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Changing Tides - Archived pre-subforum thread

Yay, I'm on my computer now!! I can actually write things without having to go over them a million times looking for the inevitable misspell lol!

(2016-05-20, 07:09 PM)StahlSentinel Wrote: Hopefully once we get ramming cards we'll see less sabot-sniping from the Flayers and more cool melee ships.

Yea that'll make things alot easier!

(2016-05-20, 07:09 PM)StahlSentinel Wrote: Yeah, EMP is very, very effective against AI components, and before particle cannons I would be sort-of OK with its use in this campaign... the sheer amount of EMP a particle cannon can throw at a target in a single burst makes surge protectors melt with little effect.

Oh yea, thats kinda why I'm going against them as well. I may want to obliterate the WF, but I want to at least get some pleasure out of doing it (they deserve it).

(2016-05-20, 07:09 PM)StahlSentinel Wrote: Yeah, I'm thinking that the harpoons will mostly be for use against air targets and small fast things that can outrun the lumbering drill-wielding battleship bearing down on it. You can set the maximum size of vehicle a weapon targets in the local weapon controller menu, as well as maximum and minimum altitude to attack at... There's useful stuff there.

K, yea I did set a harpoon based system with the LWC a while back but I scrapped it in favor of long range destruction. Saying that I probably have that setup somewhere in my Prefabs list lol.

(2016-05-20, 07:09 PM)StahlSentinel Wrote: Nice. I'm similarly new to lasers (never really liked them due to their silly amount of engine drain and not being crams), but from what I've done so far it seems that 4 Q-switch lasers are more energy efficient than those with few Q-switches. Continuous lasers... I'm not really sure how effective they are.

Yep, Q-switches not only are more energy efficient but pump out more damage per shot. Continuous lasers do have some use, supposedly they're good for LAM's but I generally go for the Q-switches. Saying that I do have a fortress with a continuous laser setup and missile swarms have a very hard time getting through (saying this though the fortress have something like 30,000 power and 5 laser arms, all of which are continuous lasers). I know this thanks to Lathrix (or Lathland, never remember which he goes by on youtube).

(2016-05-20, 07:09 PM)StahlSentinel Wrote: Ah. If you're making 90mm miniguns, shells with a single explosive component and composite head will probably be preferable (add in a solid head after the head if more AP is needed). I'm going to try and keep sabots restricted to 54mm and below for most factions.
As for the 250mm cannons... these should really be at a minimum, lasers and ramming are the main weapons of the Lance. HESH is fine, though.

K, I'll actually switch them out for my flak round: Composite warhead, Flak, Flak, Flak, Timed Fuse and something like 9 gunpowder. Alright, good to know. Yea I honestly was gonna throw 6-7 on but I'll tone it down (since Advanced Cannons blow up so dang easily) and also since I don't want it to be OP for your campaign lol.

(2016-05-20, 07:09 PM)StahlSentinel Wrote: Can't wait to see how that turns out. How effective are we talking? Which missile ships does it make a mockery of?
I may have a crack at making CIWS guns for the Lance or some other faction, because as you may have guessed I really like cannons.

Very effective. I'll go through my blueprints to show you which one was the Mocker, and which one was the Mockery Smile. If you don't mind I'd like to take a look at what you've done with the CIWS, I haven't tested with those at all yet so it'll be interesting to see how they work.

(2016-05-20, 07:09 PM)StahlSentinel Wrote: 5 or 7 is fine. I don't think I've ever used shields above 4 in designs I've used in campaign to be honest, because again, I like to have my campaign ships reasonably efficient. As long as it's stronger shielding at the ramming end, everything's good.


(2016-05-20, 07:09 PM)StahlSentinel Wrote: On a side note, I'd like you to have a bit of a look at this fighter I've built for the Iron Devotion, the first faction you fight - its missiles are a bit lacking, could you possibly give them a bit of an upgrade for taking on fast or erratic targets (keep them using IR seekers or single pixel seekers)?

Sure, I'll begin work on her right away!
"If you’re leaving scorch-marks, you need a bigger gun"

"If you're not willing to shell your own position, you're not willing to win."

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RE: Changing Tides - WIP custom campaign - by Gaurdian23 - 2016-05-21, 04:14 AM

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