Kroom's Forge (0.15.11+)
- Edited
Just wanted to show off a nice fighter design using the new fusion cannons. The cockpit and main weapons are actually pointed away from the direction of travel, which permits an unusual strategy.
The idea is that the standard attack position for the craft is to face away from the target, aiming the majority of the ship's thrusters at the enemy and making it easier for this relatively underpowered craft to stay out of the reach of opponents. This means that it can kite larger and more powerful craft that it would normally be able to face down. Player only, of course, I can't imagine an AI figuring out how to bring the weapons to bear.
It's a fun early craft, and is cheap enough that you can have a specialized main craft and devote a small fleet of these ships for directed shield-breaking. In terms of expansion, the biggest change would be to add a booster to each of the fusion cannons. This ups the damage significantly for only a small decrease in firing rate.
Note: I am running Krooms, Galactic Civil War, and ABH. I may have missed a part from one of the other two mods. It's not always easy to tell which mod a particular part comes from. Sorry about that.
Mycroftxxx Nice ship!!, i made a few changes in the internal distribution to make it cheaper, faster, and with more fire power.
NIiiice.
roblexboi It already IS compatible with 14.9.
sarry
Hey, I have a few questions:
- Are you ever planning on adding automation++ support? It's quite easy, I could even change your weapons for you if you'd like.
Kroom As in, modifying the weapons to be compatible with the weapon automater thingamabob of the automation++, allowing the weapons to be automated.
RedAndCosmoteer isn't that something that automation++ should do by itself?
Kroom No, weapons require special code - there's a weapon modifier that has to be encoded for each specific weapon, and thus, mods have to be "modded" to suit it.
RedAndCosmoteer automation++ adds that code to vanilla parts, can't it do the same for mods?
Kroom Not sure.
Updated for Cosmoteer 0.14.10 and added one small weapon.
I can't wait - well, I mean, I am waiting until Ultrablast updates GCW, but I am enthusiastic about trying out the vulcan. I will have to see how much energy is consumes, but I'm imagining a tiny fighter-sized wall with heavy armor and shields that keeps enemy shielding collapsed.
BTW, I've been experimenting with wall-style arrays of fusion cannons, they might need tweaking to perhaps lower their firing rate? More than one cluster of 3 cannon ends up being a thing that eats ships.
The only downsides to the situation is that I have to get close enough for the enemy's weaponry to hit me, and that fusion shot are killable by PD. I don't think either of those things need changing, and are generally responsible for almost all of the balancing fusion cannons have.
But, with the firing rate set at it's current level, it's fairly easy to amass enough dudes and power plants to punch way above your weight using fusions. They are just monsters.
I have had a hard time getting a good design built around the Mass Driver. For all of their awesome parts penetration, I've had a hard time breaking shields with them. Being able to up the range and damage with booster parts is nice, and I really like the idea of a 1-wide axial weapon to design a ship around.