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Post by lieste on Feb 16, 2017 23:24:19 GMT
Not submitting a design right now - I'd rather wait till after the EM gun revision is available, but this is a little example of a simple but dangerous little beastlette that I can throw together from my stock of generic parts (compared to a slightly "toothier" version of the stock corvette). (Funnily enough it looks nearly identical to all my other Kinetic dominated vessels). Four fit within the Vesta mission parameters, but I can defeat the mission with a single example (and a hand-customised PD queue for the drone fleet with a single column manually added under priority, the other mopped up in it's turn). Independent drone fleets of the normal 15-20 size are no trouble at all for the default orders. Rates of fire set to well below the 50% EM gun capacitor maximum efficiency, additional dummy mass to represent capacitor banks added to ship in accordance with power requirements. Range for 1 and 1000m^2 tgt as by weapon name.
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Post by wazzledazzle on Feb 17, 2017 11:08:27 GMT
So turns out redesigning the Scorpion was a silly idea. I tried reverting to the old version (which has less armour and a backup 11mm railgun on the nose), and noticed it was almost much smaller, weighed under 2kt and barely cost 24Mc. Woops... Redesign does not always mean improvement. For the same cost, you could afford 11 Scorpions for 1 pursuer, but that would be horribly cheesy, so I matched them for mass, which gives a more reasonable 5 Scorpions to 1 Pursuer. The main idea behind the class was to be an affordable spam-ship, so I guess that worked. The AI likes to be silly and twirl the gun around, so I had to enforce the Broadside order manually. The battles went roughly like I had expected. With its smaller size, the Scorpion starts firing at 50km while the Pursuer has to wait until 37km. It is designed to be a bit of a zombie with thick armor and redundant modules. The redundant power plant works great, but you should do something about the crew modules - they're placed right behind the nose and its flat armour, which means they often get hit while the Pursuer accelerates towards its target. If you look at the Pegasus, you'll notice the crew is behind a fuel tank to avoid that situation. Obviously this wouldn't be a problem under human control - the Pursuer can orient its armour properly and wait for the Scorpions to come into range, instead of accelerating towards them. With some aggressive dodging, avoiding the Scorpion's shots is very doable, and the Pursuer is much superior at close ranges where the Scorpion's gun cannot turn fast enough. Overall, I'd say both ships are pretty matched - if it weren't for the silly AI the Pursuer would probably be able to dodge most shots, but with the number of Scorpion to engage it isn't always safe from a few lucky 2kg impacts. As a sidenote, I'm pretty sure both the stock 8mm railgun and my 220mm coilgun are a bit broken. I wonder how the designs will change once those are fixed.
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Post by Easy on Feb 17, 2017 12:35:34 GMT
The redundant power plant works great, but you should do something about the crew modules - they're placed right behind the nose and its flat armour, which means they often get hit while the Pursuer accelerates towards its target. If you look at the Pegasus, you'll notice the crew is behind a fuel tank to avoid that situation. ...Overall, I'd say both ships are pretty matched - if it weren't for the silly AI the Pursuer would probably be able to dodge most shots, but with the number of Scorpion to engage it isn't always safe from a few lucky 2kg impacts. I have a mark 2 with a pointed nose and a few other changes (mostly more guns). Reduced drop tank tonnage by 25% to remain below 270 Mc. Both crew modules are forward with few weapon modules mounted abeam so the majority of shots will be targeted to the crew's aft. Crew live longer when the bullets aren't aimed at them. Overall I can't be anything but tickled pink when my ship is getting its licks in when outnumbered 5 to 1. As a sidenote, I'm pretty sure both the stock 8mm railgun and my 220mm coilgun are a bit broken. I wonder how the designs will change once those are fixed. I'm pretty sure they are, but IDGAF since they are stock and user modules can drastically outclass in every meaningful way.
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golol
New Member
Posts: 25
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Post by golol on Feb 18, 2017 16:22:48 GMT
Okay, so being how I am I've kind of lost interest in the game for now, but since this thread is still active and possibly heavily relies on active administration I thought I'd try to make it a little more self sufficient. here is a google docs document docs.google.com/document/d/18SJtjQXjfCvLJSEUpc-NzZuCBPnyqKgbXCgKBGPElUI/edit?usp=sharingI will also post it onto the OP. Feel free to add your own rulesets and don't raid others stuff. With a small community these things can work out pretty well. If the document gets messed up you'll have to think of something else (New thread with active "admin", document with invites) because I'll most likely not be there . Also if you make a change in the document like adding a new Category it would be best to make a new post here and announce it.
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