Timmy when i originally made this a few months ago, flaks had a high dps, just over a wide area
Building Academy
chief_chaman478 i just realised i never swapped the side thrusters for larg ones
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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 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.
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The lack of turning thrusters might become an issue if you're facing more mobile enemies.
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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.
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[Generic 'crew quarters are more cost-efficient than bunks' reminder]
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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.
CursedPh4nt0m with more flak their alpha strike could be negated unless its a strong railgun/ion beam
chief_chaman478 It sadly doesn't work that way due to turret weapons having focus fire ability, whioch flak doesn't really have thanks to the small fireing angle. Again, testing it will always give clearer results, but that's what I expect to happen.
CursedPh4nt0m yea if i ever get round to it i might try it. itll also be fun to have a 1-2 mil ship thats literally just flak
Hello everyone
I got surprized by triangles ability to focus fire when I tried cursedPhantoms'spearhead ship
So I have designed triangles ships, and I would like to have feedback on my last version
value : 907000
Also I discovered that flak works against energetic weapons
so I tried a variant with flak on his sides, protected by lateral armor
value : 964000
Flak rounds often detonate near it's shields, but they seem to make the difference while fighting itself
so I wonder how effective are theses ships
Loumardes You usually ping people when talking about their ships, but I guess it is fine this time as I check this place rather often. (Darn Alpha refusing to get back to work!)
Now about the Spearhead: The only 'Spearhead' I ever posted here was created by @Astrum and only modified by me. All credit goes to him. (Not that any of us bothered about the other one getting credit for a redesign, but still.)
Generally speaking, flak is a good way of defending yourself against pretty much everythung but ion beams. So far, I've seen a proper flak defense shoot down everything from electro bolts to railgun rounds, occasionally struggling with the latter, LC shots and a massive overload of missiles. Using it in a fight against another laser/EB focused design will surely put quite some pressure off your shields, that won't work as well against the aforementioned weapons tho.
I also dislike the place you put them, limiting their already small fireing angle even more and exposing them to any stray shots intended for weapons closer to the tip.
Now, about your designs:
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the medium reactors in the wings run out of power rather fast, but the large one rarely gets close to that
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the damage differs depending on the movement direct, but loosing a reactor hurts a lot
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weapons with penetration power easily weaken the design by destroying corridors and moving walkways
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your systems went dry rather fast during my test fights
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you are stretching some distances rather far (the corridor stripes above the quarters and to the flak)
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all CRs are next to reactors
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the pd really didn't do much against the four missile launchers of my Arrow
(the flak only caught some eb shots too) -
some internals appear messed up (a HLB being connected to an EB instead of the energy storage for example)
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try using some more internal armor, the Arrow's LCs tore some nasty holes in your ships frame
---> To be honest, I didn't expect the interconnected design to be that good at cost-saving. It certainly made it easier for cannons to deal some damage, but you apparently have way more money useable for weapons than my old builds using modules.
Important note: I was too lazy to deactivate my mods, so at least Cosmofine impacted the results.
Have my Arrow for own tests:
PS: I am aware this ship costs 1 million credits, but I had nothing else to test yours against, so...
CursedPh4nt0m Oh well I can give my designs
Easy railwall (isn't hard to destoy it's experimental design with rails it)
Medium Alpha strike (it's outdated but still isn't weak design it's powerfull alpha strike dealing with it can be very hard to you)
Hard Missle barge (It's strong at today meta I forgeten to add crews role to beat with fire. good luck)
@Loumardes Try to fight with sequence easiest to hardest
damkiller You had some test fights against his ship? I highly doubt the barge or what kinda reminds me of a downtuned version of my old Castle Archer but with way more speed is beatable by a energy-based diagonal.
The energy-wall on the other hand looks like it will be gone rather fast due to the lacking focus-fiire ability on his diag. (Given I didn't miscalculate the difference in damage output.)
CursedPh4nt0m I don't want give too hard designs to beat
Sometimes factories haven't enought enegry but it works solid also this advanced missle barge is less explosive and less expensive
damkiller There is an issue with your images, I cant load them in cosmoteer
CursedPh4nt0m I tested your arrow by setting both ships in AI normal
The result is that it get pretty close to win the fight
the medium reactors in the wings run out of power rather fast, but the large one rarely gets close to that
I fixed that in a version with continuous moving hallway
the damage differs depending on the movement direct, but loosing a reactor hurts a lot
of course, but in my tests, reactors are often destroyed when it's powered weapons and shields are destroyed first, not decreasing that much ship capacity
I have issues when the ship is moving forward with large reactor chain exploding the truster's reactor and splitting the ship remainings
weapons with penetration power easily weaken the design by destroying corridors and moving walkways
I have rarely the problem against your arrow, again w
I fixed it as well
your systems went dry rather fast during my test fights
I made door conections improvements, setup storage to supply shields only
due to interconnected design, crew bulks are quite far away and they take time to load the first batteries, causing the fast drain I guess
at most 1/4 of weapons got unpowered, from what I learned in the old ship building guide it should be fine
you are stretching some distances rather far (the corridor stripes above the quarters and to the flak)
well, I need a connection, factory dont require much power, i am considering adding a storage for shields
all CRs are next to reactors
Since reactors explode when it's powered modules are gone, and CR when reactors are gone, it should be fine
also it seem that the best place to not have them blew up by two different reactors is next to one reactor
the pd really didn't do much against the four missile launchers of my Arrow
(the flak only caught some eb shots too)
I played the previous version in mp against (bad) ships barges, and point defense is quite effective against missiles
the pd focus the cannons shots too, that's why they are ineffective
Sorry what is the HBL ? now I think all dors placement are intentional
try using some more internal armor, the Arrow's LCs tore some nasty holes in your ships frame
there is some protecting the moving walkways now, but I wont reproduce the arrow's armor layout because I think it would space shields too much
Here is my improved version :
Flak still seem have trouble catching cannon shots, despite covering 4 tiles at least in front of the ship with his firing arc, it's also hard to see where it shot and how efficient it is