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Post by Foohman on Feb 5, 2014 5:05:52 GMT 10
And here we are! As you can see, the tiny girders were upgraded to exactly the same strength as the full sized girders, with an added bonus as being less heavy! I also found a couple of short trusses, which followed the same pattern! UPDATE: I used some of these girders in my current "stable" design. Although I am currently missing some parts to finish off the aesthetics of my ship, I'm pretty much done!
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Post by Farbs on Feb 5, 2014 10:40:20 GMT 10
My god. There are some stunning ships in this thread.
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Post by Foohman on Feb 5, 2014 22:40:47 GMT 10
I like creating ships that are both practical (filling criteria such as manoeuvrability, firepower, armour) with aesthetics, normally in the guise of truss-girder combos and interesting designs, most of which are discussed here, such as Perez's scrapper designs which I'm working toward.
Good to see you anyway, Farbs!
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Post by Perez on Feb 6, 2014 2:02:39 GMT 10
I raise my thumb in front of the screen -- brilliant! Even though you happened to end up doing the mistake I've feared doing, making you lose most of your boosters, you've certainly managed yourself quite well, I must say. The ship looks as efficient as it always does, foohman. I gotta say! Ah, and by the way, don't worry about replying as soon as possible. Take your time. I say that to a lot of people, but seriously, there's no need for stress.
I've realized that scrappers aren't called scrappers for nothing, nor are the other names of the ships you can find out there. You'll be surprised if you ever get to build one -- cruising, gathering and scrapping modules all around.
Maybe I've actually been trying to speed-run the game without even noticing myself? Doesn't entirely feel like that, but could be. I'll try to take things a little slower then.
So do you think keeping the small charlie-tier grider was worth it? They look like they can be handy for creating, perhaps, more efficient ships somehow? I like that you actually take the griders to use, like in one of the first images where the Mk. II Boosters were.
And is it you who have been bringing more people to the forum? It makes me happy to see that the forum is rejuvenating. And I'm surprised Farbs is back! What brings him here? I wonder.
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Post by Perez on Feb 6, 2014 3:39:53 GMT 10
Ha, I'm starting to feel lucky! Here's my current ship. It is very agile and speedy, which makes the ramming spike outrageous! It lacks reverse thrust power, but I'll hopefully get it fixed as soon as possible. I use the usual tactic fighting guardians -- drilling myself to the core. I'm surprised by how soothing(?) it is to go from a heavy vessel to a lighter vessel, yet just as armed as the previous one. (?): Unsure if correct use of word Also, I found a lot of repair tools that I put by the core of the ship. Since they just charlie-tier, they won't be much of help for now. Anyhow, notice how I kept some of those charlie-tier griders -- I'll be trying to achieve what you achieved, Foohman.
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Post by auburnattack21 on Feb 6, 2014 5:55:34 GMT 10
Alright, is it my turn? I think so. Here we go: This is the current flagship Charon stationed at Haynesport, also known as my vessel, because I'm the chief pilot. You know how that goes. Lawrence Cook is the current command module captain. So, talking about ergonomics, this ship is medium-sized and is derived from my old designs of the Nemesis. The same series applies: Three sides engaged by the command module, with large booster arrays on the backside attached to jutting girders. Because we have the technology, however, shields are used just like any other ship posted here. While gathering information about decks and trusses, I had to visit some Juliet merchants northwest of Port Ford. They had missile launchers. If it were not for that lucky pickup of a Hotel Bubble shield from an earlier engagement at Jiuquan I might have lost some weapons, or worse, been defeated outright. (I actually told you folks about a flagship we lost due to one of those missile ships.) The Snipe Launchers are a result of that same engagement. Everything that was not lit up I marked with a dot of paint; anything not marked or lit up is Juliet. And yes, I realize we're missing a twin booster. That may well have been our only casualty in this series. In any case, the information on Wikia is finally complete. Now I can rest. Attachments:
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Post by Admiral Kirana on Feb 6, 2014 9:46:38 GMT 10
Now I don't know about you guys, but how we managed to sidetrack the discussion from derelict stations to vessel configurations I will never know.
That ship's pretty neat though. Definitely far superior to anything I've cooked up, since most of the warships from around here end up annihilated around the Echo areas.
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Post by auburnattack21 on Feb 6, 2014 11:03:05 GMT 10
Thank you. I was trying to get it back on track, but now that I think about it, is there really much to talk about regarding these mystery ships? They don't appear very often, in fact I've only ever gotten one.
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Post by Foohman on Feb 6, 2014 22:23:40 GMT 10
Currently at Uni - I'll edit this post with a proper reply in a wee while!
EDIT:
Right, yes! Hello! Perez, you certainly love your ramming spikes don't you? I think I took inspiration for their use when you described the mining trick, but you clearly use them primarily for attack don't you? What's your tactics with them? I can't seem to use them properly it seems, unless I see a particular opportune moment when fighting a guardian or if I'm feeling sadistic with a lesser ship.
Auburn, you clearly go for a minimalist approach - when I played 0.5, the Juliet-tier ship I had was completely massive, with full 360 degree firing ranges, and oxygen tanks galore. Naturally, the ship was obviously far slower than your current ship, but I felt far more secure when fighting ships and indeed I was no longer perturbed by more dangerous ships.
I'll post my current design but it's admittedly not much different than the last picture: unless I find a great payload of parts, I can't bring myself to change my ship, so I may venture to one of the wormholes today and enter the India-Juliet sector ahead. When I'm there, I will probably accumulate the right parts but I dread to leave my precious upgrade station!
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Post by auburnattack21 on Feb 8, 2014 17:37:22 GMT 10
(Some spoilers in this post) Since this appears to be the generic place for storytelling, I'm going to make a pretty big quote of a previous custodian of Haynesport. My additions in brackets: Echo Derelict near (164, -5) in the middle of the asteroids. I couldn't tell he was Echo until I blew him up. Maybe you should keep the pieces' colors on derelicts, especially seeing as they re-color upon destruction anyway. Unfortunately, he's of little use in the game progression. To find him, you basically fly straight east from the NE/RE/IE/FE at (131, -12) [Point Cobain] - and that's already Echo-level. He was equipped with lots of rocket launchers and uniboosters if I remember correctly. So I guess that's useful, even if only for scrap (there's a nearby SE at the DE/SE/RE [Goldenport] southwest of the NE/RE/IE/FE.) We found this one and blew it up a while ago. Incidentally, later in the same thread there is talk about one in the asteroid group between Mendez's Rest and Von Braun's Haven - around x-124, y-36. We confirmed this about 15 minutes ago. The Sniper Launcher India factory (FH) [Armstrong's Regret] is aggravatingly in the middle of absolutely NOWHERE. The best way to find it is to head east from the Foxtrot encampment at (52, -213) [Camp Freiherr] . Ah, yes, this one. I tell you, for the longest time we had a battle line there; turns out even Foxtrot Snipe Launchers do nothing against - you guessed it - the most annoying weapon in this whole shebang, Foxtrot Missile Launchers. It actually wouldn't be in the middle of nowhere if there weren't a huge chunk of hot rocks between it and the Port Monroe corridor. Finally, that Dock Juliet [Port Davis, I assume] actually sits in the densest high-level space I know of. Several sets of India and Juliet stations are in the area, including several nice factories (Laser Juliet FI, Booster Juliet FI, Sprinker Juliet FJ, and even a Ramming Spike Juliet FI!) [/i][/quote] You have to love the Port Church-Jiuquan metro. Very high population, very high production, very volatile. Last time I remember, the Juliets up there were Balanceists, though I could be wrong. It definitely could be worse than it is today. Now, all that is great, but here's the main point of this post: the mother of all juliet stations , and the easiest way to deck out your ship -052x @ -329y scrap and ships and dock and a repair station too . Huh? There isn't a station down there...is there? Let's go venture out there and see what's going on. So, after launching from Haynesport, we casually make our way down to Wynnport. After taking off to the south, we encounter a group of Hotel merchants. Alright, fine, so we kill them. Further south, however, India and Juliets come streaming out with all these Snipe Launchers. Now I was taking census a couple hours ago up near Bower's Colony (the extreme northeast), and already got a couple Snipe Launchers from a ship there. But, I tell you, each one of these had to have about twenty of the things. It's a miracle the Charon got out of there unscathed! So, after retreating once, we decide to just ignore them, because their boosting power is very low compared to us, and attack the station. Right, so the station, Barnettport, gets back online, that wasn't hard. But now we have a Juliet merchant up against a scrapyard with snipe launchers all over the place. Open fire? Alright, couldn't go wrong. So we pick up a full deck of Snipe Launchers and nearly 150,000 Credits from the rest. Great! Now we're surrounded on three sides by ships, and how are we going to get out of here? Well, go west out into dead space, and turn north at a certain spot, go about 150 units north to get to Mendez's Settlement. That's basically the only way in or out of there. Now, you ask me who thought to put a second scrapyard next to Dornberger's Landing, which already has one. What we need is one up in PC-J. Also, a Warehouse down here wouldn't hurt either. In any case, we paid a visit to the Snyderport Beacon, then checked out the remaining derelict, then went back to Haynesport. That was my day. Any of you running missions?
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Post by Perez on Feb 9, 2014 0:06:58 GMT 10
Perez, you certainly love your ramming spikes don't you? I think I took inspiration for their use when you described the mining trick, but you clearly use them primarily for attack don't you? What's your tactics with them? I can't seem to use them properly it seems, unless I see a particular opportune moment when fighting a guardian or if I'm feeling sadistic with a lesser ship. I do, and I honestly don't know why. I use them quite a lot for the mining trick, but I do indeed tend to use them for offensiveness primarily, like you're saying. I don't really have a tactic either, and I mostly use them just the way you do. However, I've found out there are four ways you can use the ramming spikes effectively: - Destroying Deck Griders and the hostile's Command Module. - Mining through asteroid fields -- mostly taking good effect in Foxtrot-tiers. - Protecting your ship from aggressive enemies. - Protecting your ship with shields without regeneration -- they can take a heck load of damage, those ramming spikes. I tried to build a bucket-shaped ship a while ago where I placed one ramming spike on each of the wings' frontal edges. I invested in rotation capability to turn the ship a somewhat "boxing"-ship for close combat. Something like this ship. You remember when I used a scrapper, right? If you have a huge left (or right) wing with one or more ramming spike fastened to it, you can use them to smash enemies into pieces. Maybe something like this silly thing. The ramming spikes are supposed to be where the torpedo launchers are. As I said, I don't know why I like to use ramming spikes. It's probably just all about being different from everyone else, and how they're -- as said -- handy in casual situations. Personal preference is the word I'm looking for.
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Post by auburnattack21 on Feb 9, 2014 15:00:35 GMT 10
Would you also believe there's a whole community north of the Port Vinson beacon? More rumors abound, and we had to go check it out. Needless to say, a whole bounty of stuff straight from Port Vinson was sold at the brand-spanking-new Aldrin Cosmodrome Scrapyard Juliet! Half a million Credits added to the bank. Today is a great day.
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Post by Foohman on Feb 10, 2014 2:18:02 GMT 10
I've had several designs like yours Perez - the 'boxing' ship, except I always, always end up making the front arms of the ship really thick to create an armoured hood around the main battery of guns at the front of the ship That scrapper design is literally insane, the sad thing is I don't know if I'll be able to achieve it this play through, which really sucks! Also Auburn, hope you have lots of oxy tanks because on my last playthrough I very nearly asphyxiated with 55 Oxy on my way to a massive out-lier of a settlement! Make sure you're fast!
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Post by auburnattack21 on Feb 10, 2014 3:56:53 GMT 10
That's where Cruise Control comes in, my friend.
So last night, we opened up shop in a new sector - which I suppose I should refer to as Guianaport, even though I'm not particularly fond of the name. (Guiana was an old name for some backwater section of South America before the revolution, I think.) So, there is not an enemy ship to be found, but there are asteroids, literally, everywhere. It's a good thing the Peacekeepers supply the Charons with emergency modules. In any case, do you know they sell actual girders in this sector? It's quite fantastic being able to make a good mining ship with only a little bit of credits. Deltas go for 80 Credits, that's it! Isn't that something?
So, after stumbling upon a Derelict that Farbs mentioned somewhere along the line, I manage to scrap together four Bravo Prismatics and three Charlie lasers (also being sold somewhere for 80). After killing a Delta guardian, the next station we encounter is...Golf? And the girl (Catherine was the commander's name) has Snipe Launchers. Well, amazingly, she's stuck in the trusses of the refinery! So, using all but four liters of oxygen, my trusty Bravo and Charlie lasers slowly peck her down to nothing. By the way, Hotel girders for 1,000, and Lasers for 3,000.
Now the issue is putting together enough money to purchase those things.
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Post by Perez on Feb 11, 2014 2:04:40 GMT 10
'Boxin'-ships needs more precision when it comes to the ramming spikes, wouldn't you say? Well, all they're good for, really, is -- like you always tend to do -- to protect the main complexity of machinery (Wow, so advanced) and to mine asteroids. You need to be quite skilled to be able to use the 'boxing' technique efficiently. Haha, that scrapper was thankfully just temporarily. Can you imagine how slow it was? I had defeated two beta-tier shuttles to receive those decks, and then I built my so-far best scrapper; The extra attachments were just to maintain balance.
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Post by Captain Michaela Nul'dolaer on Aug 24, 2014 19:36:33 GMT 10
Damn, that looks cool. Even though it looks weird, it can put up a fight.
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