Children of a Dead Earth

Children of a Dead Earth

Not enough ratings
CMD Hellricht
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
11.430 KB
24 Nov, 2019 @ 9:49am
28 Nov, 2019 @ 8:44am
3 Change Notes ( view )

Subscribe to download
CMD Hellricht

Description
Popular Discussions View All (1)
1
28 Nov, 2019 @ 8:47am
Changes
[Jaeger] The Rock
32 Comments
AtomHeartDragon 6 Dec, 2019 @ 3:29pm 
You are right, I actually mixed up your missiles with someone elses. Still, your missiles are large enough to worry about kinetic guns at very long range. With accurate 100km/s RG they can be reliably hit at about 180km, and they don't have much armour to stop any kinetic impacts, let alone 5MJ ones. As for your ship's own anti-missile defence, it does have decoy launchers that will fire in the path of incoming missiles if broadsiding, but the missiles will still detonate close enough to do damage if they are nukes, and 30mm guns don't have any anti-flash armour so one nuke can take out most of PD.
Firestorm🗿 5 Dec, 2019 @ 8:21am 
Please try reuploading the ship.
[Jaeger] The Rock  [author] 4 Dec, 2019 @ 6:25pm 
Firestorm I don't know how to fix glitches. I can try reuploading the ship. But I am shooting in the dark frankly.
Firestorm🗿 4 Dec, 2019 @ 2:00pm 
Tried unsubbing and resubbing multiple times, cant fix the issue. When I start a 1 on 1 sandbox fight with it, I go to inspect the ship to immidiately get a notification that the ship has lost power generation. Please fix your ship.
[Jaeger] The Rock  [author] 3 Dec, 2019 @ 4:10pm 
I'm not sure you are looking at my ship anymore. By micromissiles do you mean the stock striker nuclear missiles? If so and you haven't been using my nuke 2s then indeed it's hard for my ship not to fight at a disadvantage. By 100 nuke strike forces I meant 100 nuke 2s not 100 nuclear striker nuclear missiles.
AtomHeartDragon 3 Dec, 2019 @ 11:21am 
I haven't tested your nukes yet, just the micromissiles. Do mind, that lasers are not the only kind of PD and alone aren't that hard to penetrate.
[Jaeger] The Rock  [author] 2 Dec, 2019 @ 5:41pm 
The nuke 2s in particular have survived the laser stations 1 gigawat laser with only 3 nukes destroyed out of 20 over a 20 second intercept. I have no idea how you're getting my missiles to "insta-pop" with stock lasers. Against the Raven Battle Cruisers 200 mw laser I had around 8 of my nuke 2s get destroyed out of my 60 missile strike force over an intercept of 26 seconds. In my tests against lasers the nuke 2s have performed quite well. Are you looking at the right missiles because I used graphite aerogel on mine.
AtomHeartDragon 2 Dec, 2019 @ 2:43pm 
Sure, your micromissiles instapop even against stock lasers. Silica aerogel is not the legendary anti-laser material it once was, apparently because of a typo in material properties.

Also, take into account that huge swarms of weakly armoured micromissiles are a ripe pickings for nuke interceptors and that in theory, antimissiles should trump missiles, because missiles have harder job to do (they need to get to the target and tank laser PD, which anti-missiles don't - just don't ask me to construct good kinetic anti-missiles, I suck at guidance).

Finally, there are ways to have manageable decoys on a high-power ship. You can have low powered auxiliary power source, and shut down reactors and fold radiators to reduce signature. Sadly, AI can't do that, but my ships tend to have this feature.

BTW, decoys are not foolproof. If you set low enough cutoff some missiles will chase after the ship anyway and fast missile IS a hypervelocity projectile. Then there are drones.
[Jaeger] The Rock  [author] 2 Dec, 2019 @ 1:02pm 
Can I have more of a critique on the performance of my missiles, you're criticising my ships performance in close range fighting against gunships, but, it's not designed to do that really. It's guns are mainly for anti-missile duty. In fact this would most likely be a support ship in a fleet.
Just as if a aircraft carrier was facing a battleship today if this ship is head to head with a gunship something has already gone horribly wrong. Thanks for the advice though. I'm probably going to make a gunship at some point
AtomHeartDragon 1 Dec, 2019 @ 12:38pm 
I have mostly tested against several non-core variants of Dragon (920MW reactors instead of stock 60.4MW ones, RCS, better engines, better weapons - including variants with 100km/s RGs, 40km/s CGs, and variants with heavy 20km/s RGs in up to kg range), and non-core variants of smaller ships.

Even when powering everything else down and firing 15km/s 10g RGs your armour didn't hold.
Against 100km/s RG it was literally about a second between first impact and total crew kill.

[Core] version of Dragon is just that - a stock tech version. It's a good ship by the standards of stock stuff, but you can only do so much with stock modules. It's hard to not fight at a disadvantage if the enemy outranges you several fold and your (stock) guns are horribly inaccurate.