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Post by The Astronomer on Dec 13, 2016 11:53:44 GMT
I was optimizing my warships and try to use them in the campaign. Here, I won 'The Fall of Titan' without damaging even a single capital ship with about 7(?) small, cheap warships (ironically, from both side of my novel's factions) with a single custom LMT that went on to a circular orbit around Titan. I think they are pretty OP against AI enemies, but burning their weapons and light armor with lasers, then shoot them down with accuracy railguns from bigger ships is a good way to disable them. Most of these ships suffered from missiles, but I am on my the way to install appropriate decoy systems. I should develop point defense stations that launch drones, missiles and their hybrids soon, but for now, I'll just take a break.
What are your most successful warship/drone/missile designs?
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Post by goduranus on Dec 13, 2016 12:55:35 GMT
Based on jasonvance's lag teleporter design, if you can get into tactical combat with enemy ships, this missile is guaranteed to destroy 1 warship every shot, and heavily damage the rest. Needs to manually click to detonate the flak bombs while the game is paused, then unpause to witness the destruction. Downside is that only 1 missile can be sent per salvo or it bugs out.
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Post by The Astronomer on Dec 13, 2016 13:47:01 GMT
Based on jasonvance's lag teleporter design, if you can get into tactical combat with enemy ships, this missile is guaranteed to destroy 1 warship every shot, and heavily damage the rest. Needs to manually click to detonate the flak bombs while the game is paused, then unpause to witness the destruction. Downside is that only 1 missile can be sent per salvo or it bugs out. Uh, non-bug designs? This thing might be wiped away so fast you can't notice it by the end of this Christmas...? (Laughs) Anyways, I will really appreciate legit designs. Thanks for the submissions, though.
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Post by mikeck on Dec 14, 2016 2:48:49 GMT
And how do you pause to order detonation ? Can't pause in mid-combat can you?
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Post by lawson on Dec 14, 2016 8:05:37 GMT
First up is my core laser ship. Five 40MW green laser turrets backed by three coil guns, 20Kg nuclear missiles, and 20kg drones. Heavily laser armored missiles are it's primary weakness. Note, the QLC class of laser ships started out as a broadside ship, and evolved into a head-on ship after reading how to mount two weapons on the bow. Next up is my latest in a developing line of kinetic weapon ships. The forward turret is a hyper velocity needle gun, cuts through most armor like butter. The side turret is a coil gun that lobs nukes. It efficiently deals with missiles and drones. Finally it has 6 small conventional turrets to attract the attention of lasers and force the lasers to slowly cut through the hull to get them. This ship is weakest against laser ships, but small fleets can often still win if one ship pushes forward while the rest set the main gun to ignore range and rotate targets every second or two.
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Post by goduranus on Dec 14, 2016 10:02:23 GMT
And how do you pause to order detonation ? Can't pause in mid-combat can you? By default, combat start paused, when you click to detonate the flak then unpause combat, the teleporting missile will teleport to an enemy warship and detonate.
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Post by boosters on Dec 15, 2016 16:15:18 GMT
The Hoplite (top) is my take on the ~3kt small capital ship niche, and basically my test-bed for anything cool I read on the forums. It can defend itself from swarms with nukes, lasers, and railguns, has decent survivability against kinetics, and can really get around - it's cheaper, faster, and killier than the stock corvette, which was just what I was going for. It can easily take out a stock gunship on its own, and even multiple targets (e.g. 3 stock corvettes) with offensive nuke barrage and a bit of luck. The lithium paintjob is totally just for looking cool - taking off a layer of diamond from the composite armor didn't seem to affect survivability too much.
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