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Naval Battle League 2016-2018


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Persistence file: https://www.dropbox.com/s/vvq98stvehb0q0d/ItsASmallExhaustPort.sfs?dl=0

With the heaviest ship after the NX-14s being out of action (kinda hard to move to an ultra-high orbit with no engines), I cycled back to the Super Valkyrie and 'ol Zelphe Kerman to finish the fight.

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After making a long set of burns and waiting for hours on end (in-game time, not IRL time), the fighter comes to intercept the Apricity and attack, launching one of its multiple remaining Barracuda M.A.W.s towards the light destroyer.

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After surviving a glancing blow from above (I tried to hit at high speed, but started the impact burn too soon) that slightly damaged the missile (blew off part of the fuel tank stack, but left enough behind to leave it functional) and partially split the Apricity's hull, I piloted the damaged missile back around for another pass, which culminated in a direct hit on the "core" chunk of the ship and a massive explosion...

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^I think something detonated due to accidental/damage-induced heating there, but I'm not 100% sure.
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^The red tint's from my targeting lights on the front of the fighter- helps to ID targets in darkness.

Followed by a massive debris cloud that rapidly spread out- the ship, despite its root part staying intact, is all but dead as of now. Zelphe Kerman and her NX-11 Super Valkyrie [ASP] have won, defeating the Apricity and eliminating the last armed opposition vessel in the Eeloo system.

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Good game, Alphasus. I've learned enough about my new ordnance (NX-14s, NX-11s, the GEN2 Helios' munitions loadout, the Barracuda M.A.W.s, etc.) to make some new, more improved vessels and apply some upgrades to my existing ones, and I had fun while doing so. You fought well, and despite some persist bugs managed to stand your ground for a bit there. I think you're only going to get better from here. :)

-VICTORY-

Edited by ScriptKitt3h
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Ah ah ah.... @ScriptKitt3h

You've forgotten something.

The Augustus is seriously wounded, but has 2 engines, 40 rtgs, and 1 shipkiller missile. It has the delta-v to reach any ship left there, and 5 missiles. 

Good game. I concede defeat, and won't presume that you will miss with Zelphe one last time. The Centurions will receive some new missiles, and the Caesar design will be scrapped. It is a shame that so many deaths were needed for this trial, and I apologize for the tragedy of the Beowulf.

Edited by Alphasus
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11 minutes ago, Alphasus said:

Ah ah ah.... @ScriptKitt3h

You've forgotten something.

The Augustus is seriously wounded, but has 2 engines, 40 rtgs, and 1 shipkiller missile. It has the delta-v to reach any ship left there, and 5 missiles. 

Good game. I concede defeat, and won't presume that you will miss with Zelphe one last time. The Centurions will receive some new missiles, and the Caesar design will be scrapped. It is a shame that so many deaths were needed for this trial, and I apologize for the tragedy of the Beowulf.

Alright, good game. I almost forgot about that ship, since I had assumed it had no engines left aboard... Oh well, even if it did attack Helios or the fighter, the other ship simply would've been able to swoop in and drop a Barracuda or ASM EVO V2 on the cruiser, which also had sustained significant damage previously.

BTW, there's nothing inherently weak about a double-or-triple-keel spinal structure for a ship- just make sure all the spine parts are nice and strong, but not too rigid- it's sometimes easier to overload multiple joints at once on a ship like that.

I also forgive ya for the Beowulf, as Eeloo's one of the few individual "planets" in KSP that has very low orbital velocities in the outer  solar system. The only other bodies with an easy risk of accidental de-orbiting are the lower-gravity moons of Jool. :P

Edited by ScriptKitt3h
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2 minutes ago, ScriptKitt3h said:

Alright, good game. I almost forgot about that ship, since I had assumed it had no engines left aboard... Oh well, even if it did attack Helios or the fighter, the other ship simply would've been able to swoop in and drop a Barracuda or ASM EVO V2 on the cruiser, which also had sustained significant damage previously.

BTW, there's nothing inherently weak about a double-or-triple-keel spinal structure for a ship- just make sure all the spine parts are nice and strong, but not too rigid- it's sometimes easier to overload multiple joints at once on a ship like that.

 

Oh no, the problem with the Caesar is that it is twice the mass of Centurion, with no better anti ship firepower. There is nothing it can do that the Centurion can't, excluding missile pods.

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I'm willing to stage a small scale LAC fight. The fighters cannot be over 60 parts and must be under 8 tons unarmed. Hyperedited LAC fighters are allowed, but max of 3 fighters per team and NO ADDITIONAL SUPPORT VESSELS. also, ONE SHOT PER TURN (aka one missile fired from one fighter per teams turn)

For my entry I will send out 2 LAC Cobra Mk.5 interceptors (Delta 1 and Delta 2) over.. I'll let someone else choose the planet.

edit: 60 parts DISCOUNTING WEAPONS

Edited by Ogcorp CEO
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Boom and boom.

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NX-16 and a slightly upgraded NX-14: It got klaws, which should prove very useful in future battles. The NX-16 is slightly higher in partcount due to the fuel system (smaller overall size means micro-LF tank spam), and improved (somewhat, still likely won't stop a high-velocity 1.25 meter round outright) armor systems. It also carries a light munitions load of 4 Barracuda M.A.W.s.

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10 hours ago, Ogcorp CEO said:

I'm willing to stage a small scale LAC fight. The fighters cannot be over 60 parts and must be under 8 tons unarmed. Hyperedited LAC fighters are allowed, but max of 3 fighters per team and NO ADDITIONAL SUPPORT VESSELS. also, ONE SHOT PER TURN (aka one missile fired from one fighter per teams turn)

For my entry I will send out 2 LAC Cobra Mk.5 interceptors (Delta 1 and Delta 2) over.. I'll let someone else choose the planet.

@Ogcorp CEO

My fighters are ready. 2 Fox Lite fighters around Pol.

Edited by Alphasus
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Sounds exciting!

While that's going on, me and Alphasus are going to have another battle around vall.

The 115-ton Lazarus AAMC is positioned in a 500km orbit.

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My 40-ton Neeson Escort that i fondly named ÉÉÉÉÉÉÉÉÉ is positioned in a 1000km orbit,

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And my other one, named Happy Days, is in a 100km orbit. 

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Here's the persistence file:

https://www.dropbox.com/s/edrv36mkztt6jmr/persistent.sfs?dl=0

 

This is my first battle, so i know my chances of wining aren't that high, but gladiator fighting is so last season, and everyone loves an underdog.

Your move, Alphasus. 

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1 hour ago, quasarrgames said:

Sounds exciting!

While that's going on, me and Alphasus are going to have another battle around vall.

The 115-ton Lazarus AAMC is positioned in a 500km orbit.

G4u7uVM.png

My 40-ton Neeson Escort that i fondly named ÉÉÉÉÉÉÉÉÉ is positioned in a 1000km orbit,

596ZcRN.png

And my other one, named Happy Days, is in a 100km orbit. 

Jt41xJd.png

Here's the persistence file:

https://www.dropbox.com/s/edrv36mkztt6jmr/persistent.sfs?dl=0

 

This is my first battle, so i know my chances of wining aren't that high, but gladiator fighting is so last season, and everyone loves an underdog.

Your move, Alphasus. 

Do you want first attack? I would definitely prefer it this time if I were to have it.

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13 hours ago, ScriptKitt3h said:

BTW, there's nothing inherently weak about a double-or-triple-keel spinal structure for a ship- just make sure all the spine parts are nice and strong, but not too rigid- it's sometimes easier to overload multiple joints at once on a ship like that.

Making ships with multiple spines is tricky (i would know as many AKS vessels use that solution), and you need to find the perfect layout or well, it goes boom. 

My recent deviation from this design features what is essentially a single central core, which is surrounded (usually) by 4 auxillary cores, each of which is using docking ports instead of classical spines.  The idea (which has worked before) is that if the central core is destroyed, the ship remains intact due to the docking ports, although ive still been unable to defend against multiple pinpoint shots to the exact same location (as in someone who has a accurate enough weapons system to reliably direct hit each core with 1 shot at a time).  Ive also found girders to be more solid choice here, as the docking ports can actually be concealed within (lowerings ods of shrapnel destroying em), not to mention they are less prone to that kraken attack issue.

I think the future of combat (seeing the last battle being 1 shot kill) is procedural (or in my case semi-procedural) vessels.  Its the only method to keep a ship alive even after its lost a section or whatnot.

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5 minutes ago, panzer1b said:

Making ships with multiple spines is tricky (i would know as many AKS vessels use that solution), and you need to find the perfect layout or well, it goes boom. 

My recent deviation from this design features what is essentially a single central core, which is surrounded (usually) by 4 auxillary cores, each of which is using docking ports instead of classical spines.  The idea (which has worked before) is that if the central core is destroyed, the ship remains intact due to the docking ports, although ive still been unable to defend against multiple pinpoint shots to the exact same location (as in someone who has a accurate enough weapons system to reliably direct hit each core with 1 shot at a time).  Ive also found girders to be more solid choice here, as the docking ports can actually be concealed within (lowerings ods of shrapnel destroying em), not to mention they are less prone to that kraken attack issue.

I think the future of combat (seeing the last battle being 1 shot kill) is procedural (or in my case semi-procedural) vessels.  Its the only method to keep a ship alive even after its lost a section or whatnot.

You could argue about modular vessels being better, but in general they're harder to manage and/or work with in turn-based. Once multiplayer comes around in the future, I think the players with the longer-range ships and better long-range guided weapons will prevail, since BVR attacks and decoys (like the ones I've already started utilizing on my ships) will become much more effective.

Also, if 1.1's performance limits improve enough, in theory that would give leeway for even higher-part-count warships, allowing for layered hulls (full steel inner hull-buffer-steel w/ outer wing plate outer hull) on more vessels.

Edited by ScriptKitt3h
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57 minutes ago, ScriptKitt3h said:

The person who sets-up goes second, the player who goes after makes the first move.

Thanks very much! I have a request for you, ScriptKitteh. On a scale of 1-10, how would you rate the Centurion-class ship in weapons, armor, and part count efficiency? I would like to know what future designs need more of other than cowls(which was very helpful, and all future Centurions will use them).

58 minutes ago, panzer1b said:

Making ships with multiple spines is tricky (i would know as many AKS vessels use that solution), and you need to find the perfect layout or well, it goes boom. 

My recent deviation from this design features what is essentially a single central core, which is surrounded (usually) by 4 auxillary cores, each of which is using docking ports instead of classical spines. 

I think the future of combat (seeing the last battle being 1 shot kill) is procedural (or in my case semi-procedural) vessels.  Its the only method to keep a ship alive even after its lost a section or whatnot.

I would beg to differ on the one shot kills argument. 2/3 of my kills on ScriptKitteh were mission kills on the engines, leaving the ships crippled but functional. Thusly, I think armor does still have a role, and multi spines left the Augustus crippled instead of dead.

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46 minutes ago, Alphasus said:

Thanks very much! I have a request for you, ScriptKitteh. On a scale of 1-10, how would you rate the Centurion-class ship in weapons, armor, and part count efficiency? I would like to know what future designs need more of other than cowls(which was very helpful, and all future Centurions will use them).

Weapons: 8. Your ASMs aren't too shabby, though working to miniaturize them would be a good pursuit.

Armor: 7. The armor's good (can bounce some lighter rounds, reduce damage from heavier/faster rounds), but I'd say to try experimenting with other layouts (for aesthetics and practicality purposes),and perhaps try utilizing spaced reactive armor plates (made from wing plate armor, placed over normal armor). You don't have to go hog-wild with it, but it helps shield from things like i-beams and fighter missiles by acting like ablative external plating.

Part-count efficiency: I'd try reducing part count by shrinking your ships in size- you can maintain the same dV margins or improve them by using clever fuel tank placing techniques and the new 0.625 meter LF tanks for padding your fuel budget. I'd also say to use less weapons per ship, but make them more reliable and/or compact+powerful if anything.

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Well, my newly overhauled class-II corvette is back!

SaVtAiM.png

Using a modified semi-procedural hull, this thing is tough to kill given its hull is what, 141 parts......  and it has 220 or so armed with standard loadout of 4 Tripedo-S and 1 SRM-6M.  That said, i can technically carry up to 9 Tripedo-S which makes this craft a very formidable long range warship.

Ofc part count wil go up in final version (there is no wings on it yet), but it should stay ~150-160 parts, which i feel is reasonable given its solid protection.  Still has issues with engines being shot off, but it has enough vernors to usually maintain some mobility in the event the rear is targeted specifically.

As for armor testing right now, i tested vs SRM-6Ms and the whole ship can survive a barrage from a dual SRM-6M almost every time.  In 1 trial it was split but that was because of extremely bad luck since all 4 cores were severed one at a time by very bad luck.  Against competitive weapons its so-so, but its still FAR superior to all my old designs by a long shot.  Does die to popper-H, Tripedoes, ect, but it isnt exactly easy to kill with any of those, and its very tough to neutralize without firing multiple shots at it.

 

 

Ohh, and while it does look kinda like your NX-14, the design has nothing to do with that ship, its actually based on my really old wedge concept class-II corvette i made way back when, just redesigned the upper and lower armor diferent so it could actually have some defense (older designs were too flat so its really hard to defend against subsequent hist with such armor style).  Because it ended up looking liek ur ship style is mere coincedence.

Edited by panzer1b
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17 minutes ago, panzer1b said:

Well, my newly overhauled class-II corvette is back!

SaVtAiM.png

Using a modified semi-procedural hull, this thing is tough to kill given its hull is what, 141 parts......  and it has 220 or so armed with standard loadout of 4 Tripedo-S and 1 SRM-6M.  That said, i can technically carry up to 9 Tripedo-S which makes this craft a very formidable long range warship.

Ofc part count wil go up in final version (there is no wings on it yet), but it should stay ~150-160 parts, which i feel is reasonable given its solid protection.  Still has issues with engines being shot off, but it has enough vernors to usually maintain some mobility in the event the rear is targeted specifically.

As for armor testing right now, i tested vs SRM-6Ms and the whole ship can survive a barrage from a dual SRM-6M almost every time.  In 1 trial it was split but that was because of extremely bad luck since all 4 cores were severed one at a time by very bad luck.  Against competitive weapons its so-so, but its still FAR superior to all my old designs by a long shot.  Does die to popper-H, Tripedoes, ect, but it isnt exactly easy to kill with any of those, and its very tough to neutralize without firing multiple shots at it.

 

 

Ohh, and while it does look kinda like your NX-14, the design has nothing to do with that ship, its actually based on my really old wedge concept class-II corvette i made way back when, just redesigned the upper and lower armor diferent so it could actually have some defense (older designs were too flat so its really hard to defend against subsequent hist with such armor style).  Because it ended up looking liek ur ship style is mere coincedence.

Nice corvette! I'm not worried about my ships looking like other players'- I know what mine are based off of (my own personal taste, Sajuuk from Homeworld 2, and other things), and angled armor does a better job than flat panels and boxy bits for bouncing shots that otherwise would just barely managed to do damage.

5 minutes ago, Spartwo said:

Gj4W4zt.pngA definite improvement.

Ohh yes... those all look slick. Battle again soon, perhaps? :)
 

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1 hour ago, Spartwo said:

Gj4W4zt.pngA definite improvemeInt.

I want to do this with mine...

EDIT:

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There's a slight gap in size at one point. I'll give any one of you a small loan of 1 million dollars if you can show me where it is.

Edited by burnoutforzai
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30 minutes ago, Spartwo said:

That explains a lot.

I understand the sarcasm, but seriously. I have put my ships into Vall orbit. My destroyers are entirely uncontrollable. I use a core i3 at 3.7 ghz, and haven't had any problems with the battle with ScriptKitteh. Any ship I put into Vall orbit seriously will nearly crash my computer.

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