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astecarmyman

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What are these physics exploit weapons you guys are talking about?

Can i get some examples of stuff that is specifically intended to exploit physics bugs for combat? Cause from experience even a single ibeam shot into the right spot of a tank/capital ship will make that craft start spazzing out and tear itself apart, but ive yet to see any weapons that are actually designed to specifically take advantage of these bugs.

Weapons/devices like K-Drive powered munitions, NaN-effect generators, etc.

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Weapons/devices like K-Drive powered munitions, NaN-effect generators, etc.

so basically infinite fuel engines? I myself have a k-drive i can mount in a small vessel, but i dont really enjoy using it as its such a exploit its not even funny. But arent engines not really weapons? I guess you can mount it in a torpedo, but i think ur better off with normal engine (krakens dont exactly create any more TWR then a properly built torp).

As for the nan-generator, what is that?

Also, would clipped shrapnel bombs fall under kraken weapons? I have 2 munition types that are basically hypervelocity bombs that phase through external armoring, and they utilize clipped shrapnel to basically create a debri cloud inside enemy vessels/tanks. I dont use this much as it makes no sense from a weight/part count perspective, but would a weapon that creates high velocity shrapnel after penetrating a enemy vessel be considered a kraken abuse weapon?

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Zamo posted last, so he will move first. Go ahead, Zamo. :)

zamo hasn't posted for like a week. :/

u shood move

- - - Updated - - -

so basically infinite fuel engines? I myself have a k-drive i can mount in a small vessel, but i dont really enjoy using it as its such a exploit its not even funny. But arent engines not really weapons? I guess you can mount it in a torpedo, but i think ur better off with normal engine (krakens dont exactly create any more TWR then a properly built torp).

As for the nan-generator, what is that?

Also, would clipped shrapnel bombs fall under kraken weapons? I have 2 munition types that are basically hypervelocity bombs that phase through external armoring, and they utilize clipped shrapnel to basically create a debri cloud inside enemy vessels/tanks. I dont use this much as it makes no sense from a weight/part count perspective, but would a weapon that creates high velocity shrapnel after penetrating a enemy vessel be considered a kraken abuse weapon?

NaN gen is basically a weapon which crashes/breaks the game when used. (Breaks kerbin, ejects all nearby crafts to escape velocity, etc)

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zamo hasn't posted for like a week. :/

u shood move

- - - Updated - - -

NaN gen is basically a weapon which crashes/breaks the game when used. (Breaks kerbin, ejects all nearby crafts to escape velocity, etc)

So 2 claws grabbin the same kerbal type of weapon? I fail to see the point a with such a thing EVERYONE gets wiped out.

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I think i just developed some really neat warship armor layout. While we all know nothing is truly invincible, my new ships can eat so many missiles its not even funny. I think ive found the single major downfall of every warship, inertia overloading joints. Basically when a rocket that has sufficient mass hits a ship, it transfers its force (regardless of if it exploded or not) into teh part it touched. If that part happens to be very heavy, it means that the parts connected to said heavy part will take massive amounts of force usually ripping their joints apart.

The armor iev developed (still testing but sofar looks VERY promising) is a hybrid between normal structural armor and spaced armor. You place all heavy things externally and or farther away from teh primary frame, and connect them to the frame with low impact tolerance parts. When a missile hist the tank, instead of transfering all that energy into your root parts (such as the ibeam core many ships use), the energy transfer is broken by the weak part in between. Now aside from making your fuel more vulnurable to about anything, this makes it exponentially less likely for anything to 1 shot you (the only way to 1 shot is to have a shell phase into your core structure, which is a matter of luck.

Once i get some working ships using this technique ill post one for you gusy to try it out. I know space battles are all but dead nowadays, but i feel my new armor just MIGHT allow for ships to take multiple hits once again before they die.

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I wouldn't say KSP space battles are "dead" by any means; it's much more like a technological stalemate in that most of the highly active militarist players have access to extremely durable and/or survivable warships with weapons designed specifically to defeat other warships of similar design and construction. I predict that shortly after 1.0 rolls out, we'll see a spike in space combat-related R&D.

On a similar note, while this is pure conjecture, the new heatshield and fairing parts might be useful for armor, as the shields will likely be fairly strong and the fairings can act as ablative shaped outer hull plating. However, the new 'wet' wings might be a weakness due to their fuel tank status.

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I wouldn't say KSP space battles are "dead" by any means; it's much more like a technological stalemate in that most of the highly active militarist players have access to extremely durable and/or survivable warships with weapons designed specifically to defeat other warships of similar design and construction. I predict that shortly after 1.0 rolls out, we'll see a spike in space combat-related R&D.

On a similar note, while this is pure conjecture, the new heatshield and fairing parts might be useful for armor, as the shields will likely be fairly strong and the fairings can act as ablative shaped outer hull plating. However, the new 'wet' wings might be a weakness due to their fuel tank status.

I never ever found wings to be useful for serious armor, nice to have light weight side armor against ibeams (similar to side skirts on tanks but omnidirectional), but far from useable in terms of pure armor.

Im hoping the new wings can carry LFO, thatll make them WAY more useful in general as pure jet is pointless in space. If the wings are both large and carry LFO, i feel they MIGHT be useful as sacrificial tanks, something like what i do (place fuel tanks externally on weak supports so if i get shot, better that fuel tank then my entire ship) on some of my more armored craft. Actually i tend to place every single non-essential component externally, as it is IMPOSSIBLE to fully protect weak stuff such as fuel, engines, reaction wheels, ect, and loosing a few here and there wont ruin your ship, whereas placing this stuff internally tends to not work out too well as it increases the force transfer to the root parts.

Ive actually come to the conclusion that redundancy is the ONLY way to make an effective damage tanking capital ship. Im actually working on a ship right now that not only takes advantage of my force transfer blocking techniques, but is for all intents and purposes 3 self sustainable ships stuck together that each has dedicated engines, fuel, control systems, weapons, ect. one gets wiped out, who cares, whatever is left is like able to do the same function of the entire ship minus a few weapons.

The ideal solution would be a procedural ship, that can be put back together after being damaged, but they have a few issues: very high part count, excessively heavy, more vulnurable then normal craft to ibeams and weak junk. Ive pretty much settled for the best of both worlds, a standard ship that is composed of multiple smaller self-sustaining sections. With this new thing i might not be indestructible, but it can take some hits without being damaged, and ontop of that it can function even if two of the sections have been entirely obliterated. This makes it IMPOSSIBLE to 1 shot (unless i use a Tripedo-H on it, that thing when fired at the correct angle will tear through anything in front of it's trajectory).

I think ive made a ship now that is both lowish on part count (under 200 hull only), has incredible staying power especially if damaged, and seems to have no obvious weaknesses aside from the fact that it just doesnt have the armor to reliably stop some higher performance weapons. This ship design actually comes from lessons ive learned from a game called robocraft (dont play much anymore as they ruined uber warp drive exploit!), redundancy beats almost every specialized armor or any other design style.

Btw, what do you pro warship builders come up with as best armor layouts? I kinda force myself below a certain part limit, so i cant go with those 500+ part warships, but regardless of part counts, how do you guys make super ships? What makes a ship's armor work best for you guys (obviously the core has to be made of structural crap).

Edited by panzer1b
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What are these physics exploit weapons you guys are talking about?

Can i get some examples of stuff that is specifically intended to exploit physics bugs for combat? Cause from experience even a single ibeam shot into the right spot of a tank/capital ship will make that craft start spazzing out and tear itself apart, but ive yet to see any weapons that are actually designed to specifically take advantage of these bugs.

The one I have releases a sphere of whirling 80 impact tolerance parts.

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I wouldn't say KSP space battles are "dead" by any means; it's much more like a technological stalemate in that most of the highly active militarist players have access to extremely durable and/or survivable warships with weapons designed specifically to defeat other warships of similar design and construction. I predict that shortly after 1.0 rolls out, we'll see a spike in space combat-related R&D.

On a similar note, while this is pure conjecture, the new heatshield and fairing parts might be useful for armor, as the shields will likely be fairly strong and the fairings can act as ablative shaped outer hull plating. However, the new 'wet' wings might be a weakness due to their fuel tank status.

I been fearing that 1.0 would bring a new wave of R&D so I've been developing some new missile systems. Nothing to show right now but I will release them soon.

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I been fearing that 1.0 would bring a new wave of R&D so I've been developing some new missile systems. Nothing to show right now but I will release them soon.

Im actually not sure what if anything (unless impact tolerances or joint strengths of stock parts change much) 1.0 will offer to warship development. The biggest issue (and one that neither me nor anyone else that im aware of has solved) is the fact that outer armor is worthless against hypervelocity phased ammo. With some skill and i guess luck, you can split the toughest ship in half with a 0.9t torpedo. While im not claiming the 1 shot cut on half is common with 0.9t weapons (my Tripedo-S is 0.9t right now, splits anything ive tested it on sofar with some luck and good aim at its core parts), the fact that such a light/low part count missile is even capable of cutting massive behemoths in half shows that pure armor is worthless.

This is why ive switched to redundancy over armor. The first lesson ive learned when it comes to capital ships is to spread out your weapons, with multiple hardpoints in different areas. This is because as cool as the so called barrel with all missiles in the front is (which quite a few developers utilize including me), all it takes is 1 accurate shot to wipe out most if not all the ammo (and a ammoless ship is just useless unless you legalize ramming). Then i started using vernor spam to make sure that every section has propulsion even if it is damaged or other sections are vaporized. More recently ive given each segment of the ship its dedicated engines, dedicated fuel. dedicated missiles/weapons, and control systems (probe cores and or pilots). Basically against such a ship there is very litle you can do with a single shot. Im not saying the things are all that strong, but you are forced to fire multiple times at each respective section to actually disable such a ship (not to mention that if you happen to cut it in half i just got myself 2 ships that have less firepower/fuel then the original).

Still, if you dont insist upon having what is essentially multiple craft duck-taped together, at the least you should spread out weapons, fuel, and have multiple vernors all over as they dont require fuel lines to work, they have enough thrust to move damaged ships, and best of all they have such a small hitbox they never seem to get shot off (aside from garbage ISP, they have no downsides as a backup engine).

Now as for fighters and stuff is another story, and for those ive found simplicity and best of all low mass/high firepower to beat any other designs. You cant armor a fighter reliably anyways without going into bombers/light capital ships territory, so i go with fuel tank, control system (reaction wheel+probe core or cockpit), engine with 2000ish dV armed (thats enough to get to almost any ship in orbit around the planet carrier is around), and a gun. I found 1.25m weapons to be best on fighters as they can take down capital ships with a single lucky shot to midsection. As for redundancy and all that, its a puny fighter, might as well make them as light and small as possible to deploy them en-mass, quantity when it comes to fighters always beats quality, to a certain limit.

This is what ive learned about space craft combat.

Now as for weapons, NOTHING and i mean NOTHING can survive a hit from a Tripedo-H. Its a little heavy at 7ish tons, 10 parts, but its guaranteed to wipe the floor with anything you fire it at (provided you hit it front-rear or rear-front, its so powerful itll create a debri cloud thatll tear the ship to pieces. It isnt always guaranteed to instakill enemy ship, but it sure is guaranteed to do massive critical damage every shot. While i have seen ships survive it with redundant systems, anything near its trajectory is basically dead. Now for my more practical weapons, the Tripedo-M is good for general purpose stuff, accurate, phasing capable, 3t weapon. And the smaller Tripedo-S is for use in corvettes and lighter craft, weighing under 1t, weak, but ive managed to 1 shot dreks with it before (luck and good aim), and like the M, it can also go fast enough to phase through outer hull armor on most craft.

If i ever show my Tripedo-H in public (its classified as OP right now), im prolly going to challenge you guys to try to counter it without using redundancy (redundant ship can technically survive as parts may still function after a hit).

All in all, there is just no way to counter some of the most powerful missiles. Generally speaking, any missiles above 5t are very hard to counter (especially if they actually have high velocity on impact), with 10t missiles (assuming they are made well) are like 90% guaranteed to tear any ship apart.

Edited by panzer1b
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My newest corvette and or frigate construction (class depends on how many sections are there). Not only is this thing actually well armored against most 1.25m rockets, but it is borderline IMPOSSIBLE to 1 shot kill due to its unique modular construction that is essentially composed of self-sustaining sections.

uNM6OPO.png

Basically, forget beating this outside of firing multiple weapons and or some very very powerful missiles. It utilizes flex armoring, Ibeam-proof spaced armor, excessive redundancy (each section has propulsion, power generation, weapons, and is fairly well armored), and has plenty of firepower. Thats not even mentioning the fact that this thing can actually take hits with minor damage too. Its virtually immune to Ibeams luckshots aside, has a very rigid frame (flexible enough though so that joints are less likely to fail), and has absurd dV too (the frigate gets over 5K dV without droptanks, 8K with), and the corvette looses some fuel tanks to keep the weight down and accommodate extra missiles in place of the fuel tanks).

it can also be a 100% modular ship, with docking ports connecting sections, but i just dont like to use those, and it actually makes it easy to split it apart, not to mention flexing becomes a massive issue. With KAS struts that can be applied after connecting a section, its quite neat, but until some sort of modular apply in space struts are added to teh game (or i have mod active), i think ill stick to avoiding 100% modular ships.

The coolest part is that i can actually swap weapons out depending on mission, as each section comes with options as to what caliber and how much of it. You can normally arm 2 1.25m stubby missiles (configuration in picture is compact mode for stubby torpedoes, but you can also have them extend out and fit almost any length missiles while sacrificing appearance). It can also accomodate like 10+ 0.625m missiles (long ones, like over 20 stubby ones), and it is technically capable of surface mounting 2.5m missiles, although it looks like crap, and the craft is just too small to bother mounting Tripedo-H "Drek-Buster" missiles on it.

Finally, the only downside is that right now i was not able to integrate dedicated main engines for every segment without compromizing structural integrity or blocking the weapons bay. That said, the whole craft (not shown in pics) is pushed by e dedicated engine module at the rear, and has a frontal section with a cockpit for kerbals (while i tend to like droid ships more then kerbal ships, its nice to have some eva interaction here and there), which is also armed with multiple weapons stacks. Im also developing an alternative section that can mount 6 1.25m torps, which will be slightly weaker and heavier, but will have more firepower if needed.

Ohh, and the entire thing (with weapons included) is under 300 parts, hull is a hair over 200. At that part count, and considering how it refuses to die, i think i just made a rather good ship (and i managed to keep it in my aesthetic style of flattened hexagon hull that i like for some reason).

Edit:

Did some more testing, and the bloody thing REFUSES TO DIE! I cannot kill it with the shredder missile (the stuff the Drek-27 arms stock) worth my life. The MOST ive managed to do with a single shot is destroy the fuel and ammo in 2 segments, or destroy the engine compartment, or destroy the cockpit area where the kerbals sit. I just CANNOT split it in half sofar with a missile that i can quite reliably split every drek in half with with a good hit. Now im not sure if the dreks are that great ships (the only drek comparable ships ive yet to find are a few of the Reacher Industries ships), but until proven otherwise im considering the dreks to be the best ships in public domain in terms of armor. Then again, with the sheer armor the new AKS S-FGT-I has, and the fact that not only that but it has incredible redundancy, i think i might have finally created a ship that can take on dreks as equals, and in certain regards its even superior.

Edit:

I managed to split it in half ONCE after firing 37 shots (ill make an actual documented test later), even then it could still fight perfectly fine (each half had both engines left, and weapons).

Edit:

Here are some preliminary pictures of the things, not only do they have absurd armor, redundancy, great dV (above 3-4K depending on armarment), but i have to say these things dont look half bad either. The front is a placeholder though, as i plan to redo it with a lighter and better armored thing (right now the front and rear is pretty easy to destroy, although destroying teh whole ship aint exactly easy).

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All in all, im quite happy with my new corvette class ships. Now to make a frigate hull which will have an extra layer of spaced armoring making it even tougher to kill, and some more weapons as the current thing's only major downfall is lowish ammo capacity (you can mount some more externally on hull, but it ruins aesthetics). Really happy with these things, and i will soon release a lower part count variant of this craft, with slightly worse armor in exchange for lower weight/part count. The super massive battle hardened variant is at least for now staying classified, wouldnt want everyone else to start pirating the technology :D

And ofc since no fleet would be complete without a command ship:

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The entire front and rear are purely cosmetic, but the middle still has that usual armor. I kinda staged the battle though, as it took me a few tries to actuall;y harm the thing with the SRB rocket. It usually either bounced off or just took out a panel or 2, it took like over 10 tries to actually tear off some panels to make it look like the ship was damaged. Still all superficial damage.

Edited by panzer1b
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I feel like having a space battle to send off KSP.

Id be interested in doing space combat, but with a twist of limiting the max weight of any one missile to say 2 tons or so. Thisll make armor actually worthwhile, as there is just absolutely NOTHING that can counter some of the heavier super high performance weapons.

If youd like a fight, i can set up or you can set up, ill finally get a chance to try out my new corvette class ships.

They are the 1st ships that i will say have ANY sort of armor, and they are quite potent in the testing ive done sofar, but when it comes to weapons i stick to weaker stuff, Ibeams, a few guided 1.25m missiles, ect, but none of my ordinance exceeds 2t as i find it no fun to use weapons that are almost guaranteed to destroy anything in their path (such as my tripedo-Hs, yes i can kill anything with em, but whats the fun in 1st to shoot wins every time?).

Also, one more thing, due to my machine's limits, i ask that you do not use anything above 500 parts, as it lags and forces me to set physics/frame to 0.01 in cfg, and this causes some odd occurences in the damage modeling (rounds going poof, entire ships exploding from a single Ibeam, ect).

Edited by panzer1b
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Also, one more thing, due to my machine's limits, i ask that you do not use anything above 500 parts, as it lags and forces me to set physics/frame to 0.01 in cfg, and this causes some odd occurences in the damage modeling (rounds going poof, entire ships exploding from a single Ibeam, ect).

Don't worry, I'm worse off for high partage. I don't mind who sets up first I'd just like to get the first hit, it's less about being 1 up, it's more about being the one to set the manoeuvring pattern.

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Don't worry, I'm worse off for high partage. I don't mind who sets up first I'd just like to get the first hit, it's less about being 1 up, it's more about being the one to set the manoeuvring pattern.

Im almost done with a few final modifications to my ships, trying to cut down any non essential parts out of em as 300 parts for a corvette isnt exactly bad, but it can sure go down as well.

Finally, are you looking for a super serious competitive game, or more for fun purely? Cause i have multiple weapons to choose from: Tripedo, Ibeam, KDrone, and a few unnamed stuff. All come in S, M, and H versions, with S being smallest, M being medium, and H being heavy. If you want a 100% serious game with no weapon limits im loading nothing but Tripedo-Ms and Tripedo-Hs, the M being a similar weapon is size and lethality to zeke's popper-H (the think on the drek 12p), and the Hs being instakill anything i come across weapons that are kinda heavy at 7t. Personally id like to use Tripedo-S and the drone/ibeams, as these weapons are more fun to play with, but are both lightweight and often end up doing lowish damage. If you agree to the limit i proposed earlier of 2t max per weapons, im switching to my pure fun loadouts, more ibeams and weak junk, less 1 shot kill torps. Id prefer fun weapons up to 2t, but i will still do a serious battle if you so wish, but expect me to load the most powerful gear im capable of loading if that is the case.

Finally, one question, are you looking for pure capital ship on capital ship game, or do you want to do fighters/carriers too? I do not have any of those built atm, but if you wsh, i can finish my carrier thats in the works.

Anyways, you can set up as i still need a little time to finish my rebuilt ships. I dont have much left, but i need to update them a little here and there.

Edited by panzer1b
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I won't take it that seriously and I'm not a fan of carriers in battle, I like them as logistics vehicles but would normally place them far-far away from the action.

But anyway, I like sub-capital sjops because of the part count and the sheer variety despite the small size.

mN1oz8t.png

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I won't take it that seriously and I'm not a fan of carriers in battle, I like them as logistics vehicles but would normally place them far-far away from the action.

But anyway, I like sub-capital sjops because of the part count and the sheer variety despite the small size.

http://i.imgur.com/mN1oz8t.png

My craft i plan to deploy are these:

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Ofc with redesigned fronts/rears, as the ones in the pics were complete placeholders.

They have so-so firepower, fairly bad ammo capacity, and are imo some of my for fun craft, despite the fact that they are actually pretty hard to 1 shot kill. If you want to bring smaller vessels, them ill bring my Class-I corvettes supplemented by maybee 1-2 Class-II or Class-IIIs. All in all, these craft are my finest when it comes down to low part count + useable armor. They rely mostly on redundancy for survival, and each of the subsections in the middle have its own dedicated backup engines, fuel tanks, weapons, ect. That said, the armor is alot worse then i initially thought, as i was doing tests when i had my settings in such a way that physics messed up, so id say the armor protection is wotrse then the drek series. They can take hits, but aside from teh redundancy, they arent quite tough to bring down with conventional weapons, even Ibeams stand a good chance of at least causing critical damage.

Seeing your fleet (im assuming you prefer more smaller ships then a few large ones), i think im going to be using ALOT of KDrones, given that those are one of my best anti-fighter weapons, and are still able to at least harm heavy armor with accurate fire.

Also, what would you say would be a good tonage maximum? Most of my ships (mostly cause i insist on 3K dV minimum) are 50-80t. Unless you want to match numbers one by one (i actually dont care for one-one ship number matching), i think we should just make it tonage based, i dont know, say 300t max total or something of the sort. Thatd let me bring 4 of my Class-IIIs, or like 10 of the smallest ones, no idea how heavy your ships are on average.

And if you are ok, i might deploy a few support ships of mine (something like 20t bomber styled things).

Edited by panzer1b
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Wait...(it's been about 3 months) who's been doing the tonnage ship by ship?

I think you should set up whatever way you'd like but it's a 2 day time limit so not too many, I have no clue what to use.

Edited by Spartwo
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Wait...(it's been about 3 months) who's been doing the tonnage ship by ship?

I think you should set up whatever way you'd like but it's a 2 day time limit so not too many, I have no clue what to use.

Ok ill set up 1st then, expect teh save either later today or early tomorrow, im almost done rebuilding these things.

Im gonna go with roughly 200t then, to make it not too long/drawn out. 200t should be enough to have some fun and all. You can judge what ive brought and bring something to counter it. Also, id do it by total mass of all combined ships, considering that you might prefer more smaller vessels to my few somewhat larger vessels (i dont really have too many smaller craft right now, its either sub 10t interceptors, or above 50t ships).

Ok, just made a new corvette that is roughly 30t, is that closer to your craft?

Edited by panzer1b
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Hmm... should I post my hidden ships? Yeah, I probably should.

On another hand, despite all the changes in 1.0, I think I'm going to rebud my fleet, saving some more venerable designs (although not without minor modifications), and retooling the rest of my fleet to be mainly manned heavy fighters and corvettes.

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Hmm... should I post my hidden ships? Yeah, I probably should.

On another hand, despite all the changes in 1.0, I think I'm going to rebud my fleet, saving some more venerable designs (although not without minor modifications), and retooling the rest of my fleet to be mainly manned heavy fighters and corvettes.

Ive actually found corvettes/frigates to be the best ships around, as the game gets to a point where more armor becomes pointless (at least with current weapons designs).

Basically anything above 100t isnt practical, as even thats still just as suceptible to good aim/luck.

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Here is the persist file from my game, ~200t maximum limit plz (i deployed 200t total for ships). if you go a little bit over thats ok, but try to keep it near what i have.

http://www./download/emnvqvwm1x6yb1r/NavalBattleKerbinSOI.sfs

4 ships, 2 around mun, 2 around kerbin, so please stick to within kerbin SOI. Thatll make fuel actually matter somewhat but since kerbin doesnt exactly take incredible amounts of fuel it shouldnt devolve into a every ship runs out of fuel issue. Spawn anywhere you like that is at least 100000km away from any one of my ships so that you dont just get a free kill and have to actually maneuver to intercept.

Also, all of these ships are 100% experimental, and ive outfit them with primarily weak ammo for use against lighter armor. Also, this is my 1st turn based battle, so if i do/did something wrong please correct me.

And here are a few pictures of the actual ships im deploying. They have so-so armor, able to at least bounce some weaker weapons, and they have some redundancy too.

62NnJOI.png

Nv91fvT.png

roL3ude.png

Finally, i also deployed a repair drone as well, this is not a combat unit but is just there IF i need to fix one of my ships in the later game (if support ships that arent intended for direct combat arent allowed feel free to delete it, although it weighs less then 2 tons, so its really insignificant).

And finally, please keep debris to at LEAST 1000, this is because stuff liek shot off fuel tanks, ect can actually come in handy

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