Assault the Mothership 2 - Team Alpha

Various custom ship tournaments go here, along with old encounters.

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antisocialmunky
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Post by antisocialmunky »

Megabeamers just don't have enough punch nor accuracy to blow that slot up.
Don’t worry it has airbags.
Master Chief
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Post by Master Chief »

I know...the Mothership is on its own path to death and destruction.

Team Alpha FTW! Humanity shall prevail!
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antisocialmunky
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Post by antisocialmunky »

Unless it has a dieterling :-D
Don’t worry it has airbags.
Master Chief
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Post by Master Chief »

antisocialmunky wrote:Unless it has a dieterling :-D
Yeah...DAMN if it does. :?
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Jafo
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Post by Jafo »

Since Droid won't post his ship, here is a simulation of what he posted. :D

Image

Droid simulation download link

Download and test it out with the rest of our ships.

(edit)
Ouch. No defence means even a small group of Demeters destroys this ship as they pick critical parts off. The front Aegis parts are parented to parts that are exposed on the front, so instead of being ablative armor sections they are critical. As soon as one goes, the entire side is now open as the Aegis section is lost as well. Speed is low so that doesn't work as a defence either.

I tested by dropping 4 missile launchers and adding 2 point defences. While that helped a lot against Demeters, it hilighted the problem with the centre exposed sections that the Aegis sections are parented to. For that I angled and moved the section that the rear Aegis section is parented to so that it touched the front Aegis section - changed the front Aegis section to parent off of that and ship survivability went way up.
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Post by Master Chief »

Hey antisocialmunky, could you update the first page with everyone's ships? Just for everyone to get a quick and fast download (and for EndlessInfinity to get scared of humanity and call off the tourney).
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Master Chief
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Post by Master Chief »

Jafo wrote:Image
AI Range is TOO close. Set it around 900-950 for better results.
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Jafo
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Post by Jafo »

Master Chief wrote:AI Range is TOO close. Set it around 900-950 for better results.
Too far for that slow of a ship, it would be out of contact for around half the battle doing nothing as it tried to close the gap to firing range again. And with the Mothership's movement, it would not take much to move out of the fired missiles range. Probably around 650-750 would be better.

Also note that it is not my ship, I am just echoing what Droid had on his screenshot so that we have the 8th ship to our fleet to play with.

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Here is my tournament ship (latest incarnation). I changed over to all Point Beamers as my usual downfalls are Railguns, Demeters, & (thanks to a rearward facing Mothership item) Tachyons. For my ship, I have found that an all Point Beamer defence works best. The Beamers (the offensive ones, not the Point Beamers) have a modified arc, reduced from the default 45 down to 30 (see main Mothership2 thread for somebody else requesting permission and receiving same).

Image

Citrus Peeler PB2 download link
Jafo
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Post by Jafo »

Master Chief wrote:Aphelion Mk V
Image
After running some fleet simulations against the test Mothership, I have one suggestion for you (otherwise generally a nice ship). Your speed is too high compared to your acceleration. All ships that use Flanking AI exhibit the same behaviour that when their enemy turns their stern/back to your ship, it accelerates in to close the distance. The problem is that once you reach a good portion of your total speed, it takes a long time to slow back down and retreat if the Mothership turns back in your direction or (even worse) the Mothership backs up. What I saw happen several times is your ship ends up directly on top of the Mothership or even slides slight past over top of the Mothership. Which means the Mothership is firing its weapons from behind your shields now.

Current stats == Speed=2 : 20 points / Accel.=.01 : 1 point / Turning=.72 : 9 points

I think you might want to adjust it to something like this ...

Suggested Stats == Speed=1.5 : 15 points / Accel.=.07 : 7 points / Turning=.64 : 8 points

Your turning rate doesn't need to be quite so high due to your distance from the Mothership. Another thought, your ship is well outside the range that all the other ships in our fleet are staying at, maybe drop your AI range inwards by 50? Thinking it may help in your shots hitting or even reaching the Mothership due to its movement, and it should still place you outside the AI ship range of everybody elses ship.
antisocialmunky
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Post by antisocialmunky »

You have the same structural problem as Droid's ship but your's stays far enough away to avoid being chunked easily.
Don’t worry it has airbags.
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Post by Droid »

I've fixed that ugly block.
I've taken off its stupid, useless, rear aegis, rationalized the armament, fixed it being slow as hell, actually bothered to edit the AI range, and gave it PD.

I've also moved the two connecting spars further behind the aegis, and placed some ablative central armor.

Two versions:
Pulsars
Gatblasters

Image
Image


EDIT: Here are the two ships. Much better than that stupid missile ship.
CLIQ HEAR
Jafo
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Post by Jafo »

Much better ships Droid! :)

I just ran 10 simulations with each ship (and I use a constant starting position for all ships so no variations due to placement). Now do realize that this is with our current fleet, so with other ships it may prove different if you ever resubmit these elsewhere.

The GatBlaster version is the third ship to die each and every run. The Mothership is usually starting to get hurt but is far from dead.

The Pulsar version is alive and kicking when we kill the Mothership, and contributes strongly in helping to keep the point defence busy in the early going to getting solid hits in later. The slightly lower speed is not a factor due to the way the combat normally flows. Your acceleration is the bigger factor and it works in keeping your ship outside the Motherships perception (you manage to back up fast enough!) as it chases one of the other ships around.

I would have to say it is no contest which fits in better with our ships - Pulsar version (the Aeterna)!
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Post by Jafo »

Jafo wrote:Another thought, your ship is well outside the range that all the other ships in our fleet are staying at, maybe drop your AI range inwards by 50? Thinking it may help in your shots hitting or even reaching the Mothership due to its movement, and it should still place you outside the AI ship range of everybody elses ship.
Master Chief, after reviewing further, forget making any AI range changes, you're good as is. The big problem is the speed/acceleration ratio, fix that and the range issue disappears.
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Post by Master Chief »

Jafo wrote:
Jafo wrote:Another thought, your ship is well outside the range that all the other ships in our fleet are staying at, maybe drop your AI range inwards by 50? Thinking it may help in your shots hitting or even reaching the Mothership due to its movement, and it should still place you outside the AI ship range of everybody elses ship.
Master Chief, after reviewing further, forget making any AI range changes, you're good as is. The big problem is the speed/acceleration ratio, fix that and the range issue disappears.
Got it, sir. Will fix the issue and post up the Aphelion Mk VI in about 10 minutes time...

EDIT: Here you go. Changed the speed, acceleration and turning as per your suggestions. Speed 1.80, acceleration 0.05, turning 0.56. Fine?

Aphelion Mk VI
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Jafo
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Post by Jafo »

Master Chief wrote:Here you go. Changed the speed, acceleration and turning as per your suggestions. Speed 1.80, acceleration 0.05, turning 0.56. Fine?
That works nicely! No more overrunning on top of the Mothership :D .
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