Boss Rush: Alpha team
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- Lieutenant
- Posts: 37
- Joined: Mon Jul 07, 2008 10:35 am
I'm inclined towards the firehawk. The nano is actually pretty nice. The scorpion rockets do good DPS and are great DP distractions, and it's moderately fast and a decent survivor.
edit: Everyone, listen up. I just ran a test that against mothership that included all our ships thus far. Simply put, they got thrashed. Amongst the carnage, I would like to complement the bruise cruiser, which proved to survive pretty well and deal respectable damage.
I think that we need things like lancets, plasma charges, railguns and tachyons that can kill firepower and attack the interior of a ship.
edit: Everyone, listen up. I just ran a test that against mothership that included all our ships thus far. Simply put, they got thrashed. Amongst the carnage, I would like to complement the bruise cruiser, which proved to survive pretty well and deal respectable damage.
I think that we need things like lancets, plasma charges, railguns and tachyons that can kill firepower and attack the interior of a ship.
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The roles that need to be filled (some already are, but still):
Tanks
DPSer
PD-distractor
Support ships (healing/PD)
Weapon-killers
Frankly, if everyone brings their ships to the point where 8 duplicates can beat a mothership, we'll be in VERY good shape. (of course, this wouldn't apply to support ships.
Tanks
DPSer
PD-distractor
Support ships (healing/PD)
Weapon-killers
Frankly, if everyone brings their ships to the point where 8 duplicates can beat a mothership, we'll be in VERY good shape. (of course, this wouldn't apply to support ships.
Last edited by HalfThere on Thu Jul 10, 2008 8:50 am, edited 1 time in total.
I replaced the two megabeamers with two tachyons and two plasma launchers. Is this good? Any ideas for improvement?
Oh, and a slight problem with the Lethal Shot:
"- Each section may parent at most two modules/weapons. This also applies for the core."
As you can see:
The amount of wweapons\modules per section is fine near the front, but the middle three rear sections have 3 or 4 per section.
As you can see, our ships do not die immediately. However, the mothership took only minor damage. Also, my ship took damage to the sides shortly after this screenshot, and the Lethal shot got cored. (I'm going to buff the hp on the sides of my ship, at the cost of the mining beams)
So, we need to increase the survivability of certain ships and increase the firepower overall.
Oh, and here are the DPS of the default weaponry.
the second version of my ship.
Last edited by darkkai64 on Thu Jul 10, 2008 9:39 am, edited 1 time in total.
6 Larva can beat a mothership without one dying (though they take a lot of damage). They do so through eliminating weaponry though, so I guess it's kind of a double standard. 8 just decimate it.
If the bruise does pretty well, that might be enough.
I'm going to try to build a couple lancetless/railgunless ships, and see if they can take down mothership.
If the bruise does pretty well, that might be enough.
I'm going to try to build a couple lancetless/railgunless ships, and see if they can take down mothership.
[url]http://www.wyrdysm.com/phpBB2/viewtopic.php?t=2546[url]
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Sections 12 points
HP upgrade 11 points (sections)
4 deflectors 16 points
3 Beamers 9 points
5 Railguns 20 points
3 PD 6 points
Acceleration 3 points (0.06)
Speed 18 points (2.7)
Turning 5 points (0.7)
AI range: 700
AI type: Flanker
i set this ship against the mothership, 8 of them didnt seem to do much damage but they lasted for quite a while.
download
http://www.wyrdysm.com/battleshipsforev ... s/Fist.sb3
sry to double post but i think i have a really good PD boat!
speed 3
turning 2
acceleration 0.25
AI range 700
AI type Flanking
I pit one of these rofllolpd ships against the alien mothership and it lasted for quite a while, at the time of this posting it was 10 minutes into testing and the most damage was orange on the ablative layer at the back.
download
http://www.wyrdysm.com/battleshipsforev ... llolPD.sb3
speed 3
turning 2
acceleration 0.25
AI range 700
AI type Flanking
I pit one of these rofllolpd ships against the alien mothership and it lasted for quite a while, at the time of this posting it was 10 minutes into testing and the most damage was orange on the ablative layer at the back.
download
http://www.wyrdysm.com/battleshipsforev ... llolPD.sb3
One of the most important factors for survivability is flanking AI, so bear that in mind. It's pretty much superior to any other sort of AI, in MOST cases.
Edit: Here's a ship meant to distract the enemy, draw fire to itself, but not die. It has lancets for bonuses.
The fast boss will crush it, but it should serve well for most.
http://www.wyrdysm.com/battleshipsforev ... balone.shp
Edit: Here's a ship meant to distract the enemy, draw fire to itself, but not die. It has lancets for bonuses.
The fast boss will crush it, but it should serve well for most.
http://www.wyrdysm.com/battleshipsforev ... balone.shp
Last edited by HalfThere on Thu Jul 10, 2008 11:56 am, edited 2 times in total.
-
- Lieutenant
- Posts: 37
- Joined: Mon Jul 07, 2008 10:35 am
changed loadout of ship(currently no name)
removed 2 particles
weasel
4 twin cannons
2 small sections
23 ponits added
added 2 light railcannons(8)
and 2 Gattling blasters(6)
9 points left.
What should i use the points on?
movement upgrade?
2 light railcannons?
hp adding?
only space for 2 weapons(unless i add 2 sections back)
note: i think everyone should carry a couple of drones, so we don't have to rely on 1 ship for that.
removed 2 particles
weasel
4 twin cannons
2 small sections
23 ponits added
added 2 light railcannons(8)
and 2 Gattling blasters(6)
9 points left.
What should i use the points on?
movement upgrade?
2 light railcannons?
hp adding?
only space for 2 weapons(unless i add 2 sections back)
note: i think everyone should carry a couple of drones, so we don't have to rely on 1 ship for that.
Made a revision for a new ship.
Wasp:
http://willhostforfood.com/?Action=down ... leid=26705
Loadout:
Battleship
Corehp: 500
pts 100
Maxspeed: 2.00
80
Axxel: 0.20
60
Turn: 0.40
55
Sections: 10
50
Sec HP: 200
2 lancet
48 pts
4 flak
40
1 gluon
37
10 pulse
27
2 quad
21
1 Nano
6
EXTRA!
2 sections:
5pts left.
Name: Wasp.
Wasp:
http://willhostforfood.com/?Action=down ... leid=26705
Loadout:
Battleship
Corehp: 500
pts 100
Maxspeed: 2.00
80
Axxel: 0.20
60
Turn: 0.40
55
Sections: 10
50
Sec HP: 200
2 lancet
48 pts
4 flak
40
1 gluon
37
10 pulse
27
2 quad
21
1 Nano
6
EXTRA!
2 sections:
5pts left.
Name: Wasp.
Lancets would leave 38 points, not 48. Recount your points.Ninteen45 wrote:Made a revision for a new ship.
Wasp:
http://willhostforfood.com/?Action=down ... leid=26705
Loadout:
Battleship
Corehp: 500
pts 100
Maxspeed: 2.00
80
Axxel: 0.20
60
Turn: 0.40
55
Sections: 10
50
Sec HP: 200
2 lancet
48 pts
4 flak
40
1 gluon
37
10 pulse
27
2 quad
21
1 Nano
6
EXTRA!
2 sections:
5pts left.
Name: Wasp.
So what exactly is the role of this ship? It seems a little delicate, even though it's fast. Is it mainly a lancet specialist? If it were cruiser or frigate, you could probably spend points more effectively (I mean, 45 move points on a battleship?). Also, no deflectors/aegis leave it very vulnerable.
Edit: I tested it, and I'm a believer. Still, it might need some tweaks when in a team situation. We'll see, but neat ship.
What we definitely need now is something like a tac-rusher, especially for anti-aegis purposes.
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