Alpha Tried a version with shields and EB and gotta say that's not worth it. I expected the offense to work way better than just simple bullet spray from max distance....
Thanks anyway.
Building Academy
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Alpha thanks for the feedback I'll use it to try and improve my ship, and sorry about the slow responses, I have been busy.
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Oof, sorry about the long delay, I have been more busy than anticipated.
Still, I further refined my 1 million diagonal design, with the hopes of creating a 1.5 million one very soon!
The new 1 million triangle was able to beat the I/C wall design offered by CursedPh4nt0m in several test battles.
One aftermath photo. I have also had battles where my ship suffered less damage, but I don't have a screenshot on hand of that. I might do more tests later, however.
EDIT: Accidentally removed the aftermath picture while I was editing this post. Oops. Re-added.
EDIT 2: Also defeated CursedPh4nt0m's Cannon triangle in 2/3 of my test battles:
Aftermath:
and
As you can see, changing up the weaponry made a big difference. Small lasers FTW!
Still thinking on how I'm going to make a 1.5 million design. Not sure if I am gonna make it a small cannon, large cannon, or laser based design. Lasers have the best firing arcs of the three, making it the best choice for concentrated fire (crucial for a triangle design), yet I can't ignore the power of cannons... (and they use waaaay less power, needing power only for the factories in small amounts, leaving the rest for shields and EBs). I also want to include some flak for much better missile defense this time around.
I'm in love with your capital ships
Do any of you have ideas for ships that're not walls cause I suck at most ship designs other than walls
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Gladiaxa Deep breath
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The missile modules could need an overhaul - placing the factories that far from the launchers is unbeneficial
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Wasting that many reactors (and ions) for decoration feels like a joke
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The overall design/weapon distribution feels off and makes it seem like it tries to be too many design types at once (the cannons on the sides would make for broadside firepower, the core resembles a spinner while the front seems to be intended as clinger or something)
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You used too many shields to protect the center CR and didn't even manage to cover the shields on opposite sites
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All reactors and most factories are too far inwards
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Too much internal armor
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Massive lack of backwards thrust
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Connected compartements (I'd prefer modules to begin with)
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Lack of additional CRs
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The concept of front facing missiles as main weapon is rather questionable (even more with reduced firerate)
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lack of shields for the missile launchers
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Now that you used FTL-drives, you should at least do it properely
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Tons of compareably small stuff I didn't bother to write about.
That's about it from me. Might send you a modified version later, depending on how much time I have.
This is my ship, and it's very weak. I've noticed it many times in battles with other people.
GNUSMAS note i am not one of the teachers. massive reactor spam. check oneyes guide on the energy theory. the sliders arnt very good for energy. they are way too far from your weapons aswell. he also has a list on what one reactor can supply. this is just what i noticed when i first look.
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GNUSMAS I am also not a teacher, but as chief_chaman478 pointed out, you have far too many reactors, and they are too far away from the weapons. For a 500k ship, it's definitely on the weaker side.
But the biggest thing you're lacking is compartmentalization.
Here's an example 500k ship, (it's less than 1,000 credits more than your design).
As you can see, the reactors are much closer to the weapons, and, crucially enough, the ship is split into compartments, allowing the crew to operate in small groups, separate from the rest of the ship.
Here is a link to one of the best guides for ship building that was mentioned previously: https://forum.cosmoteer.net/d/7783-cosmoteer-ultimate-ship-design-and-part-guide
Use this to help familiarize yourself with some of the game's features! Cosmoteer has some interesting features and design choices that may seem counter-intuitive, so the above guide should help you start making better ships in no time!
EDiT: Figured I'd post my only other ship that was specifically designed to be at 500k:
Note, its rather prone to exploding, and overall was not what I had hoped it would be (To be fair, the first design I posted is also sort of weak). Try improving your ship so that you can beat it, as a test!
O Great and Wise teachers, On a scale of Terrible to Awful, how bad is my ship?
Aisling I've seen worse.
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Aisling Imma just give you a list.
Good points:
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Multiple controls rooms
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Great cannon/flak - factory ratio
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Usage of modules
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Internal thrusters and thrust in all directions
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Internal armor
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Good shield coverage (maybe even slightly too much)
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Paint (something I still can't bring myself to do)
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No missile/cannon ammo storage
Issues:
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Clustered reacors/bad reactor placement
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Unnecessary battery storage
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Wasted reactor capacity on cannon modules and some internal ones (almost unavoidable)
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Usage of crew bunks (occasionally required)
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Too much crew
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Usage of walkways
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Too many doors
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Slightly too much armor
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Somewhat lacking missile defense on the sides
Conclusion:
The ship is 'okay'.
You've got half of the building rules figured, the other half is still lacking tho. I'd advise you to go read through some guides and try beating this afterwards:
(I just had a test fight and realised my Castle Archer has some sort of emergency mode when AI controlled: The AI usually keeps the ship close enough for the flak to fire at the target. Once the mayority of the flak is destroyed however, it switches to railgun only distance, controlling the ship similar to a kiter. Feel free to make adjustments, should your ship be too slow to catch it.)
Yea the ship is a work in progress, it used to only have energy weapons and I forgot to change the reactors around when I changed the weapons and once I'd looked in the forums about them. It started as a test craft as the first one I've made using compartments, It's a slow hulky mess which is vulnerable to more than a few types of designs and tries to be too many/have too many things at once.. I'll try check off some of those points, Thanks
Aisling Compartments should always be made using only 1 reactor and trying to push that reactor to its limit, generally, you can fit 2-3 Large Cannons on one, 4-6 Small cannons, always fits 2 shields, also, try to use as few corridors as possible, and make factories have direct access to whatver uses them, for example, reactors have direct access to shields, ammo factories have direct access to cannons.
In summary, try to make something really compact, for starters.
Saving space is defiantly one of the things I focused on the least, I was sort of experimenting on whether Moving Walkways would be faster than sticking the explosive stuff next to shields and it does seem to be fast ish but I'm not sure if it is faster (might be if I did it more efficiently) and it's obviously less compact. I think my mindset was: You can't keep the shields up against all attacks, and if the internals are fragile under the shields then you're stuffed. But then again it really depends on how fast you can get the shields up again.
Aisling (You should use the "reply" button under every comment in a thread, it automatically tags whoever you're replying to, like I'm doing right now, try it for yourself XD)
Could there be a Recreational Modded position??
Aisling Most people solve that problem by either sticking another shield next to/behind the first or adding some more armor in front of it. Walkways mean extra cost and you'd usually need them in both directions, which would also require some more space. They also have barely any penetration resistance and low health.