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Loumardes Judging from your reply, could it be you piloted your design manually? Yeah, the AI is kinda dumb, but that's how you usually test ships in singleplayer. Having one ship piloted is quite unfair due to the way better piloting and targeting decisions.
I already have a V3 (the one you fought is V2), but it's still using compartments as that has been my style for ages and I'll need some time to bring myself to assign all crew quarters on an interconnected ship, but I've reduced the wheight and cost without cutting in the firepower or shields, so it should pose a good challenge.

10 days later

Heya! Just wanted to know if there's any sort of flaw in my ship's... err... everything? (design, firepower, efficiency, durability, etc.)

Here's my ship design:
Gilded Carnage

By the way I also have no idea which ship category this one fits in, so... just classify it in any way you want 🙂
(Mods are: Kroom's Forge, WH40K, Armor Expanded/Extended????)

    Oiseau_Noir (My mod folder says it's 'normal armor expanded'.)
    I don't have Warhammer loaded rn and neither have the time to do so now, but the interior screenshot should suffice for now.

    • remove some doors, you still have many double connections that won't do anything but adding cost

    • check on reactor output and (actual) part energy consumtion, it might be you used too many reactors

    • rotate the missile factories to place doors to the launchers; also rotate the small missile launchers to face outside, I doubt their range makes them effective when facing forward

    • Kroom's projectile turrets don't need energy

    • consider putting some stronger turning thrusters to the front, the current ones certainly lack the thrust to turn that thing effectively

    • remove the [whatever the 40k crew thingies were called again] from parts that only need power, given the connected reactors are enough to keep them powered

    There's probably some other stuff, but that's what I found now.

      Oneye your ship heavily lacks crew

      Well that's true
      I have tuned crew amount with autofire, but forgotten to check while in battle
      I have improved it with this version :

      image https://forum.cosmoteer.net/assets/images/6640-IZ6bNS3xq4vVU6Mn.png
      But I am slightely off pricerange, and I require more armor in front, wich may obstruct firing arcs

      Oneye hields under the weapons

      I designed new compartments to put them behind HL, and tested some modules in this ship :

      image https://forum.cosmoteer.net/assets/images/6640-YhvgP6nvc8OJrIuq.png

      I am gonna keep edium reactors modules, maybe gona replace central reactor by a medium one closer to the front

      The flak firing arc matches the hull profile, but theirs modules are not definitive

      Right now his flauws are that HL are protected by one shield only, and it's harder for crew to reach them

      It won against the 1M cannonwall from ultimate ship guide, but suffer early damage on HL, and I don't have anything else to test against

      I am open to Feedback, and continue working on it, since I would like to take part in the today tournament

        CursedPh4nt0m you piloted your design manually?

        Yes, In fact, when I started theses tests, I do not know what to target
        I have done huge progress, but obviously, not the AI encountered, so yes it went unbalanced

        I will do test fights with both AIs, but I noticed that the Arrow V2 is much stronger against others AI trying to go for Controls Rooms, than against players wich disable all it's modules by desroying it's weapons.
        Waiting to encounter the V3 🙂

          Just reworked it to make a testable ship, with medium reactors :

          image https://forum.cosmoteer.net/assets/images/6640-T4wFXCm0ao7nOheS.png

          Thrusters sections temporary

            22 days later

            Just wondering how combat ability is tested on the forums here. Does it differ for different types of builds? Like id assume walls are probably tested effectively with AI, but would things like rail builds and strafers be tested in direct control, or would they also use AI?

            Lelers You generally test combat effectiveness AI vs AI, which honestly doesn't work for everything and generally has worse results than player control, but it makes for more or less even chances. However, if you manage to control both sides in a fair way, that is also accepted as measurement, probably even more than the normal one due to more realistic results.

              5 days later

              Lelers

              Best way to test is to get competitive MP players to shoot at it and then give feedback. If a top 10/20 player asks for the Blueprint then your ship has great potential.

                I got a very well-studied ship in my hands, but MP doesn't work for me for some reason. I just download ships from the forums and let them fight, and so far no opponent ship managed to win :3.

                I'm starting to get somewhat cocky and need a valid match, is there a proud and powerful duelist who dare to accept my challange? (just non-illegal ships, 1vs1 with no fleets).

                After that I'd like to seek your help to optimize my design further.

                  Danwood If MP isn't working for you, how would you duel anyway? And which price range is that ship in btw? Might be I can find you a proper challenge.

                    CursedPh4nt0m no price limit as long as the ship is not illegal. I let the AI fight.

                    Danwood Without a price limit and the normal build grid as a size restriction you end up mostly just with ships that resemble boxes. Because of that there aren't that many people that bother building competitive ships that are that big.

                    I have this thing that while rather old you could test against:

                    image https://forum.cosmoteer.net/assets/images/2085-Xn1RGL5LNeNUNaYX.png

                    If you beat that you can maybe try to get NewAgeOfPower to give you something to fight against since he probably has the most modern max normal grid ships.

                      That looks terrifying, I'll let the game begin 😃

                        image https://forum.cosmoteer.net/assets/images/7016-TmMinuEoNdjLP9aV.jpeg

                        1) In the first minute the fight seems even, I even fear the beams could destroy my center.

                        image https://forum.cosmoteer.net/assets/images/7016-C31hfijCz3iFAqzA.jpeg

                        3) The beams are destroyed, and my ship's PD and flak counter all the missiles, the fight is finished here...

                        image https://forum.cosmoteer.net/assets/images/7016-RLXzZA3JKNXmP4oQ.jpeg

                        4) The end, Minor damage to the front, I let the AI fight, but controlling it myself could have spared that damage by rotating the ship slightly avoiding the beam damage stacking.

                          What do you think?
                          image https://forum.cosmoteer.net/assets/images/6954-ggrBBOVYxYuE69nR.png

                          Danwood Well, time to rework some old stuff then.


                          Minty_Kee2
                          The center ion beam is rather unprotected (at least use the small cones to block off some shots) and the lasers have a quite limited fireing ark. However, it would be a good idea to replace those with electro bolters to get rid of shields and allow the main weapon to deal damage.
                          I believe that ship would work just as fine with one reactor less, but the part placement might make that complicated.

                            CursedPh4nt0m , this is The Stalker Mk. 2 Alt.
                            image https://forum.cosmoteer.net/assets/images/6954-3XbyNhVe1XGGwnUi.png

                              10 days later

                              Can I be a student? here is my biggest vanilla ship:
                              image https://forum.cosmoteer.net/assets/images/7033-697lHi7vnFtVPC8A.png

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