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plenty of guns and quite durable, thanks for the blueprint !! :-)
So all in all it is just completely outdated.
Totally not the other way around! :D
1. Nice attack ship with lots of guns, weel equiped, but has growing plots. Go figure, the role.
2. Has 3 elevators practicaly leading to the same part/deck of the ship. Only the middle is neccessary, for symetric and quick access.
3. The repair bay is positioned in the worst place possible. Reason is that the area needs to be clear for ships to repair and then those ships need to move elsewhere to park.If there is a ship parked there it is obstucle for another ship that needs to be repaired.If the area remains clear then the ships are elsewhere possibly blocking the way to the hangar door. Solution proposed move the repair bay to the hangar door very close to the exit. This way the newlly arrived damaged ships get repaired and then moved to park properly further inside the hangar clearing the entrance area for other ships.
4. Combat ship that has a humble non armored entrance from the top outer deck of the ship. Not prodected with a sentry either. Har har har for the pirates that will jump and take her for their own. Go figure.
5. Two of the cannons on the rea upper part are positioned poorly. Their cover area is obscured by the rear vertical wings. So rear protection is limited, or maybe the cannons can shoot and destroy the deco vertical wings.Go figure.
6. Deco windows on the top of the hangar bays are not even armored and creat a sweet introshive spot for enemies. Go figure. On the other hand see problem above on 4. Better use the new heavy window blocks 2x150 on each part, by replacing the vertical!! shutters too.
Beautiful well armored and armament equiped ship though. If above issues are corrected it will be excellent CV.
2. Yes, it does. Their position relative to the center of mass decides which value they influence the most (yaw, pitch, roll). Anything close to the centerline improves roll, playing them further outward has greater influence on yaw and pitch.
2) Does it matter WHERE exactly I place an RCS on the ship? Will I get more maneuverability if I spread them out?
3) I have read extensively that you need to separate fuel tanks and ammo boxes 1-3 blocks apart. Do I need to separate them by 3 blocks? Or is 2 or 1 ok?
4) I noticed that there were 18 large generator t1’s. Should I opt for t2’s or are t1’s better for PVP?
Your ship adopts a verry similar philosophy to a small destroyer me and my friend worked on, I would love to compare notes, I feel like we could both learn from eachother. :D
Since your damage output is limited you need to try to maximize it as much as possible, that is why before the range increase we saw in recent patches you mostly saw ships having all their turrets at the front to maximize usable range. That isn't necessary anymore, good arcs on your turrets are still very important, especially since you can't abuse clipping anymore.
What most PVP builds neglect is speed. With three axis thrust this ship can always move at 110+ m/s and will not get hit by most projectiles in the first place. Also it often allows to gain positioning advantage making bad turret placement even more of an issue for enemies.