Space Engineers

Space Engineers

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PFS - DDAA - Devilfish Flak Destroyer
   
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21 Oct, 2014 @ 4:19pm
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PFS - DDAA - Devilfish Flak Destroyer

In 1 collection by Lord Commissar
Phoenix Fleet Systems
34 items
Description
Mass: 7,092,596 kg
Acceleration: 5.53 m/s^2
Weapons: 20 Gatling Turrets, 6 Missile Turrets, 47 Anti-Missile Systems
Storage: 8 large containers
Connectors: 2 (wings)

The Devilfish was developed to be an escort cruiser for larger battleships or other ships that may have difficulty with swarms of fighters. It is designed exclusively to thin out enemy swarms to a point where they are nothing more than a mere annoyance. To this end, the Devilfish contains a generous amount of anti-fighter and anti-missile weaponry, but also has a few missile turrets of its own should it be caught by alone by larger ships. It is also relatively fast for its size, allowing it to escape such situations should it ever prove necessary.

Some have asked about donations. Obviously you needn't feel obliged, but anything is greatly appreciated and you have my thanks!
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20 Comments
dresoccer4 20 Sep, 2015 @ 8:34am 
great answer Dark Lord! I'm glad you value aesthetics and fun over straight effeciency. that would just be boring. keep up the good work!
Lord Commissar  [author] 18 Sep, 2015 @ 3:29pm 
i'm well aware of the titan engine issue. and admittedly it is a fatal flaw to the system, but ultimately the same issue will exist for most any ship using the same engine as well. the question is what you value: speed or armor, because you can rarely have both. never underestimate what speed can do in battle either. you can't kill what you can't hit or have the time to prepare for.

another thing to note is i build most of my ships on theory, or lore, more than actual gameplay. it's why my ships are filled with pointless crew quarters, mess halls, and terminals when 1 pilot is in most cases entirely sufficient. if i build simply what works in SE, then the process of building ceases to be enjoyable for me.

as for shield mods, no. i do my best to avoid anything that breaks the vanilla balance of combat.
ViccyQ 17 Sep, 2015 @ 7:53pm 
With out shield mods, your ship is easily disabled do to the thin layer of armor you have. Even the command area's. Your titan is is huge target and once taken out, exposes more areas and of course decompresses the ship. One small little fighter craft can take out this ship with a ramming run.

In space engineers, things a bit a different. especially in a survival mode setting.
Lord Commissar  [author] 17 Sep, 2015 @ 3:39pm 
my ships are built to act as part of a fleet. no ship is meant to handle everything as generalist ships are inefficient and ultimately an idealistic goal.

that being considered, if you still have issues with it, please offer a more substantial criticism. calling something flawed without supporting points or suggested remedies is hardly valuable.
ViccyQ 16 Sep, 2015 @ 10:04pm 
Needs more strategic thinking.
ViccyQ 16 Sep, 2015 @ 10:04pm 
Very interesting ship but EASILY disabled and distroyed.
dresoccer4 22 Feb, 2015 @ 2:46pm 
very cool design! i love all of the glass showing off the titan engine
Haram Bae 17 Nov, 2014 @ 11:21pm 
I personally like the Interior Turrets as AMS because they fire a smaller, cheaper round, and generally engage at a lower distace. gives a nice feel about it.
Bumbleton 27 Oct, 2014 @ 1:42pm 
ah, true. good reasons. anywho, love the general design. when a few decoys fly over head, it looks like a WWll scene XD
Lord Commissar  [author] 27 Oct, 2014 @ 7:04am 
because not only is it still in development, which means the final product may or may not be balanced, but it also takes up a 3x3x3 space, whereas the interior turrets only require 1 block. the entire reason that interior turrets make an effective AMS is because you can spam them