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I love the ship, and played with it after I changed those two things!
The issue here is, that it is very heavy and uses the cpu to move that mass. So to reduce the cpu needs, you would need to reduce the weight, a lot, which is a hard thing to do in egs. Or strip the weapons, which renders it kinda pointless.
My question is: What should I remove? CPU and cores, I guess, but would I need to then remove to much else to make it feasible? Any thoughts?
@Xerkus: Against Legacy they should be pretty safe. Just try it, if you see them catching a lot of fire, move them.
Seeing how light missile launchers are buried in the armor behind them I am a bit worried that legacy will just be stripping those 4 expensive modulated lasers.
Other then that, you will also run into that issue if you are subscribed to too many workshop blueprints. the limit is somewhere around 200 iirc.
So I had a bit of a question for you. The Warlord currently sits at 1,416,000 CPU, but I know that 1,352,000 CPU is the max for CV's. As I am in the process of creating my own monster of a ship, how did you get that additional 64,000 CPU for the Warlord? I cant seem to find where you squeaked the extra numbers out. Thanks in advance!
@SnakeSolidNL: Thanks, eh thats a joke, ignore it.
However, the pool LCD says to drain the pool before combat, but I cannot locate the water block.
Where is it located ?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3304974339
But they are not able to hit your own ship. If the initial check for a clear firing path succeeds, they will fire and ghost through your own ship. So when you try to place them securely on your own ships, the trick is just to ensure that the initial firing patch check suceeds.
@Malnix: Thanks! And pointing out that you have an Alternative to shields was indeed a major part of the motivation to build this ship.
For anyone who wants to use this I would advise if you build this KNOW the ships your fighting cause a ship is only as good as its pilot anyway.
This ship is a epic and a great addition to my fleet. This ship turned a few zariax ships in to swiss cheese :D
my group is set to fight another tovera with 2 of these and a few other ships for a fun fight.
Still, if you want to optimise for static POI killing there are better weapon layouts.
Imho you should always consider weapon selection on workshop ships something you can and should adapt to your own needs and playstyle.
1. Warlord: battle time about 90 seconds.
I felt it somewhat under performed as guns were firing one at a time and the missiles didn't seem to do much. I use the same missiles on my combat SV and I believe they work better because the ship get in closer and I can aim them better.
When I went to the ship a lot of blocks all over were destroyed including turrets I wanted to salvage for super conductors.
regenerated
2. Ono CV: battle time about 30 seconds.
Ono (by Movado) is my goto combat CV which I modified for RE2 and it quickly took down the generators leaving most blocks including all the turrets in place. I harvested about 20 super conductors from it. I'll keep that as my main battle ship.
3. The Skylark of Valeron SV: battle time about 2 minutes. unpublished, I'm a newbie builder and I am just starting to get the hang of block shaping.
@ACEighty7: You aim at a target block, if you are in range (red crosshair) you fire, and the missiles will follow that block until they hit it or run out of range. Pretty straightforward.