#Idk
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Closer to the original versions
Not Improved Heavy Gauss?
It's a style thing
My preference is medium range beyond the initial skirmish at long range so improved heavy gauss is just wasted tonnage
@white vine thoughts?
The version im going with is the second one
The manta rays are primarily anti-fighter weapons but can critfish bigger craft pretty hard
The main issue is that i am simultaneously overkill against anything else i might face while still being incapable of going toe to toe with the big guns
But it does have enough armor to survive an entire salvo of 12 heavy fighters and their constituent ASHM
It is completely impotent against nukes but honestly if they use nukes against me it's just an admission that im enough of a threat to go down in history
It does also have enough ams to deal with single cudas
The only real alternative is the ardonight
But uh
No matter what option i choose i am going to get my ass kicked by a proper pocket warship
The tiamat can slap me with 79 capital, the castrum with 76....
Actually
Aside from the two big fish and their children there isn't a whole lot that can do gigantic damage to me
I don't believe in the tiny number of Capital weapons
If you are making a capital weapon boat, do so
If you are making 700 damage standard weapon lances, do so
There's nothing wrong with 50 damage against asf at 12 hexes
And a free crit on a 10+
I simply can't fit more than 15 capital damage in the tonnage i have
Well
15 at long capital range
I can do up to almost 30 at short
So i might as well diversify and get a better damage spread against more units
Try ERML spam
Im at exactly the max capacity of weapon slots
Any more and i have to add more crew
The large vsp is a direct upgrade over a single erml when you have the tonnage
At 7/11 9400 tons you do not have the tonnage
But I do?
I don't have the tonnage for more capital weapons
A single lscc is 200 tons, or 22 large vsp
I spent 517 tons on mech scale weapons and 54 slots
Why would i want to train 105 crew members for 700 damage at medium standard scale range?
To cut dropships in half
My entire dropship squadron is a quarter of that
A quarter of that damage?
Simply treat and pay the new crew like garbage
Good Crew aren't cheap
i didn't say good
Well i have standards
Why is cgl like this
The dropship i posted can do 519 damage at short range and is significantly more flexible than 700 medium lasers
How so
You have 11 thrust
Against fighters you want more hits
You can just go up to any dropship and cut them in half
Against dropships you want range
Okay?
Pretend it's 70 bays per section
MML just bugs out and crashed when the bays get too numerous
why
It has 11 thrust
use it
If it was slow then Subcaps are best
But it's fast
no tonnage for range
I fully intend to punch up against far deadlier targets
Yes
You can cut warships in half too
And survive the experience
Wearing down armor with long range skirmishing and fighters before trying to brawl is generally a reliable strategy especially with 11 thrust
You can't out kite Subcapital weapons or larger
So why try
If you do your favorite single/dual capital missiles strategy, they will just get shot down
especially if they're outside normal range
because all guns are free to shoot them
Can't really afford the conquistador or a tiamat so im settling for an avenger that can do orbitals and praying that 6 eisenstrum, 6 slayers, 2 reiver and 10 gauss rifles is enough to kill a tiamat or a castrum
The slayers also have heavy gauss rifles
Being able to do orbitals will greatly accelerate the rate at which i can do ground strikes and greatly decrease losses
Okay here
18 gunners
You really should just start with the hull of an interdictor and go from there
I don't really get why your solution to everything is to shove one gun in it
Because one gun is usally the best so you want as many as possible
Still can't do orbitals
Best orbital bombardment is a Spheroid rear gun
Hover and fire until done
Is the concept of a dropship that can do multiple rolls a foreign concept to you?
Multiple rolls well is extremely rare
There's no hovering
Certainly not worth crippling a design for
1g gravity -> 1g thrust
Yeah, cancel orbit and just hover over target
Don't fly past them
Maybe i should swap for pirhanas instead of manta rays
They weigh about the same but can actually do orbital barrages
You said you wanted to save money
Why are you trying to use capital missiles
instead of SCL1
By save money i mean not trying to save up an additional 600 million
They get a free half scatter, and a -2 to hit bringing the roll to gunnery +4 if you tag the hex
And basically guaranteeing a hit in the target location
Almost as good as direct fire artillery but way more efficient and less risky
I would use cuda missiles if i could fit them they get a -3 instead of a -2
H.... I should absolutely cut the subcapital cannons
Except lscc cost 220 tons
And pirhanas cost 300 for the same amount of shots...
Ugh
Scl is technically infinite but it's also 300 tons for the same damage
SCL1 is 150 tons
Damage doesn't matter because you can just keep firing
It very much does
Orbital barrages are resolved once every 6 ground turns
Or is it 10?
Either way you don't get more than one or two shots in any reasonable battle so it pays not to miss and to kill the target in one shot
For most intended ground targets 20-30 damage is a good start
what happens after the battle
the units dont disappear
I leave
so how many hours does that take
Or the targets are dead and i salvage the remains
Salvaging doesn't like AE damage
I intend to mostly vaporize buildings
maybe a strike or two in close ground support
H.... I should definitely swap to pirhanas
The mantas are cool and all but 40 + 20 + 20 + 30 + 30 + 30 is a much better orbital strike than
40 + 20 + 20 + 30
Also it takes 10 seconds
I have yet to deploy a single ground unit to do anything other than salvage
It's 60 seconds per space turn
So six ground turns happen every space turn
The sane solution is to just buy artillery
So you can dump a long tom every turn
Artillery costs money
SCL1 doesn't
Artillery is basically free at my scale
But you know what yes i should probably throw in a quartet of scl1
Instead of the mantas
It should fit
in one bay?
max bracketing
Oh
Im running into crew issues
@white vine do capital weapons have different crew requirements?
Might be worth slapping some capital missiles into an okinawa or something idk
1 per gun
1 per 6 for standard scale weapons
Huh
So i don't think i can cram in scl
I guess the scc is fine
But i will swap to pirhanas
Yes but adding gunnery crew implies redesigning the entire cic
???
No it implies a chair
The gunners don't even need to be in the CIC
Oh... I just salvaged another dropship
Apparently the vengeance is on the pirate rat?
Oh god it doesn't even compare to the blockade runner
60 + 40 + 40 + 30 + 30 + 30
And it carries fighters
2120 tons on capital weapons vs 1950 yeah that checks out
And the secondary armament slaps so much harder
All for the low low price of 1.6 billion
The stock version does 80 + 60 + 60
But i really like capital missiles for orbital strikes
You know what scl/1 are just too tonnage inefficient
Only problem is it's not 7/11 and thus isn't funny
Huh
So you can use missiles for artillery when airborne
So manta rays aren't bad at all
Subcapital cannons can too
This is the pony insanity that I know and love. But you do not pay new crew like garbage. The last person to do that had his dropship stolen by the Free State Militia.
Do Arrow IV work in space?
They do not