Hestia Alpha
Moderators: th15, Moderators
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- Commodore
- Posts: 534
- Joined: Thu Jun 21, 2007 12:39 pm
That top one's not bad MD... though maybe it should have a point masser where the rear mining beam is. If the Hestia alpha stays a short ranged 'brawler', a point masser would greatly increase it's survivability.
As for the six-shooter Hesita Gamma, I liked to too, but you're right TH, it was overpowered, even with it's huge target profile...
So, what else could we do with the alpha, then?
As for the six-shooter Hesita Gamma, I liked to too, but you're right TH, it was overpowered, even with it's huge target profile...
So, what else could we do with the alpha, then?
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- Lieutenant
- Posts: 32
- Joined: Mon Jul 23, 2007 3:56 am
I don't think so tranq, 5 Hestia Gammas made 30 Blasters which very quickly ripped through everything, regardless of the amount of PD it had.
I gave the Hestia Alpha a booster because I wanted to have less long range firepower than the main hull but the capability of using a smaller number of Pulse turrets to put out a huge amount of firepower. One of the configurations I'm considering is having 2 Pulse on the tip of each wing and a booster and particle gun on the front prongs. This gives 4 boosted Pulses and two particle guns.
KV2: Sorry, can't see the pictures from this computer right now, I'm not at home.
I gave the Hestia Alpha a booster because I wanted to have less long range firepower than the main hull but the capability of using a smaller number of Pulse turrets to put out a huge amount of firepower. One of the configurations I'm considering is having 2 Pulse on the tip of each wing and a booster and particle gun on the front prongs. This gives 4 boosted Pulses and two particle guns.
KV2: Sorry, can't see the pictures from this computer right now, I'm not at home.
Sean 'th15' Chan
[img]http://img63.imageshack.us/img63/6344/bfbanner2vy5.gif[/img]
[img]http://img63.imageshack.us/img63/6344/bfbanner2vy5.gif[/img]
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- Commander
- Posts: 121
- Joined: Tue Jun 19, 2007 7:40 am
I would think that a short-range variant would have a lot of or even solely pulse guns, since pulse guns are explicitly a short-range weapon. Pulse guns are very hard to intercept with PD, but requires going in close enough to be chewed-up by drones, blasters and lasers.
Also, I agree with MD's assessment about shielding.
Also, I agree with MD's assessment about shielding.
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- Lieutenant
- Posts: 32
- Joined: Mon Jul 23, 2007 3:56 am
Hmm thats a good point. Generally for balancing I use small engagements of only a few ships. Blaster fire scales very well because multiple point defence weapons will target the same blaster bolt. So PD doesn't scale well in a big fight. Never though of that.th15 wrote:I don't think so tranq, 5 Hestia Gammas made 30 Blasters which very quickly ripped through everything, regardless of the amount of PD it had.
Here is something I came up with, I added extra armor pieces (going along with the older model theme, the never version would be more streamlined)
I removed the center pulse cannon and added 2 to the back. And I removed the booster to compensate for the extra armor and cannon, its now really a close range destroyer
I removed the center pulse cannon and added 2 to the back. And I removed the booster to compensate for the extra armor and cannon, its now really a close range destroyer
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- Commodore
- Posts: 534
- Joined: Thu Jun 21, 2007 12:39 pm
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- Commander
- Posts: 121
- Joined: Tue Jun 19, 2007 7:40 am
havok: one of the best designs I've seen so far, but I would like to make a suggestion:
I'm not too fond of adding in extra sections when not necessary (the stub-wing thingies), and the forward wing thingies are kinda "naked." Also, I'm just not fond of mining beams, but that's my personal preference.
KV2: Actually I liked your first design better (except for the lancet). As for this design, it's also good except the gatpulses are kinda too clustered together - when the section goes you lose half your firepower. Also, I'm not sure if the tachyon cannon is appropriate for the role.
slamscape: I like it, the extra sections look awkward but they do act as ablative armor.
I'm not too fond of adding in extra sections when not necessary (the stub-wing thingies), and the forward wing thingies are kinda "naked." Also, I'm just not fond of mining beams, but that's my personal preference.
KV2: Actually I liked your first design better (except for the lancet). As for this design, it's also good except the gatpulses are kinda too clustered together - when the section goes you lose half your firepower. Also, I'm not sure if the tachyon cannon is appropriate for the role.
slamscape: I like it, the extra sections look awkward but they do act as ablative armor.
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- Commodore
- Posts: 534
- Joined: Thu Jun 21, 2007 12:39 pm