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Naval Battle Club


astecarmyman

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Interesting... And they arent patented? :wink:

Also, what would be a good warhead? as in for any missile? The structural pylons? Are thry meant to have impact tolerance of 999m/s?

NOTHER EDTI : Also, it seems my "Hardcase" and "KNZAC" Class ships are rivals to the dreks, but have MUCH lower part counts. Around 600 each, Also, going to try and convince my dad to get me a better graphics card, trying the AMD Radeon R9 280x. Its on sale on amazon I thinks.

Edited by ejudedude13
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Hehe. My 0.625 m Brimstone Mark I missiles use structural pylons and destroys buildings in the KSC.

And they're going on my destroyer for space trials...

Edited by andrew123
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My missiles (whilst meant to perform similarly as anti-ship weapons) are fully indigenous in design, although I did use the same rockets for propulsion on them as Zeke's "Poppers" do: The Rockomax 48-7S, which used in a 6-to-8 engine ring, works quite wonderfully for hurling high-impact warheads at a target. :P

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Everyone is fighting while I'm here trying to figure out a good hull for my ship ;.;

Don't worry Avera9eJoe we could fight.

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I took a jab at KSS Entity - took three missiled before she was "knocked out". That thing is so big I was having trouble killing it because every shot was just absorbed by the stuff inside - I couldn't get a clean kill like i wanted.

Were using boxing terms now. That's actually good, but by the way you killed that ship through a "technical knockout" zekesbecause the ship could not maintain power very much like a countdown. What I consider a "knockout" is a one hit kill. Popper missiles are good for "jab combinations" because it is used for consecutive shots.

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New builder coming in... Cue mysterious picture...

ZrOpgRK.png

Oh and Megalodon, I've found that any design of ship with an elliptical hull will break in half when hit face on. Even your Victory class :).

Edited by Avera9eJoe
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My capital ship is nearly complete! I have also been testing new missiles--they are not true "Poppers"; I think of them more as "Shatterers" because they tend to just completely disassemble vessels that are hit with them. Almost every successful hit on the vessels I have tested it with has crippled them, either through disarmament, immobilization, or simply by slicing the ships into two or more pieces; in those cases, the resultant debris fields are glorious. :cool:

And that is with just one missile--my capital ship has eight. :P

EDIT: Also, the rules apparently disallow firing weapons from outside render distance...Why? That makes absolutely no sense; it is not as if you can do more damage that way, and if your ship is the orbital equivalent of a missile silo, so be it. This rule simply condemns players to unnecessary quantities of lag...

Edited by Three1415
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I'll probably be ready for a fight by next weekend. It'd be a battle between two fighters, a carrier, and a "frigate" on each side. Probably around Minmus because I really want to start a dessert line :cool:.

PROBABLY! *Crosses fingers*

Rules for proposed battle:

- Synced orbit 3K away (enemy decides if he wants inner/outer orbit)

- Trade off firing missiles - One missile per turn or one fighter armament per turn (Unless this is OP - depends on fighters :P)

- All fighters must return to carrier before next turn

- Carrier must be unarmed. Only armored (as f***).

- Whoever "kills" all enemy craft first wins.

Are these rules good enough, or is there a list of set rules I haven't seen?

Edited by Avera9eJoe
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Are these rules good enough, or is there a list of set rules I haven't seen?

The OP has the full set of rules, most of which overlap with yours; the others (like the "synced orbit" rule) are just specifications for the battle, so they are probably fine.

- - - Updated - - -

I have returned to inform you that

RESISTANCE IS FUTILE.

2YrOzrV.png

Behold my new flagship, the Tesseract Class Battleship! It is far into overkill territory at 319 tons and 1548 parts, but makes good use of them: It has eight eight-ton shatterer missiles, four girder torpedoes, 3 km/s of delta-v from eight nuclear engines, and omnidirectional four-meter-thick seven-layer armor. Also, it is completely cubical is construction--the outer cube is made from smaller cubes braced around a nested inner cube that has octahedral (octahedrons are dual to cubes) armor inside. Have fun trying to damage this.

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The OP has the full set of rules, most of which overlap with yours; the others (like the "synced orbit" rule) are just specifications for the battle, so they are probably fine.

- - - Updated - - -

I have returned to inform you that

RESISTANCE IS FUTILE.

http://i.imgur.com/2YrOzrV.png

Behold my new flagship, the Tesseract Class Battleship! It is far into overkill territory at 319 tons and 1548 parts, but makes good use of them: It has eight eight-ton shatterer missiles, four girder torpedoes, 3 km/s of delta-v from eight nuclear engines, and omnidirectional four-meter-thick seven-layer armor. Also, it is completely cubical is construction--the outer cube is made from smaller cubes braced around a nested inner cube that has octahedral (octahedrons are dual to cubes) armor inside. Have fun trying to damage this.

That is good! seven layers! I say you really have outdone yourself. Where are the weapons located? I'm really curious. Is it hidden or something? where's the Engines? Very much like when the first encounter with the Borg it really is Mysterious. Somehow I really want to shoot missiles at it.

I have a question for everyone here. Has anybody used the Probodobodyne RoveMate as reactive armor? I have seen some ship here built with it but I think it was used only for aesthetic purposes. If so is it any good? I'm done with my hull but after looking at the parts available I'm considering to put this on my ship.

Probodobodyne_RoveMate.png

- - - Updated - - -

Also, the rules apparently disallow firing weapons from outside render distance...Why? That makes absolutely no sense; it is not as if you can do more damage that way, and if your ship is the orbital equivalent of a missile silo, so be it. This rule simply condemns players to unnecessary quantities of lag...

I completely agree.

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I'll probably be ready for a fight by next weekend. It'd be a battle between two fighters, a carrier, and a "frigate" on each side. Probably around Minmus because I really want to start a dessert line :cool:.

PROBABLY! *Crosses fingers*

Rules for proposed battle:

- Synced orbit 3K away (enemy decides if he wants inner/outer orbit)

- Trade off firing missiles - One missile per turn or one fighter armament per turn (Unless this is OP - depends on fighters :P)

- All fighters must return to carrier before next turn

- Carrier must be unarmed. Only armored (as f***).

- Whoever "kills" all enemy craft first wins.

Are these rules good enough, or is there a list of set rules I haven't seen?

They're OK, I'd just advise making a fighter design that can carry a 1.25 meter missile (even if if dwarfs the fighter), since most armor is designed to defeat standard I-beam torps (that are often used on fighters and against them) and therefore make fighter attacks a sort of gamble, since if you can't snipe out the hostile ship's engines or supposed "weak spot", the fighter becomes more of a pest than actual threat.

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That is good! seven layers! I say you really have outdone yourself. Where are the weapons located? I'm really curious. Is it hidden or something? where's the Engines? Very much like when the first encounter with the Borg it really is Mysterious. Somehow I really want to shoot missiles at it.

I have a question for everyone here. Has anybody used the Probodobodyne RoveMate as reactive armor? I have seen some ship here built with it but I think it was used only for aesthetic purposes. If so is it any good? I'm done with my hull but after looking at the parts available I'm considering to put this on my ship.

http://wiki.kerbalspaceprogram.com/w/images/b/bc/Probodobodyne_RoveMate.png

I use the rover bodies as up-armoring-style ablative armor sometimes, but they only really add a bit of extra weight and parts just to block I-beams and provide excess battery capacity.

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The OP has the full set of rules, most of which overlap with yours; the others (like the "synced orbit" rule) are just specifications for the battle, so they are probably fine.

- - - Updated - - -

I have returned to inform you that

RESISTANCE IS FUTILE.

http://i.imgur.com/2YrOzrV.png

Behold my new flagship, the Tesseract Class Battleship! It is far into overkill territory at 319 tons and 1548 parts, but makes good use of them: It has eight eight-ton shatterer missiles, four girder torpedoes, 3 km/s of delta-v from eight nuclear engines, and omnidirectional four-meter-thick seven-layer armor. Also, it is completely cubical is construction--the outer cube is made from smaller cubes braced around a nested inner cube that has octahedral (octahedrons are dual to cubes) armor inside. Have fun trying to damage this.

hahahahahahahahahahahahahahahahahahahahahaha.... literally laughed for a solid 30 seconds - 7 layers? Aaaah. Good thing the XXX has 11 km/s range and has 14 Poppers.

Interesting... And they arent patented? :wink:

Also, what would be a good warhead? as in for any missile? The structural pylons? Are thry meant to have impact tolerance of 999m/s?

NOTHER EDTI : Also, it seems my "Hardcase" and "KNZAC" Class ships are rivals to the dreks, but have MUCH lower part counts. Around 600 each, Also, going to try and convince my dad to get me a better graphics card, trying the AMD Radeon R9 280x. Its on sale on amazon I thinks.

A good warhead is something that breaks inside the ship, and at the same time punches through.

As for the "Hardcase" and "KNZAC," they're just so huge that they're hard to get a clean break on - so much empty space inside them! I think I'll have to try from other angles. Once I find the sweet spot though - where I can kill it every time - that is the key. I know most people's sweet spots, which is why my missiles always do so well :D

Edited by zekes
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A good warhead is something that breaks inside the ship, and at the same time punches through.

As for the "Hardcase" and "KNZAC," they're just so huge that they're hard to get a clean break on - so much empty space inside them! I think I'll have to try from other angles. Once I find the sweet spot though - where I can kill it every time - that is the key. I know most people's sweet spots, which is why my missiles always do so well :D

I have accidentally made a shrapnel resistant armor, well it actually absorbs it. I'm still building my ship y'all must prepare for it, that's all I've got to say about that.

You can speculate on how it works but my own improved tirepedoes couldn't even damage the insides. I must run more tests on it even though I'm lacking on armament I make up for advanced armor.

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I have accidentally made a shrapnel resistant armor, well it actually absorbs it. I'm still building my ship y'all must prepare for it, that's all I've got to say about that.

You can speculate on how it works but my own improved tirepedoes couldn't even damage the insides. I must run more tests on it even though I'm lacking on armament I make up for advanced armor.

I've yet to find a ship that can't be taken out in a single volley, it merely comes down to how likely it is to happen...

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Everyone claims to have better missiles or weapons than me, but the battle record always proves otherwise....

Erm, our 1st fight was a draw, so was our our second (but your Drek was wasted whereas my Hurricane was only disabled), our third fight you surrendered...

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Tegu and Spartwo, I don't mean you guys - you both wrecked me good more than once and probably deserve more credit than were given at the time for those battles :) my hat is still off to you guys- I'm still afraid to battle you guys, and I have a whole doctrine for battle against each of you - Spartwo, all my ships have drop tank capability as well as the XXX's 11 km/s range, because you so often outrange me, and Tegu I carry more armor and more missiles now to finish the job the first time :)

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