![]() ![]() Space warships should have long, thin nosecones. Also, increases the effective thickness by the secant of the angle. Sloped armor: deflects projectiles instead of absorbing them-an incredibly important and obvious tactic. ![]() Which means that my 150km test ranges might not mean squat in terms of giving useful info.ĬotDE seems to be intensely enamored of armor sloping: As the low-powered jobs don't require a giant reactor and massive radiator farm to work, this means that it's a decent counter to plonk a few down on your hull just in case a mega-laser hoves into view.Īpparently making your big laser's aperture smaller can ameliorate the issue, but this costs you in terms of effective range (which is half the point of the sodding things).Įdit: so in researching to see if the meta has changed it turns out that the min-max kings are using engagement ranges of 1000km (for comparison, a stock ship engages at something like 20-50km). There is a strategy where you can use a small, relatively low-powered laser to attack a large laser and successfully disable it at range by shining into the laser's focussing mirror. No, optics and comms are magic and don't degrade. There are counter-lasers in this game that fries your ships optics/targeting systems? *Aluminium, because I'm too basic to use gold or whatever the cool kids are optimising with. Generally I try to have at least double the rated power on hand. Of the two, I'd say that angling is much better overall except when dealing with sandblasters, which is where hiding your radiators behind a front umbrella is aces.īudget a lot more power than you think you need: 13.5MW is good for running 2MW weapons, but will choke hard if you put in a 13MW gun. The two shapes which seem to work well are long and pointy (because angling armour is absurdly effective), and an umbrella up front (which offsets some of the weight from thicker armour by confining it to the first 5% of the hull). In general: lots of small stuff, moving fast > a few bit, slow things, but this is also a recipe to have every battle play out at <1 frame per second. Put them in ship armour (thick silica aerogel layers are a must) and watch them laugh at multi-megawatt lasers for minutes at a time.Īll the really optimum stuff fucks your framerate: micro missiles, missile swarms in general, flack payloads on guns, using radiation shields to make APFSDS rounds, 10 000 rpm sandblaster guns and so on. For anti-kinetic only I've heard that chrome-vanadium steel is good.įor missiles, the stock armour is balls. ![]() For a balance of anti-laser/anti-kinetic, basalt fibre is a good but expensive option. A good armour design is exponentially better than those on the stock ships, and allows you to laugh off some of the more challenging missions.Ĭover your turrets in silica aerogel for anti-laser protection. My best results so far are: a thin anti-nuke layer (TiC backed with spider silk) on the outside, silica aerogel interlayers between everything, at least 2 layers of thin whipple shields* with silica aerogel between them, and a base layer of boron fibre. Ramming things, surprisingly, does almost nothing.ĭon't trust anything related to armour - the material science seems to be a bit wonky in this game. Which makes for slow, boring battles.īig guns aren't worth it: I made a 12' gun to spec (if massively overweight because fuck barrel profiling) and discovered that it will bounce off of ships. Seriously, these things are soooo good that they make some fights boring - just plinking away at 100+km while the other guy frantically tries to lase the weapon off. I've had very little success making mega-lasers, but hear that they are dominate if done right.ġ00km/s railguns FTW. I'm really hoping to be proved wrong on this front. For those of us who want to use NUCLEAR FIRE to cleanse the solar system: big nukes are for bragging rights, but are otherwise useless. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |