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REvenger thank you

    image https://forum.cosmoteer.net/assets/images/6640-0thbS2YaDQrH3pxd.png
    I tried to design a railgun ship, this one is 700k
    The tractor beam, staying in push mode, aim a part of the enemy ship to try to make him rotate and reducing his effectiveness
    I used medium trusters for backward thrust because they have a lower ramp up time, and are used for maneuvring too
    There is moving hallways in the middle and on the sides of the ship to deliver power

    I probably make tons of mistakes
    What they are ?

    Loumardes
    I'm not a competent shipbuilder, but one thing I noticed is that if one of the two middle railguns are destroyed and the railgun loader has ammunition stockpiled, the chain reaction detonates the reactor, destroying the ship. Also maybe put armor in front of the shield bubble to block electrobolts from draining the shields.

    REvenger That's the one then. Jared must've added some new parts since the last time I used it or at least changed the sprites... (Well, who can know each and every mod to begin with?)
    I'll get to it once I've downloaded the mod and have enouh time.


    Loumardes What Hatter said and I don't really see the necessity to add the tractor beam, as most well-designed mp ships have enough trust to counter it easily. However, there's nothing wrong with having it if it doesn't push you over the price cap and doesn't take the place or resources of more important parts.
    I really doubt having everything powered by storages and one reactor is the best solution, but that'll have to wait until I give it a test ingame, which should happen during the next week.

      Loumardes
      Okay, finally did enough tests to give you proper feedback.
      First off, you should remove the tractor beam, as it pushes you over the 750k price cap and sends you into the 800k range instead (or about 775k if you cut some other stuff). I had my modification of the diagonal 'Spearhead' (made by Astrum, 747.400 credits; it's quite old but wheights about half as much as your Rail and has ~100 crew) do a AI battle with your design and it even won using only one half after I targetted the tractor beam at the outer edge of one wing at the start of a battle. I'll have to test that, but I'm pretty sure the beam won't do much in mp, as even the AI could stay pretty close to its desired position.
      Second thing I noticed was the enormous weakness the center railguns pose. Even the AI ended one battle almost instantly be destroying one of those, as they chain explode even the reactor, taking out the control room and all other railguns in the process.
      The design is also extremely weak to ramming, as all firepower is focused on the from and the design isn't really fast enough to get rid of anything on the sides.

      Generally, the current design explodes way too easily and can't keep up with most other ships regarding both speed and damage potential. As with all rail-based ships, it's rather difficult to hit any critical enemy systems, while the own weakpoint has to face the enemy whenever shooting. You should first make sure to fix the reactor explosion when the center railguns go down and then try to reduce wheight and cost (unneeded armor/doors) to give it more speed.
      And have the Spearhead for testing:
      1
      Diagonal ships generally deal more damage than walls thanks to having more weapons facing the enemy at once, but I didn't find a proper wall in that price-range and am somewhat short on time...
      (Ignore the odd-looking reactors and quarters, I saved this when having Kroom's Forge activated, but it will load into your game just fine.) That ship brings back memories...

        abakus (sry for late reply) Well you should work on modules I see you using but they're bad Make closer Shields to your reators use Fe (I you used Fe skip) You doesn't need long fire (with cannons and flaks) most of the times is pointless (and wasting 50k money) I not sure it's can make chain explosion test how much dealing your explosion of reactor and factories (They can explode) why you put giant reactor over middle I sure your crew had long way to your lasers (When you fix your building mistakes I will tell more or someone else what is wrong with your desing)

          11 days later

          so ive remade the calshot to be updated and it seems to be better than my previous version
          image https://forum.cosmoteer.net/assets/images/5927-GvHMlraYzug9jNxn.png

            flak triangles dont really work out due to their low dps, though this could somehow be used as a support ship, usually when you make a "triangle" you take into consideration the angle inwhich your weapons can fire, thats why lazers and electro-bolts are see on triangle designs. I suggest pair up your flak with a weapon that has good dps and try not to put your control rooms next to a reactor 😉 @chief_chaman478

            Timmy Just to make sure, you checked that build ingame? There's certainly nothing wrong with your tips, but the previous version managed to defend itself with those flaks faily well while simultaneously damaging the enemy and it might work out on this version too.

            Timmy when i originally made this a few months ago, flaks had a high dps, just over a wide area

              Timmy i

              Timmy try not to put your control rooms next to a reactor

              yea i might add another at the back

                chief_chaman478 i just realised i never swapped the side thrusters for larg ones

                  CursedPh4nt0m i tried it on multiplayer and it does pretty well and can take ships 50k ish more expensive than it depending on their tipe. heavy armour ions seem to be a problem

                    @CursedPh4nt0m hmm, i guess. I dont really use flak as an offensive weapon xD, my apologies for any wrong statements i have made.

                    Timmy np, but as i said most players dont realise the streangth of flak, try it

                    Timmy Damn I wasn't thinking you will be here

                      Timmy I usually use it as defensive weapon too (even tho there might be one or two exceptions to that in my ship library) and when I saw the first version of his flak-only ships I actually expected the same thing you did. However, I tried it ingame and got a good portion of my designs shredded (few ships in that price class have enough firepower to get through the flak defense), so I guess it's always better to give them a proper check ingame before giving feedback.


                      chief_chaman478 Sorry I forgot to do this before, but as Sputnik has other priorities regarding shipbuilding, I guess I might give you some feedback too.

                      • The lack of turning thrusters might become an issue if you're facing more mobile enemies.

                      • Is there a reason you chose to use a medium reactor in the center? It appears the crew now have to walk considerably further and that might impact the shield regen time.

                      • [Generic 'crew quarters are more cost-efficient than bunks' reminder]

                      • Use a reasonable amount of CRs. If you can supply them while staying below your target price cap, it's always nice to have some more, but most ships that size run on a single one and there's no reason to overdo it. (Just remember to put them somewhere safe.)

                      I'll give it a test ingame later if I manage to remember it, but I can't guarantee there'll be a test ship waiting at the end of the day.

                      CursedPh4nt0m yea in multiplayer turning sideways was a problem.
                      i was testing the medium and large reactors on it and the large, provided too much and, without the two bottom reactors, was too far a walk. the medium reactor with the small reactors seemed to work well and i only tested it once against the previous version and here is what was left after the battle


                      but i think this is because of the frontal armour, in multiplayer flanking the ship could be lethal.
                      with this design all i can do for flanking is increase thrust power by extending downwards.

                        looking at it now i could keep adding more flak which would eventually allow for engine rooms to be put in place. that could be bringing it into the 1.5-2 mil range tho

                          chief_chaman478 You shouldn't do that. The design only works that well because your enemies can't bring that many weapons. Trying that above 1 mil will probably get your flak destroyed by the enemy's alpha strike.