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Modified Gotha, Shrike, and Felix Flieger (or something like that :D)!

I played a campture campaign, one where I only capture and reuse modified enemy designs, and got a couple Gothas, turning them into amazing combat planes and capture vehicles. I also started an OW campaign (Of Oil and Pirates), and decided to modify the DWG Shrike and Felix Flieger bombers to use there.

2x 195rpm 180mm 3-barreled solid/sabot fixed miniguns
2x defensive flares
3 shields
balloons for water recovery
stupid AI (works best on manual control, but the AI can fly it)
53m/s speed
2x 2000HP fuel engines
aim point AI (the sabot miniguns can AI dead and destroy ammo very well)
24k cost

.blueprint   Gotha.blueprint (Size: 97.88 KB / Downloads: 14)

1x 1900mm AP CRAM bomb
1x 1800mm HE CRAM bomb (inertial and -5 altitude)
1x DI 293mm fixed frontal gravram (to flip enemies on the approach to make ammo and AI more vulnerable, plus reduce AA fire)
1 repair tentacle and resource storage
53m/s speed
RTG power
aim point AI (the AP is good for getting through to AI and ammo)
9k cost

.blueprint   Shrike.blueprint (Size: 63.75 KB / Downloads: 12)

Felix Flieger
3x 1900mm HE CRAM bombs (TFFI)
2x 1900mm HE CRAM bombs (inertial and -5 altitude)
1x 400mm rear-facing fixed gravram (can completely flip a Pilferer lol)
1 repair bot and 3 repair tentacles and resource storage
44m/s speed
dispersed ammo
RTG power
aim point AI
21k cost

.blueprint   Felix Flieger B5 Geier.blueprint (Size: 96.51 KB / Downloads: 10)

These are massive upgrades over the originals, and very effective in combat, just make sure to provide some distraction vehicles, because they are quite vulnerable to proper AI due to props and wings.
(2017-04-20, 06:54 PM)Hikari Wrote: I made something that has an impact of a type 1a supernova. The projectile already breaks laws of physics by going way past the speed of light.

2000mm HE Dakka Enthusiast

That Gotha is PsYcHeDeLiC

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