K0NTR4B4ND I sadly didn't manage to load those ships in, but I can at least tell you about the stuff I can see from the outside.
Let me start with your SpearHead then:
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The nose may look nice, but makes it extremely prone to rotation control/ramming(tackling)
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Only two weapons on something this large are too few, mostly when considering the enemy could use SW:ACD shields too. If this design is really supposed to fight other fightzers, you'll have to give it enough firepower to do so.
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Having a single missile defense system in the rear won't destroy many missiles. Those are more likely to come from the front anyway.
Sabream:
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Ships using fixed weapons need as much maneuverability as possible, meaning you should turn these small thrusters towards the front rather than the sides.
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The lack of defense makes it go down rather fast. Give it some shielding or cut down the cost to make it viable.
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Jump drives are cheaper then small hyperdrives + astromech and need less space.
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The reactor is a fair distance away from it's only weapon. Can't really offer a fix rn, just saying that isn't optimal.
Nimbatus:
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The weapons on the rear seem unlikely to have any impact. The side facingh ones obviously have issues getting more than a few hits on anything and the ones facing towards the back are to weak to stop anything from picking off your main thruster (and CR).
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I guess it's supposed be be rather slow, that also makes it a way easier target tho. My old ~80k design has just as many shields as this one btw. Whether I used too many or you too few is up to you to decide tho.
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Moving the missile factory closer to the launchers would increase efficiency and make the explosion of your CR at least slightly less likely.
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Again, it's nice you gave it some missile defense, that just isn't enough to really protect it.
(I might add some of my old designs, those are completely outdated tho.)
K0NTR4B4ND also, can I ask if what the other teachers specialize in which area of building vanilla builds? and also are there other teachers who specialize in the design, usage, and the mods in ships?
Astrum is our expert at diags and smaller ships in general, Alpha and I both are better with larger designs but usually can give a tip or two for smaller ones too. Oneye, kieffer and Gustav can do basically anything, don't really like checking designs above 5 million or something tho, as those are rarely used in mp.
(Just let me know should I have gotten something wrong guys, I'm actually pretty prone to mixing things up.)
ClassicAngus (Sorry for beeing late, I was kinda unmotivated the last few day and honestly didn't have that much time neither. 😓 )
Missile defense is kinda problematic on diagonal builds, as flak just lacks the fireing ark to make it function properly and pd usually is too weak to offer enough protection. I tend to whether dismiss pd completely and focus on strenghening the shields (and armor) or place flak in the tip and the end of the 'wings', making for compareably good flak coverage and usually protecting you from most missiles. Just keep in mind both spots tend to experience some additional strain due to bullet spray/targeting.
I like what you did with the last prism(s) btw, think you could to the same with the other ones too?
And I don't think you have to protect those quarters on the rear, loosing them shouldn't be an issue anyway.
chief_chaman478 (Heck, honestly feel like I'm the only one doing his job here again... Guess that's what I'm not getting paid for.)
I kinda feel like the Cradley uses too much crew.
You should also remember the extremely low flight speed of LC projectiles, making them rather ineffective in lower tiers.
Don't think you need that much side armor btw, replacing the two spaces behind the 1x2 triangle with stucture should make no difference to its defensive cababilities.
Cainesy Finally reached the last ship for today. 😅
Nice use of armor and triple launcher modules on your Barb, there's still a bunch of issues tho:
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As Angus already mentioned, the ship turns fairly slow, and maneuvers rather bad. A better distribution of thrusters should fix this, a total amoung of 3 rather small thrust modules on somthing this large simply isn't enough.
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Your missile modules waste almost all reactor capacity. That's a common issue on missile modules and usually solved by adding a shield and a bunch of weapons/thrusters.
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All CRs (two) are directly next to each other and a reactor. Space them out and make sure the won't get destroyed by any explosive parts in their vicinity. I'd propose replacing one CR with a crew quarter, removing all the bunks and adding some FE.
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Destroying the reactor of one of your missile modules will destroy the corridor leading to the other one and likely ignite the reactor on the other side too, cutting off everything in front of the section from the CRs.
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Huge thrusters got nerved and boost thrusters are better for speeding up smaller ships due to their burnup time and energy usage. Most people rely on large thrusters now, occasionally mixing in something smaller or a boost thruster.
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How come this design has no missile defense at all? It lacks defense in general, as the spaced armor may be somewhat effective, but doesn't make for long term defense and usually can't withstand focused fire.