|
|
Post by goduranus on Oct 22, 2016 13:44:24 GMT
Yes, though players can fly missiles manually, so nukes can still hit you.
|
|
|
Post by redparadize on Oct 22, 2016 14:22:24 GMT
How do you do that ?
|
|
|
Post by ross128 on Oct 22, 2016 15:28:48 GMT
You can change their orders to "Move here", which lets you select a section of the skybox for them to fly towards (obviously you'll pick the section behind the enemy).
It's very crude obviously, certainly no fly-by-wire, but for megaton range nukes it can sometimes be good enough against flares.
|
|
|
Post by redparadize on Oct 22, 2016 16:32:43 GMT
Oh, if its that than yeah, its pretty crude. Steering a single missile is not a game changer anyway. Anyone knows why missile explode inside launcher? I have a flare missile launcher that works on some ship but not on another, kinda annoying.
|
|
|
Post by someusername6 on Oct 22, 2016 18:57:49 GMT
Quantity has a quality of its own. And I really like Shadowrun's rigger archetype. Here's my submission. 4x Rigger Tactic and battle plan: Intercept everything with the drones. The main skill is knowing just how many drones to send to each engagement -- enough to intercept missiles / get close enough to an enemy before getting shot down. All required user-defined modules are defined on the attachment, copied and pasted from UserDesigns.txt, attached. Let me know if I missed any (we really could use a tool to import / export these). Pictures: Let's make a reasonable small gun: Put two of them on a drone, with custom-built reactor, radiators, and propulsion: Add 900 of them in each 25 Mc ship (also with custom reactors and launchers, not shown): Action pictures: Attachments:UserDesigns_Rigger.txt (7.14 KB)
|
|
|
Post by goduranus on Oct 22, 2016 20:04:56 GMT
Oh, if its that than yeah, its pretty crude. Steering a single missile is not a game changer anyway. Anyone knows why missile explode inside launcher? I have a flare missile launcher that works on some ship but not on another, kinda annoying. I think it's collision issues and some bug with their orientation. Sometimes when they are launched and enemies are around and if they are launched with orders, they come out head first, rather than sideways as you might expect when you see that they come out sideways if there are no enemies around. If you have symmetrical launchers, then the missiles tails might collide and this causes them to explode. Also you can steer a whole formation of nukes with a move order, and accuracy is higher than you might expect by using proportional homing techniques, just accelerate in the direction the target is moving on your screen until the target is visually stationary, like how real missiles would do it.
|
|