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habituallyred
Feb 6, 2015
The only bad news about the announcement is that I will feel the need to not play until it comes out. I love my dumb six beam destroyer fleet and it sounds like the new ships will be right up my alley.

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habituallyred
Feb 6, 2015
Going all smokey and the bandit but I haven't got the right mix of radar and container missile maneuverability yet.

habituallyred
Feb 6, 2015
I think you will find that the largest mountable casemate weapon is in fact the Mass Driver! Rails are back with a vengeance. Just remember if somebody in the lobby says they are bringing rails ask what type. Ocellos with old style rails are still bad, or at least unimpressive damage wise. I can't imagine trying to stuff a mass driver onto a Cargo Feeder.

The whole ANS vs OSP development has turned gun focused Vauxhall LCs into swans. I think a decent Bulk Freighter design might even the odds, but my last attempt with 600 pointers did not go well...

habituallyred
Feb 6, 2015
Yeah I just played a game 4 vs. 3 gold rank players with tricked out rail destroyers that taught me what old style rails can do. 5 faults and a fire on drat near every component... in a 600 point lineship. We won that game on points, but I suspect they could have routed us if they played to the bitter end.

habituallyred
Feb 6, 2015
As a sicko who has won games with double gun battleships I would greatly enjoy such writeups. Double container ships is possible, but less comedic with the current PD meta.

habituallyred
Feb 6, 2015
Honestly just go double Axford instead. The original idea was to field it just enough that people would accept that the second giant radar signature could be a battleship. Then break out the gun battleship/a Raines escort with a battleship sized radar signature.

But for posterity:
3 x MK66 Double Barreled 450, front facing
2 x CR 10s; structurally integral, on those sunken side mounts
1 x Bullseye on Prow mount (Originally a floodlight, swapped out a parallax for point reasons)
5 X Defenders, remaining "external" mounts

Room for improvement on where the internal stuff is, so leaving out the nitty gritty.
Reinforced Magazine: 6000 Defender rounds, 450 HE, 100 AP
2 x Basic CIC as far from each other as possible
4 x Rapid DC

I have too much self respect to take one engine out; but have improved design by taking out redundant reactor
1 x Frontline Radar
1 x Mount Gyro
3 x Ammo Elevator

One of the won games came on a mod map where I despaired of getting the second ship from the thoroughly secured bottom to the top before the end of the match. A very surprised backcapping corvette rued that day.

habituallyred
Feb 6, 2015
Knew it was going to be good when I saw the back slot turretless. Do you go with all AMMs or mix in some short range stuff for if you get flanked? On that point I noticed you have substantial PD in the side pits. I can never get those to shoot enough threats to justify Stonewalls or above.

habituallyred
Feb 6, 2015
Hats off to those folks. Like everybody else thats a ship I built and utterly failed to pilot well.

habituallyred
Feb 6, 2015
Co-op conquest campaign eh? I'm off the wagon at the moment but I'll definitely come back for that. Hopefully the in battle AI can can handle more than going point to point...

habituallyred
Feb 6, 2015

Bubbacub posted:

I've been playing skirmishes versus the AI just to get a grasp on the game. I can do ok with TF Oak or TF Birch, but I have no idea how to use any other starter fleets. I somehow cannot kill anything with missiles, while always getting destroyed by missiles myself.

If some of your ships in a formation automatically switch to HE-RPF to intercept a wave of missiles, is there a way to switch the entire formation back to HE/AP, or do you have to command each ship individually?

Another thing to consider is missile vs pd matchups. I'd broadly divide missiles into 3 categories:
1: spam: most s2s, rockets, and some s1s; a bunch of cheap missiles fired in a volley typically. weak against flak, RPF; strong against lasers, sarissas, shallow PD magazines; okay against 20mm or light cruiser+ armor

2: heavy: Torps and containers; counts on just muscling through PD with hitpoints. Weak against 20mm, getting blown up in the launcher; strong against flak

3: sprint: hybrid missiles or s1s with crazy top speed, commonly has KPHE. Weak against sarissas, lasers, budgets, PD missiles; strong against flak, 20mm

In a non 1v1 context you can wait for your buddies to hurt PD you are bad against. Or coordinate fire so something is bound to get through.

A reinforced DC or CIC is literally impossible to knock out in a single blow. Even a really killer missile volley benefits from having a buddy nearby with guns to shoot the target. Knocking a module out of operation with HE missiles is a lot easier than destroying that module. I seem to recall that it is literally impossible for an HE missile to destroy a battleship module, due to how damage is calculated vs. damage resistance.

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habituallyred
Feb 6, 2015
For idiots like me looking for the jury rigged reactor its a 20 point option for those stupidly big internal compartments. My mass driver liners seem to be a tiny bit cheaper and better powered with those replacing most of the Plant Control Centers. I have to imagine it makes rail destroyers even better against them...

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