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SpheaI Will be fixed when I have the time

    SpheaI the weakness is itself, or maneuvering.

      18 days later

      @Oneye, @Fort_Master_Gustav, what are your opinions on grid-aligning triangles? Something like an ISD-type ship? Here's my premier Superdreadnought (uses Kroom's Forge, Huge Ships and SW ACD).

      image https://i.imgur.com/qtB2DUW.png
      If y'all don't mind, please give me criticism on what all is wrong with it and tell me how I can make it better. Thanks!

      ScapeCore47 Most modded ships that size are strong enough to to destroy anything without much though to reactor/shield/weapon placement. so you should be fine. you could of course modulise it to reduce lag and maybe a slight performance upgrade
      Also, this is mainly a post about vanilla ships below 10 mill so could you please not post modded ships.

      ScapeCore47 Yes, this is a guide for vanilla ships under 8-10mill as kieffer5101 said.

        Oneye Ok, thanks for the feedback anyways!

          I have a tip.
          Don't have long strips of conveyors on large ships. Even though it will probably make the ship more efficient it's not worth the risk of easily having large cannon shots going through them and doing lots of damage.
          Conveyors aren't known to be strong. Instead have spots where the crew will have to go around a block of armor to increase the strenght. It will slow down the crew alot, but it will be worth it for the extra strenght!

          NOVA conveyors are pretty useless overall, most of the time corridors are just faster.

          Oneye You might want to throw a link to the tournament thread now that I have it stickied permanently. I feel like this guide is mostly relevant to MP and not SP so it's probably not a bad idea to tell people what the "standard" MP settings are - especially since they sometimes change.

          thatPolarBear Well the same stuff applies for corridors.

            NOVA but conveyors cost more money you could use for more armor

              kieffer5101 Some ships may work way better with conveyors. Some of my ships just die against ships if they don't have conveyors.

              thank you

              14 days later
              a month later

              Tip 1 - In my opinion, you should flat out ignore the crew and power suggestions entirely. To determine if you need more crew, or power, simply pause, select everything using Ctrl A, Hit delete to delete everything, and then hit Ctrl Z to undo this delete. If done properly, the entire ship will now be reset to square one. Then you can simply time how long it takes for the crew to distribute power/ammunition throughout the ship/their module. This gives you a much better picture of your ship's "boot time" then the meters will ever be able to.

              Tip 2 - When building a ship of any kind, always check for possible weak locations, especially against railguns. Always check each section of the ship to make sure that a railgun can't make it to a reactor, at least on the first hit.

              Tip 3 - Always include more than one FE in a given module. If you end up with a fire that is too much for the crew to handle, opponents can simply flee, and let that section of the ship burn to death. Try to include 2-4 FE in regularly-sized modules if you can.

              Tip 4 - Make sure to do at least something about missiles. Every ship needs point defense, and it is easy to underestimate how much you really need. Also take note that missiles often loop around and behind ships (unless they are a wall), so you will want point defense there too.

              Tip 5 - When you are done creating a ship, make sure to test it against every other type of ship that you can think of. No matter what kind of ship you build, or how well you build it, it will always have a weakness, or counter of some sort. Figure out what your ship is weak to, then use that knowledge to pilot your ship in a such way that helps cover up your weakness.

              11 days later

              thatPolarBear Are you sure? The Gage's railgun fires really fast because of moving walkway. BTW, please tell me everything wrong with this, everyone.
              image https://i.imgur.com/TBqd3yW.png

              falcon500 https://forum.cosmoteer.net/d/7783-cosmoteer-ultimate-ship-design-and-part-guide/
              a lot of wasted space with corridors, fill them with structure if you have too. Use engine rooms. that's a lot of pointless missile launchers, they will never get filled.
              and I can guarantee you that that rail would fire just as fast without conveyors

              thatPolarBear Thank you, but you're wrong about the missiles, and after I added the moving walkway, it started firing a lot faster. The other tips are very helpful, though.